Dsdoom3 - 32 map Total Conversion almost done!

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Tux
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Tux »

holy shit YES
I can't wait anymore to play it! :D
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Bitterman
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Bitterman »

Cool Doom! Can't wait to check this out.
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Dynamo
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Dynamo »

cortlong50 wrote:hi.
im cort.
i wanna play this.
please put it out soon.
those screens are amazing.
i love you.
Image

And hey Pedro, whatever happened to that project you were working on? Lucifer's Rising was it?
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FANADICALCOWHEAD
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by FANADICALCOWHEAD »

OH MY GOD, you guys are soooo self-centered and narcissistic, we should be talking about my project and my overall greatness, instead ya'll are derailling thy thread and completely ignoring me, the hell brah.
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Dynamo
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Dynamo »

We'll talk about it when there is stuff to talk about, i.e., when the project is released.
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FANADICALCOWHEAD
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by FANADICALCOWHEAD »

AtTENTION EVERYONE!!!

Okay, now that I have your attention... shit, what was I going say... Oh yeah, ugh, right. I need some zdoom decorate people to help sort a few things out, if you're interested send me a PM and we'll get down business.
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cortlong50
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by cortlong50 »

fanadicalcowhead....im sorry to derail your insanely awaited (by me...IT BETTER BE GOOD! hahaha) thread but this deserves a reply.


i dont know what lucifers rising is (im the asshole that made operation inhuman which was a call of duty abomination that was actually fun to play) but uh....lucifers rising sounds metal so im gonna download it while im waiting for this to drop.

and cowhead....how technical is the decorate? maybe i can help.
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FANADICALCOWHEAD
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by FANADICALCOWHEAD »

Basic stuff, for opengl, I need to the projectiles to glow the right colour (too bad gzdoom can't render stuff like doomsday)
Maybe add some projectile trails for the imp fire ball (which is also the caco fireball) and shadow attack and something else that escapes my memory) I would also like to change the bobbing behavior from left, down, right to something like left, up, right like in the doom alpha http://www.youtube.com/watch?v=h6YTBTSsrqU It just seems more realistic. Reloading weapons was another feature someone requested, so probably that too.
Blue Shadow
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Blue Shadow »

Projectile trails are a trivial thing to do. You just need to spawn the trail actor repeatedly in the projectile's Spawn state

Code: Select all

// Projectile spawn state

  Spawn:
    MRBL AABBCC 2 A_SpawnItemEx("MR_BallTrail")
    Loop



// The trail actor; this is just an example. The trail doesn't
// necessarily need to be written like this

ACTOR MR_BallTrail
{
  Alpha 0.6
  RenderStyle "Add"
  Scale 0.8
  +NOINTERACTION
  States
  {
  Spawn:
    TNT1 A 2
    MRBT ABCDEF 4 Bright
    Stop
  }
}

For weapon bobbing, check the [wiki=Weapon_properties#Weapon.BobRangeX]Weapon.Bob*[/wiki] weapon properties.
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twinkieman93
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by twinkieman93 »

As for reloading weapons, WildWeasel(yes, the smoking toaster) wrote a tutorial on how to make reloading weapons and posted it here, on his seemingly totally dead GunLabs blog. It's still up, though, so you can use that as a guide. I'd suggest using the old style, AKA "Why-Won't-Torr-Update-Z&" style. For compatibility's sake, of course.
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FANADICALCOWHEAD
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by FANADICALCOWHEAD »

Although I appreciate you guys taking the time to post your tutorials, it may have been done in vein seeing as my ineptitude prevents me from writing decorate, it's just too foreign to me. I was hoping recruit someone from this board who would be willing to make a decorate for the project.

yeah, yeah, yeah I know atleast one of you is going scorn me for laziness, but save your masquerade of indignation for the Newbies as I've seen and heard this song and dance too often before.
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Hellser
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Hellser »

DECORATE isn't ACS, man. You can do it. Just stare at it long enough then you'll realize what the hell is going on.
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wildweasel
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by wildweasel »

FANADICALCOWHEAD wrote:Although I appreciate you guys taking the time to post your tutorials, it may have been done in vein seeing as my ineptitude prevents me from writing decorate, it's just too foreign to me. I was hoping recruit someone from this board who would be willing to make a decorate for the project.

yeah, yeah, yeah I know atleast one of you is going scorn me for laziness, but save your masquerade of indignation for the Newbies as I've seen and heard this song and dance too often before.
Have you tried following my tutorial? Where did you get stuck?
Blue Shadow
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Blue Shadow »

If it was something that require talent such as music or art, then it's okay to try and recruit someone to do that for you. However, doing some basic stuff with DECORATE does not require much, if at all, talent. [wiki=DECORATE]You just need to know how to make things work[/wiki].

When modding for ZDoom, DECORATE is something you most likely have to learn at some point -- why not start now? You'll benefit from it in the long run, and you won't need to get people to do the work for you each time you want to create something.
Spoiler:
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RastaManGames
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Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by RastaManGames »

I want to play in beta or pre-release... T_T

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