- New sounds for chaingun, Machinegun Plasma Rifle, BFG9000, Shotgun, Rocket Launcher and Pistol.
- New Explosion Sounds.
- New firing frames for Chaingun by RSSWizard.
- New explosion sprites for grenades and Rocket Launcher.
- New Quit Messages.
My changes:
- New BFG alternate fire that shoots two small BFGballs (uses 90 cells).
- 3DO intro also for Doom 2 now.
- New Secret Sound.
- New quit sound.
- Standby alternate fire for chaingun added!
Pressing alt fire while you don't have cell ammo attempts to swtich the pistol out to the grenade. Can be quite annoying when you're not that aware of your cell ammo amounts. Also, I find it really cool that you made it so the chainsaw works with Beautiful Doom's special chainsaw death.
Since you're using bug decal blast1, maybe you should have fixed it.
Re: Flakes Doom v1.6 (Updated 22/02)
Posted: Wed Feb 22, 2017 5:28 pm
by Dr_Cosmobyte
This one's got a update too!
- Fixed Pistol Alternate fire and SSG not alerting monsters
- New pistol sprittes by DIMOSHunter
- Fixed Dryfire states (no selecting grenades anymore!)
- i don't remember what else.
Have Fun!
Re: Flakes Doom v1.6 (Updated 22/02)
Posted: Thu Feb 23, 2017 9:18 pm
by Deii
Yep, I think this is pretty close to being stable. The only bug I found was that rapidly switching weapons after pressing the chaingun's altfire will make the barrel spin up sound continue playing while you're using another weapon.
Other than that, I'm glad you figured out a way to keep the grenades from being selected when you have none. Good job, man!
Re: Flakes Doom v1.6 (Updated 22/02)
Posted: Thu Feb 23, 2017 10:42 pm
by Dr_Cosmobyte
I do believe yes, but still there's some things i would like to add.
- Heretic compatibility (which requires me working on ammo)
- Custom fonts (already added for next update)
- An alternate attack for the chainsaw. I thought on something shooting/ejecting it's blades (of course, drawing from a ammo pool) which could be a devastating attack, but only replenished by backpacks or the chainsaw itself. Just an concept, though.
- Quick Melee/Grenades
- ACS Options for smoke and voxels
Also i think the quad damage needs a little time buff and the orbs need brightness. Other than this, yes, i think it's almost done
Re: Flakes Doom v1.7 (Updated 11/03)
Posted: Sat Mar 11, 2017 4:34 pm
by Dr_Cosmobyte
Hello guys, v1.7 is UP!
here's the changelog :
Spoiler:
11/03
- New fonts
- Now with Heretic compatibility!
- Quad Damage fire sound added for ALL weapons!!!
- 3D MODELS FOR MANY ITEMS! Courtesy of CamaleonMaligno. (Sorry Zdoom and some Zandronum users, you guys get the voxels instead)
- Voxels for Heretic keys.
- Decals for Rocket explosions.
- New frames for pistol
- Better pistol animations.
- New Sounds for some environiment.
- Machinegun Altfire takes 10 clips now.
- Small tweaks on Rocket Launcher.
- Scaled down plasma flame and rebalanced ball damage.
- Small touch-ups on BFG ball.
- Fixed spin on chaingun which stopped weapon bobbing
- New pumping frames for Shotgun (a bit slower, but better)
- New Player sounds
- New Menu and intermission Sounds.
- Rebalanced Pistol Alfire
- Fixed Pistol and Supershotgun not alerting monsters (thought i had fixed it)
- Internal renaming of all weapons
- Intense Internal Organization
- New bobbing style for weapons
- nerfed shotgun, chaingun, machinegun and pistol ammo drops. If it gets too harsh i can back it up.
Have fun!
Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!
Posted: Sun Mar 12, 2017 6:40 pm
by Deii
This is a really good update, just had a lot of fun with Heretic.
Do you have plans for adding the Unmaker by chance? It'd feel right at home, since the mod overall has that feeling of mixing old and new weapons to make overhauled ones.
Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!
Posted: Sun Mar 12, 2017 7:17 pm
by Dr_Cosmobyte
Does it sounds dumb if i add it by a small chance of replacing the backpack (full ready, no three secret pieces needed) and add the souls on a chance to spawn on cells?