B4DooM: Prequel to DooM

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grouchbag
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Joined: Thu Dec 06, 2012 1:48 am

Re: B4DooM: Prequel to DooM

Post by grouchbag »

Sounds kind of funny. I would play it.
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amv2k9
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Re: B4DooM: Prequel to DooM

Post by amv2k9 »

I'd recommend reducing the ocurrence of the voice samples on enemies; it got kinda annoying.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

the overuse of voice samples seems to be a bug that i'm unable to fix. like any other monster after the pain state goes to the see state but in this case plays the see sound again, and again. the code looks no different to other monster code
Last edited by B4DooM on Thu Nov 13, 2014 6:51 pm, edited 1 time in total.
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amv2k9
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Location: Southern California

Re: B4DooM: Prequel to DooM

Post by amv2k9 »

B4DooM wrote:the overuse of voice samples seems to be a bug that i'm unable to fix. like any other monster after the pain state goes to the see state but in this case plays the see sound again, and again. the code looks no different to other monster code.
Simple way to fix it: Have the monster give itself a dummy powerup when it plays the sound. At the beginning of that state, check for the presence of the powerup, and if true, jump over the playing of the sound.
Nevander
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Re: B4DooM: Prequel to DooM

Post by Nevander »

This looks pretty damn fun to play, not gonna lie. The music in that development trailer is epic too. Will that be released as part of the project? Since I noticed "this trailer contains original music from the game (copyright)." Looking good man.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Thanks and thanks Nevanda :D

I wrote the music so yes it will be in the game. What i'd really like is for the music to be used "Unreal" style where it changes with the pace of the gameplay, but i don't think it's gonna happen.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

by the way the latest version is available to play at http://b4doom.blogspot.com.au/p/download.html
Nevander
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Re: B4DooM: Prequel to DooM

Post by Nevander »

B4DooM wrote:What i'd really like is for the music to be used "Unreal" style where it changes with the pace of the gameplay, but i don't think it's gonna happen.
I'm getting a bit of Unreal feels to the mod, which I love personally. Hearing some death sounds and other sounds from UT99 especially. The sniper rifle sound. :D
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Crudux Cruo
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Re: B4DooM: Prequel to DooM

Post by Crudux Cruo »

Well all i can say is that being an unholy god is pretty cool. keep it up. still can use with some more polish.
B4DooM
Posts: 20
Joined: Thu Sep 29, 2011 1:56 pm

Re: B4DooM: Prequel to DooM

Post by B4DooM »

Pretty proud of myself right now! lol

New realistic, interactive, particle fire (plus new lightning hands and impaling fatality)

The fire can be used as a weapon since it can also be blasted like the enemies and projectiles. So naturally you can throw it on the marines. It can also be shot and put out.

Last edited by B4DooM on Thu Dec 11, 2014 8:20 pm, edited 1 time in total.
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Crudux Cruo
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Re: B4DooM: Prequel to DooM

Post by Crudux Cruo »

Nice
B4DooM
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Re: B4DooM: Prequel to DooM

Post by B4DooM »

Some new screenies
Image
Spoiler:
Lightning
Image
Spoiler:
Possessions
Image
Spoiler:
Effects & Action
Image
Spoiler:
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Coraline
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Re: B4DooM: Prequel to DooM

Post by Coraline »

I played this waaayyy back in the day - good to see it still going strong! =)
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