QuakenDoom 2: First Enemy: Enforcer Crouches!!
- greatmuta2
- Posts: 3
- Joined: Mon Jul 27, 2009 1:10 pm
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
just curious will they have multiple deaths like Q2 like when the gunner gets killed his head comes off or he does a backflip? or they keep shooting when they die? even without multiple death poses i think ill like this alot better than the quake 2 tc i mean that was fun too but it didnt have the feeling i get from quake and it really wasnt quake 2 at all except weapons
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
I want to do everything i can to utilize every frame of animation for each enemy, as best as i can anyhow. So multiple death poses is highly likely
Weapons Update
Hey guys, i've done some more work on the weapons, minor tweaks and changes, here is a list of some of the things fixed:
Improved bullet puff particles, still not awesome, but better
Bfg ball moves slower
Weapon names changed and keyconf altered to not conflict with other wads
Explosion decals implemented properly
Chaingun firing problem corrected
Railgun Core effect improved
Railgun damage increased slightly (still trying to stay true to the q2 specs)
Here is a link, it's also been added to the first post:
http://www.sendspace.com/file/ou2knj
Improved bullet puff particles, still not awesome, but better
Bfg ball moves slower
Weapon names changed and keyconf altered to not conflict with other wads
Explosion decals implemented properly
Chaingun firing problem corrected
Railgun Core effect improved
Railgun damage increased slightly (still trying to stay true to the q2 specs)
Here is a link, it's also been added to the first post:
http://www.sendspace.com/file/ou2knj
Re: QuakenDoom 2: Weapons Wad Update V1.0b
AWESOME! I'm seriously impressed. You even have the idle gun movements looping while walking, which some games today don't even do! I played it in GZDoom. Unfortunately, it still has that semi-transparent square issue...
Re: QuakenDoom 2: Weapons Wad Update V1.0b
That's strange, i dont have that problem. i guess i'll have to add a fix in a new update. I'm working on the first enemy at the moment, this bad boy has about 200 frames of animation multiplied by 5 different directions, so thats around 1000 individual sprites for this one character lol. I have my work cut out for me if i'm doing 18 of em!
Re: QuakenDoom 2: Weapons Wad Update V1.0b
Could it be that I have to run GZDoom with bilinear filtering and up? Don't get me wrong; I'm running it in OpenGL, I just set it so that the sprites and textures could be pixelated instead of blurred.
Re: QuakenDoom 2: Weapons Wad Update V1.0b
No, that's not it i dont think, because i do the exact same thing and i dont get that box at all until i run it in zdoom, so i'll just do another update with that glitch fixed.
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
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Re: QuakenDoom 2: Weapons Wad Update V1.0b
Make sure you fix the repeating lower loop on the Blaster, too. I posted a quirky bug report on it yesterday. 

Re: QuakenDoom 2: Weapons Wad Update V1.0b
Is the looping visible? i never noticed it. I can add a few extra A_lowers in there to get rid of it.
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: QuakenDoom 2: Weapons Wad Update V1.0b
Oh.... it's a very interesting bug. It was so bad you may have uncovered an engine bug HERE.
Re: QuakenDoom 2: Weapons Wad Update V1.0b
interesting, i havent used this wad without godmode on. i'll take a look into it and see if i can't fix it on my end.
Re: QuakenDoom 2: First Enemy: Enforcer 70%!!
so i've been working on the enemy wad for a while, got the enforcer into the game, he's fully playable/killable but he's around 70% complete. He was a pain in the butt, since this mod uses every frame of animation for each charcacter/item/weapon that means for this guy, all 5 directional sprites consist of 206 frames of animation each, all together thats 1030 frames that i had to manually align and rename. Thank goodness i'm a programmer and can make a tool to automate that process, but just to let you know that work i'm doing on this, yea, i renamed and moved around over 1000 images for just this one guy, and he's only facing 8 directions, imagine the work to do 16!! lol
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- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: QuakenDoom 2: First Enemy: Enforcer 70%!!
!
Have you considered doing the monsters as 3D models only? It would simplify things a bit, and look way better, but then software users are left out, that's the only problem
Have you considered doing the monsters as 3D models only? It would simplify things a bit, and look way better, but then software users are left out, that's the only problem

Re: QuakenDoom 2: First Enemy: Enforcer 70%!!
My main goal behind the project is to reproduce quake 2 without using any ripped models at all. a.) ripping copyrighted materials is illegal (lol) and b.) i want to challenge myself to do it and have it look as close as possible while still allowing zdoom users to play it as well.
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- Posts: 3975
- Joined: Fri Jul 06, 2007 9:16 am
Re: QuakenDoom 2: First Enemy: Enforcer 70%!!
Well fair enough, just keep in mind ripped sound effects and even sprite rips are technically illegal too 
