[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
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: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Hardly that, the figures were starting to look bad even in pencil. You could say it was doomed from the start.
Anyway, I have a lot of time to catch up with what I got tomorrow. As long as I stay off of EVE and most of the forums I frequent, I may be able to finish the commission I was tasked with two months ago and put off, finish your INITIAL request, this volunteer job, get a comic done, cure AIDS, and finish my own game.
Results not guaranteed.
Anyway, I have a lot of time to catch up with what I got tomorrow. As long as I stay off of EVE and most of the forums I frequent, I may be able to finish the commission I was tasked with two months ago and put off, finish your INITIAL request, this volunteer job, get a comic done, cure AIDS, and finish my own game.
Results not guaranteed.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
I get this error any time I try to use it with GZdoom:
Execution could not continue.
Script error, "psy-pbt3.wad:MAPINFO" line 3:
gameinfo: Unknown top level keyword
Execution could not continue.
Script error, "psy-pbt3.wad:MAPINFO" line 3:
gameinfo: Unknown top level keyword
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Update your Zdoom and GZdoom. Latest revisions can be found here:
http://svn.drdteam.org/zdoom/
http://svn.drdteam.org/gzdoom/
http://svn.drdteam.org/zdoom/
http://svn.drdteam.org/gzdoom/
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
I've been cut off from my art supplies and my (good) computer hardware due to some (very large) pest concerns in the hotel. Can't complete your requests.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
The reason I posted this is because I thought I'd give it a shot but I'm currently so uninspired to do character art. :(Nash wrote:Xaser, you should just post the specifics of the art that you want here... it'd be more convenient for any artist willing to take it up.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
@PDF: Ah, sad to hear... shite happens often, it seems..
I'm seriously considering going ahead and tackling the player sprites / mugshot myself here pretty soon (which I planned to do anyway, mind you, the only question was when), and I'll share a sample or two for a bit of possible inspiration. Maybe that'll help a bit, Nash... stay tuned-ish?
Officially, though, consider the artist request still open for anyone interested. Pixel art, line art, sculptures, anything -- if you've got talent and inspiration, show it off!
As for actual work on the mod, I haven't done much besides "discover" a bug and make a few tweaks, though I've got a couple things to share. Firstly, who would oppose the addition of a few custom crosshairs? I'm thinking of making some for the hell of it, though I'm not sure how socially acceptable it would be for me to attempt to replace the default ones. Even if there were new ones in new slots, would anyone even use them even if it meant switching them on a per-mod basis? I don't think zdoom-*.ini saves crosshair selections in keysections...
On a seperate note, I feel like randomly adding a bastardload of additional witty quit-message phrases to the mod, just for fun, though I'm a bit out of ideas at the moment. So I've opened up a thread in off-topic (to "avoid" blatant postcount inflation ) where you all can post one-liners and other things. Say something awesome enough and I'll stick it in the mod... and maybe I'll give a "prize" to whomever comes up with the funniest one. No purchase necessary to win.
I'm seriously considering going ahead and tackling the player sprites / mugshot myself here pretty soon (which I planned to do anyway, mind you, the only question was when), and I'll share a sample or two for a bit of possible inspiration. Maybe that'll help a bit, Nash... stay tuned-ish?
Officially, though, consider the artist request still open for anyone interested. Pixel art, line art, sculptures, anything -- if you've got talent and inspiration, show it off!
As for actual work on the mod, I haven't done much besides "discover" a bug and make a few tweaks, though I've got a couple things to share. Firstly, who would oppose the addition of a few custom crosshairs? I'm thinking of making some for the hell of it, though I'm not sure how socially acceptable it would be for me to attempt to replace the default ones. Even if there were new ones in new slots, would anyone even use them even if it meant switching them on a per-mod basis? I don't think zdoom-*.ini saves crosshair selections in keysections...
On a seperate note, I feel like randomly adding a bastardload of additional witty quit-message phrases to the mod, just for fun, though I'm a bit out of ideas at the moment. So I've opened up a thread in off-topic (to "avoid" blatant postcount inflation ) where you all can post one-liners and other things. Say something awesome enough and I'll stick it in the mod... and maybe I'll give a "prize" to whomever comes up with the funniest one. No purchase necessary to win.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
For the crosshairs, you could use A_SetCrosshair or whatever it is so that each weapon has it's own, suited for it. (like the pistols just have a small circle while the shotgun has something showing spread)
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
That's not a bad idea at all. That way people can force it off if they want. Everyone's happy!
AAAAAHHHH UTILITARIANISM
AAAAAHHHH UTILITARIANISM
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Often and in truck-loads. It's pissing me off because it's also cut me off from my commissions, comic, and my own game.Xaser wrote:@PDF: Ah, sad to hear... shite happens often, it seems..
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
I hope things start to work out. Talk about a string of bad luck.
Anyhow, I posted these in the Carnival thread already, but I figure I may as well copy 'em here too considering they're topic-relevant and all:
PsyGuy Mugshot, two variants. I much prefer the second one, what with the super-shiny shades n' all. I have most of the first two pain frames done, though I'm probably finished for the night. Maybe I'll tackle a concept player sprite or two next.
Anyhow, I posted these in the Carnival thread already, but I figure I may as well copy 'em here too considering they're topic-relevant and all:
PsyGuy Mugshot, two variants. I much prefer the second one, what with the super-shiny shades n' all. I have most of the first two pain frames done, though I'm probably finished for the night. Maybe I'll tackle a concept player sprite or two next.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
I thought the second mugshot was the invincibility effect reflected in the shades for a second. Speaking of which, if you did that, that would be an awesome little touch. :D
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Nice timing -- I just did the invulnerable sprite, and though I did something very different (but really cool) with it, it does, indeed, reflect in the sunglasses.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
The second version is epic. Love the reflectiveness of the shades.
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Bumpdate, with content!
I finished the mugshot graphics. Turned out better than I expected... take a look:
Note the new "Rage" face, as I call it (the somewhat-sinister smirk-y expression). It's a custom "Rampage" face, so it doesn't look the same as STFKILL (normal pain) any more. For whatever reason, that always bothered me, plus it fits the character type.
Now to get cracking on those player sprites...
I finished the mugshot graphics. Turned out better than I expected... take a look:
Note the new "Rage" face, as I call it (the somewhat-sinister smirk-y expression). It's a custom "Rampage" face, so it doesn't look the same as STFKILL (normal pain) any more. For whatever reason, that always bothered me, plus it fits the character type.
Now to get cracking on those player sprites...
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Re: [WIP] Psychic -- Public Beta #3 [Looking for Artist]
Nice work...!