Get it here; requires GZDoom development version Feb 11 or newer. Load and press Fire to "activate." All the magic's in the Textures and ACS script.
For your momentary enjoyment, or perhaps use in a project of yours. Source is included. All I ask is credit for the code (and Edward850 and Kyle873 for helping debug it and putting up with my swearing); the sound is, of course, from the 1960s Batman TV series.
[Code] The Batman Effect
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [Code] The Batman Effect
Nicely done, that's a pretty awesome effect. This could go great for a screen transition.
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Re: [Code] The Batman Effect
I would have loved to see this in Pirate Doom or something.
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Re: [Code] The Batman Effect
If you have a weak stomach, I don't recommend trying to complete a level whilst using this. Interestingly on map change your view will start out where it left in the previous level. Trying to do map 2 of doom 2 upside down is pretty tricky!
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Re: [Code] The Batman Effect
Beautiful... :')sndinfo.txt wrote: batman! batman!
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Re: [Code] The Batman Effect
Ha ha. Fun.
This would also enhance Doom3 style "travelling through a fleshy tunnel" teleports.
This would also enhance Doom3 style "travelling through a fleshy tunnel" teleports.
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Re: [Code] The Batman Effect
I was hoping for a "gore" mod where blood splatters are replaced by "BLAM! POW! SOCK! BIFF! WHACK!"
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Re: [Code] The Batman Effect
@wildweasel
This rollin' effect could be useful for Reborn cutscenes...
Now it's time to make Descent: Doomed In Space... just kidding! (at the moment)
This rollin' effect could be useful for Reborn cutscenes...
That's exactly what I'll do in the future with Reborn...Gez wrote:I was hoping for a "gore" mod where blood splatters are replaced by "BLAM! POW! SOCK! BIFF! WHACK!"
Surely I'll remember this for Gore...Enjay wrote:Ha ha. Fun.
This would also enhance Doom3 style "travelling through a fleshy tunnel" teleports.
Now it's time to make Descent: Doomed In Space... just kidding! (at the moment)
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Re: [Code] The Batman Effect
I had a good laugh using this just now. I'm surprised it didn't make the monsters explode in front of me for extra comedic effect.
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Re: [Code] The Batman Effect
...also this code could be amazing if used for BFG-like weapons: imagine to throw away your enemies with rotating effects, and once they hit walls... SPLAT!