Re: [WIP] Sun Damage Omen : Version 0.6i Alpha [BALANCE]
Posted: Sun Dec 24, 2017 7:09 pm
by -Ghost-
Nice weapons! I think I like the mod's regular shotgun more, though. It's a really nice sprite.
Re: [WIP] Sun Damage Omen : Version 0.6i Alpha [BALANCE]
Posted: Mon Dec 25, 2017 12:57 am
by DoukDouk
Well hello again! I didn't expect so much activity. I'm glad people are still enjoying the mod
As far as news on this mod, I'm keeping things hush-hush as I work on the levels. Not going to say progress has been steady, because unfortunately, Real Life got in the way of some of the mod's progress, but I assure you that I'm still hard at work and have not forgotten about this little project of mine. After the levels are done, I hope to have a separate gameplay mod out and released alongside it.
I'm hoping to have something out, tweaked, and spit-shined by mid to late 2018. Not guaranteed, but that's what I'm hoping for. Thanks for your patience, everyone!
breadbagfly wrote:i muted that trailer no fence, but this mods fucking awesome
edit: im most clearly gonna need replay as i cant recall whenever it was 6i i played or earlier, cus of my severely long breaks from doom
As you're probably the biggest influence on this mod, I'm thrilled you like it!
No offense taken it's not most people's tastes.
TheRailgunner wrote:
Messing around with things and such.
This is killer! I love it when people make mods of mods.
Re: [WIP] Sun Damage Omen : Version 0.6i Alpha [BALANCE]
Posted: Mon Dec 25, 2017 10:51 pm
by DoukDouk
Ah, what the hell, since it's Christmas I suppose I could upload the latest version I've been working on.
- Classes have been gotten rid of.
- The fists have returned!
- The starting SMG has been replaced with a machine pistol: Functionally identical, but with a slightly slower rate of fire. It's still accurate, controllable, and perfect against lesser enemies.
- Gatling gun fucked with, slower ROF but faster start-up speed. Hopefully, with the machine pistol having slower ROF, the gatling will prove more useful against bigger enemies.
- New M_DOOM logo
- New intermission music and graphics
- Solar Propulsor's sound design has been revamped slightly
- Levelname appears when you start a new level
- Squashed some bugs
Mostly polishing and refinement. The arsenal looks more like classic Doom than when the mod first started. Guess it goes to show you can't reinvent the wheel.
Re: [WIP] Sun Damage Omen : Version 0.7c
Posted: Tue Dec 26, 2017 7:03 am
by Redead-ITA
Bug: all the tracer bullets are frozen, from both from the player and enemy attacks.
exept the missiles, fire and railgun shots.
Re: [WIP] Sun Damage Omen : Version 0.7c
Posted: Tue Dec 26, 2017 8:31 am
by Lime
everything about this update is gud, the polishing feels okay since the bugs are tweaked. thanks.
Redead-ITA wrote:Bug: all the tracer bullets are frozen, from both from the player and enemy attacks.
exept the missiles, fire and railgun shots.
- I'm playing the mod and nothing is wrong. (by the way, playing gzdoom on latest stable version)
Re: [WIP] Sun Damage Omen : Version 0.7c
Posted: Tue Dec 26, 2017 8:31 am
by JohnnyTheWolf
Cool!!!
Where are the new sprites coming from? Are they your own creations?
Re: [WIP] Sun Damage Omen : Version 0.7c
Posted: Tue Dec 26, 2017 10:01 am
by Redead-ITA
Lime wrote:I'm playing the mod and nothing is wrong. (by the way, playing gzdoom on latest stable version)
For me the bullet were frozen And i used gzdoom 3.2.4
Spoiler: Proof about it
When bullets are shot, they stand there doing nothing, not that they aren't doing their job, you get hurt if run against an enemy bullet and vice versa, but they stand still.
Re: [WIP] Sun Damage Omen : Version 0.7c
Posted: Tue Dec 26, 2017 6:24 pm
by DoukDouk
Redead-ITA wrote:
Lime wrote:I'm playing the mod and nothing is wrong. (by the way, playing gzdoom on latest stable version)
For me the bullet were frozen And i used gzdoom 3.2.4
Spoiler: Proof about it
Screenshot_Doom_20171226_165527.png
When bullets are shot, they stand there doing nothing, not that they aren't doing their job, you get hurt if run against an enemy bullet and vice versa, but they stand still.
This is not a bug, this is intentional.
Just kidding. It looks like it's a problem with the fastprojectile class. Yeah, I recommend you use the daily cutting edge builds of GZDoom, that's what I've been using. You can get them here: