[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

I highly doubt this mod is abandoned.
wildweasel wrote:MagSigmaX has been known to have long periods of inactivity, so it would be unfair to just close his thread.
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Doomenator »

mutator wrote:can you play msx mod without the custom monsters in it?
Yes, i can. :)



I think mod looks pretty complete and no needs to rework.
User avatar
Wolfbrf
Posts: 115
Joined: Sat May 07, 2016 2:36 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Wolfbrf »

I just miss a chaingun and a rocket launcher, its one of the best mods os doom. Maybe Simeone can make a crysis addon for it(rip sprites is fine for me, but im weak on acs, rs)
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

maybe its not dead yet and maybe author will release more versions of this but it feels like its dead when he havent touched this mod for 3 years
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

but in first page it says there is more to come so maybe it will take year or years for another version, if anyone noticed this is still beta mod so its not even full yet so I hope its not abandoned mod and author gets back on it one day.. I wonder how the full version of this mod will look like, probably good and weapons are nicely done...only complain i would have is autoshotgun is too weak and it doesnt feel powerful at all. Usually shotguns are most powerful weapon of mods other than rocket launcher and bfg so let's see if the creator comes
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

I actually like the direction Project MSX had taken with its weapons. I don't understand why it is people want Doom mods to resemble Doom more closely, when they can just be so avant garde like this mod and still kick ass.

Although, adding a chaingun (not replacing the assault rifle) would be nice. Have it be a plasma rifle-tier weapon, like in Trailblazer... :D

And if you want to get rid of the custom monsters, all you have to do is remove their entries from the main DECORATE file...
VicBorAng
Posts: 24
Joined: Thu Apr 14, 2016 7:54 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by VicBorAng »

Doomenator wrote:
mutator wrote:can you play msx mod without the custom monsters in it?
Yes, i can. :)



I think mod looks pretty complete and no needs to rework.
Is that graphical improvement (blue lights from the watter, glowing switches and screens, etc.) from Project MSX, or is it something differen?
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Captain J »

Nope. The original mod doesn't have them at all. I think he/she added into skin folder or running it with the mod.

And, hell. It's glad to be alive, again. I think.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

No progress... but yes, it's resurrected. :D
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

I remember last time I spoke to author I don't know if I remember correctly but he said it would be it so I think its pointless to wait for new version since it won't be happening. I love this mod alot but imagine playing this mod with improved sprites..animations are already great but improved sprites would make this alot better and if he add new features and new power suit upgrades
User avatar
Wolfbrf
Posts: 115
Joined: Sat May 07, 2016 2:36 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Wolfbrf »

Add new guns is simple, but, se need a least the arm texture/model to use it on new ones. The weapons of this mod are from half life 1 engine mods.

Example:autoshotgun
http://gamebanana.com/skins/142489
http://gamebanana.com/skins/126098
http://gamebanana.com/skins/124617 (seem the version used on this mod)

Maybe the mod actor made the arm texture/model, used to these models and rip. If the actor a lest post the texture, all can make use of it to add new weapons.
Or replace all with new sprites(a lot of extra work). On last version of my mod, one gun(m2 .50) has 199 sprites, rip/Edit too much sprites can eb a pain(yes, i like quality and smort animations) . The blue arm texture can help a lot.
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

Wolfbrf wrote:Or replace all with new sprites(a lot of extra work). On last version of my mod, one gun(m2 .50) has 199 sprites, rip/Edit too much sprites can eb a pain(yes, i like quality and smort animations) . The blue arm texture can help a lot.
do you know when author will start working again? seems like this mod is abandoned
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Somagu »

Wolfbrf wrote:Add new guns is simple, but, se need a least the arm texture/model to use it on new ones. The weapons of this mod are from half life 1 engine mods.
Well, no. A handful of them are. The credits file shows that others come from FEAR, for example, or are otherwise composite models, including the arms.
User avatar
Wolfbrf
Posts: 115
Joined: Sat May 07, 2016 2:36 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Wolfbrf »

Somagu wrote:
Wolfbrf wrote:Add new guns is simple, but, se need a least the arm texture/model to use it on new ones. The weapons of this mod are from half life 1 engine mods.
Well, no. A handful of them are. The credits file shows that others come from FEAR, for example, or are otherwise composite models, including the arms.
I see, maybe this guy just port these models from other games to half life engine. Like it:
http://gamebanana.com/skins/143869 (a q3 model with valve arms and animations).
Or a crysis gun: http://gamebanana.com/skins/140694

Others simple way to add a new fun(example: chaingun) is just use a non hand weapon(quake3, unreal, serius San, painkiller, few furok guns...), for a non reload gun it can work.
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by mutator »

I still have somewhat hope in this mod so I am hoping this mod doesn't die, in read me file it says there is still things to be done so I'm hoping author one day comes with updates

Return to “Gameplay Mods”