[Project] Snarboo's Mod Journal

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
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Snarboo
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Post by Snarboo »

Given the sheer number of frames those monsters have, that might be for the best.
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Snarboo
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Post by Snarboo »

Coming next to Let's Get Medieval: Cultists, Death Incarnates and other cool monsters by Eriance! :D

Edit:
*Cultists have been added. These dudes replace Imps.
*Borrowed flaming death frames and sounds from Hexen and added them to the Cultists. They now go up in flames when you kill them with flaming arrows. >:D
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BouncyTEM
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Post by BouncyTEM »

Enjay wrote:
Bouncy wrote:doesn't convert well to doom palette.
It does seem a bit of a shame to crucify some of these beautiful hi-res monsters by forcing them into the Doom palette, especially when some of them really don't come out that well. Why not make the sprites PNGs with their own palette? That way, Zdoom will convert them to the Doom palette on the fly and GZdoom will show them in their proper colours. What's more, doing so would make them "game independent" and people could therefore use them for Doom, Heretic, Hexen or even Strife without any modification.
because I can never get PNGs to work and I seriously, time and time again, never understand how it's done right. I always encounter a problem;
if I load them in as normal PNGs, there's no offsets.
if i load them in as sprite pngs, there's offsets, but the quality's lowered and wrecks the very point.
(both slumped and xwe)
and I'm not going near pk3s because that's just too far out of my territory to handle x_x
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Ryan Cordell
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Post by Ryan Cordell »

Bouncy, sprited PNG's are nothing to be afraid of. They look distorted in XWE or SlumpED, naturally, but they look as intended under GZDoom.
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BouncyTEM
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Post by BouncyTEM »

...they still appear messed up *IN* Gzdoom.
I've had too many problems occur with PNGs and no matter what I do, one problem dies, another one shows up.
-.-
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Ryan Cordell
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Post by Ryan Cordell »

How messed up, might I ask?
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BouncyTEM
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Post by BouncyTEM »

The colors (opengl mode) got distorted, badly, and transparency is non-existent, despite the fact I had defined the color to be the transparent one in the PNG. :(
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Ryan Cordell
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Post by Ryan Cordell »

Funny how I never had the problem. If there's any monster that is an example of the problem, I'll try to fix it to the best of my efforts.
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BouncyTEM
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Post by BouncyTEM »

No, not right now because I had all attempts deleted. -.-
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KeksDose
 
 
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Post by KeksDose »

:thinking:
I had a problem when I started, they appear "green-ish", right? I always import them with SlumpEd (New lump from file) and set the offsets. It works perfectly for me. :/ I have no idea what's up with this. Are you using HiresTex for this?

[Edit] *Is scared*
Alpha transparency isn't fully supported now :/ *sad*
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Snarboo
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Post by Snarboo »

Updates:
*Death Incarnates are now in, replacing the Revenant. These guys are much different than their Demon Eclipse variant. They now fire two fast moving Blood Missiles, and will sometimes "pretend" to be dead. They also explode when they die.
*Eriance's Acolytes now replace the Chaingunners. This makes Plutionia slightly easier. :)

In other news, I'm looking for more monster sounds. Currently I'm looking for stone or rock falling/crushing/grinding sounds for the elementals.
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hitmanx
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Post by hitmanx »

i'm on it!
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BouncyTEM
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Post by BouncyTEM »

http://www.sendspace.com/file/vbqtc7
Image

Monster #70 is complete. :)
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Snarboo
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Post by Snarboo »

Alright, great work Bouncy! This will definitely come in handy. :) I'm going to borrow WW's the Stranger human sound effects, as they should fit them perfectly.

Edit:
Anybody willing to rip Tchernobog's sprites from Blood? While I own the game, I'm currently too lazy to install it. If no wants to, I'll reinstall the game. I will also need his projectiles. Thanks! :D
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BouncyTEM
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Post by BouncyTEM »

http://www.sendspace.com/file/t8ktig

Well, here's Tchernobog the monster.
No projectiles, sorry :(
Somebody else will have to do that, But at least I got the monster...:(

edit: yeesh, i've contributed a lot for this project. :) Guess I really want to see it done. :biggrin:

edit 2:
Snarboo wrote:Calling all monster enthusiasts!

I'm going to be honest and say I've hit a modder's block. Don't worry, it's not from lack of ideas! No, it's from lack of sounds. I have all these great ideas for monsters, but a dirth of sounds. So I'm asking you guys what you think I should do.

Should I A) code the monsters, but leave them silent until appropriate sounds are found or B) use Heretic and Hexen sounds until suitable replacements are found?

In other news, I'm going to remove the brute. They are simply too ugly and dumb looking to be kept in the mod. They will replaced by Vader's far superior Satyr. Since the brutes carried the gladius, which replaces the chainsaw and was otherwise rare until you killed one, I'm going to need a human replacement. I'm going to look through the Might & Magic monsters and find an appropriate looking human.
Yeah...*sigh* one of the issues is while Might and Magic 6/7/8 had sounds for all it's monsters, (obviously), it always sounded quiet/dull to me and i'm not sure they'd be of any use. :(

I can post an example if wanted...
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