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Re: [WIP] Final Duel:Veni Vidi Vici v0.18 New trailer releas

Posted: Fri Nov 15, 2013 5:15 pm
by phantombeta
Captain J wrote:welp, i really hated to talking about bring realities to every doom mod; in real life, peoples that handled guns even marines cannot reload the two handed weapons much faster like this mod does. only magazine releasing and inserting sounds are exist but pulling a bolt sound. and that's how this weapon is really makes easy to reload really faster.
They are special guns made for the Order staff, they release the magazine through a system in the user's suit or in the user's nanomachines, that's why it doesn't make a sound when releasing the magazine, plus, Nero and Chronos have powers(telekinesis, teleportation, etc)
Captain J wrote:also, talking about plasma rifle's recoil sound; some 'beep-beep' sound after done with firing it. sometimes it's sound stops when starts firing again.
DAMMIT >_<
Fixed.

Re: [WIP] Final Duel:Veni Vidi Vici v0.18 New trailer releas

Posted: Fri Nov 29, 2013 9:44 pm
by Captain J
phantombeta wrote:hey are special guns made for the Order staff, they release the magazine through a system in the user's suit or in the user's nanomachines, that's why it doesn't make a sound when releasing the magazine, plus, Nero and Chronos have powers(telekinesis, teleportation, etc)
that should be makes sense; IF you're put those abilities at your first post. a briefcase of synopsis or character introducion for example. which is slow or faster, resists more damages and which magic is stronger then others etc, just a thought anyway.

Re: [WIP] Final Duel:Veni Vidi Vici v0.18 New trailer releas

Posted: Mon Dec 16, 2013 12:28 pm
by phantombeta
Hi guys...
I'm gonna change the WordPress link for a blog hosted in WordPress.com, since my server is kinda unreliable(I hope I spelled that right) and I'm probably gonna move some stuff in the server, maybe even move to another server, I'll probably do as Captain J said and add a page with some info about the characters in the blog...
Also, the mod will have mutators in the next version, I'm already working on two.
A spawner for the weapons and the inventory items, and a spawner for the monsters.

Re: [WIP] Final Duel

Posted: Mon Dec 16, 2013 7:04 pm
by Nightfall
phantombeta wrote:but I gave up Zandronum compatibility when it started crashing on start for no reason
*cough* http://zandronum.com/tracker/

Re: [WIP] Final Duel:Veni Vidi Vici v0.18 New trailer releas

Posted: Wed Jan 01, 2014 12:50 pm
by phantombeta
I didn't even know what was crashing at the time. and I still don't fucking know why :/
Also, I decreased the PK3's size from 18 MB to 13 MB by just doing "Optimize PNG" on all PNGs in SLADE 3...

Re: [WIP] Final Duel v0.18 (No, this is not a duel mod)

Posted: Mon Feb 03, 2014 11:29 pm
by phantombeta
Hi.
I've been thinking about adding fatalities, like in Brutal Doom, should I add fatalities?
Also, I've been thinking about adding some of the GZDoom brightmaps to the mod and making brightmaps for stuff.
Oh, and now the mod has a modified palette with blue changed to cyan, the game looks awesome with it IMO.

Re: [WIP] Final Duel v0.18 (No, this is not a duel mod)

Posted: Tue Feb 04, 2014 12:11 am
by Captain J
if those fatality does looks okay and less-brutal doom'er than sgt's game and creative enough, that's going to be okay i guess.

Re: [WIP] Final Duel v0.18 (No, this is not a duel mod)

Posted: Tue Feb 04, 2014 1:48 am
by wildweasel
What functional purpose would the fatalities serve?

Re: [WIP] Final Duel v0.18 (No, this is not a duel mod)

Posted: Tue Feb 04, 2014 2:32 am
by phantombeta
@wildweasel
I'm not sure, I've been thinking about making them reset the adrenaline kit/berserk timer.
Another idea is making fatalities give more experience than normal deaths.

Re: [WIP] Final Duel v0.18 (No, this is not a duel mod)

Posted: Tue Feb 04, 2014 2:24 pm
by wildweasel
Those all sound good; as long as there is some reason why the player should consider a complex fatality over just shooting the guy.

Re: [Beta] Final Duel v0.18 (No, this is not a duel mod)

Posted: Fri Apr 11, 2014 1:00 am
by phantombeta
Hey guys.
I'm trying to make a launcher for the mod. I'm not that good at programming(I'm a beginner), but I can learn kinda fast.
I need help with an option, the option is downloading the latest Git source of the mod and compiling the PK3, but I don't know how to do it.
I want Git to come with the launcher so the user doesn't need to download it to use the option, but I don't know what files are needed(including the entire program would make the launcher too big).
I tried searching on Google, but I couldn't find anything that helped.

Re: [Beta] Final Duel v0.18 (No, this is not a duel mod)

Posted: Fri Apr 11, 2014 8:27 am
by insightguy
What's wrong with ZDL?

Re: [Beta] Final Duel v0.18 (No, this is not a duel mod)

Posted: Fri Apr 11, 2014 3:14 pm
by phantombeta
Err.
There's nothing wrong with ZDL, but I want to make a launcher that checks for releases and previews on runtime and can download the latest git source and compile the PK3 automatically.

v19 coming soon.

Posted: Thu Jun 05, 2014 6:06 pm
by phantombeta
Halo guys.
Final Duel v19 is nearly finished.
The only things keeping me from releasing it right now are the Shop system, the runes and the fact that all enemies still drop only 1 credit.
When I finish all that I'll release it. Should be easy to finish all that.
Quick edit:I need some help with making the runes(mostly just thinking up what runes should look like and what they should do).
If you want to help you can go to #FinalDuel at esper.net, or use this web client.

Re: [Beta] Final Duel v0.18 (No, this is not a duel mod)

Posted: Mon Jun 09, 2014 8:51 pm
by phantombeta
Sorry for the triple-post. It should be ok since this is an update, right?
Oh well.
Anyway, I'm close to releasing v19. The only things that I haven't done yet is the shop system and giving the monsters a amount of credits other than 1.
To make the shop system I need some buttons for it, which I don't have and can't make.
I might add a video to this post later.