DragonDoomZ new hotfix version!

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Virtue
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DragonDoomZ new hotfix version!

Post by Virtue »

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a little hotfix before the next major version:

http://www.sendspace.com/file/a1eykl

Changes:

Vegeta's skin didnt change when selecting the Big Bang Attack, it does now.
Both Goku and Vegeta get unique transforming sounds/taunts.
Goku shouts Kaio-ken! when he gets it.
A few of Vegeta's attack sounds have been changed/added.
The Turtle School students now have blue ki blasts.
Nappa has white ki blasts.
A few other little fixes and changes.
MASSIVE update! 2 new player classes!! Raditz and Nappa!

Raditz:
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Great Ki manipulator, but with a weak reserve, his moves are not to be sniffed at though!
Renzoku: fast firing ki bullets.
Saturday Crush: Fires a powerful beam of Ki at your opponent. This was used against Goku after his failed Kamehameha.
Double Sunday: A unique piercing attack, fires 2 red beams of ki that can melt through flesh! Used against Piccolo who's arm got disintegrated.
"Keep your eye on the birdy!": A move never shown properly in the anime, but he raises his hand and fires a homing blue projectile that explodes!

Nappa:
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This lumbering powerhouse is the slowest character in the game, however his huge ki reserves and good health make up for it! He specialises in explosive attacks. He also carries 6 saibamen seeds by default!
Renzoku: As fast as Vegeta.
Bomber DX: Charges a huge ball of ki in his right hand and fires it at your opponent. He used this multiple times against the Z fighters, to varying degrees of success.
Volcano Explosion: Nappa's ultimate move; He stands on the spot and raises his 2 fingers and fires a huge wave of Ki from himself. This attack is relatively short range, but packs a punch!

SUPER SAIYAN MODE NOW ACTIVE!!

ImageImage

Both Goku and Vegeta get a power boost with Super Saiyan mode! Vegeta finally gains his Big Bang Attack and the PROPER Final Flash! Whilst Goku has his Super Kamehameha wave but looses his Spirit bomb. However your Ki drains rather quickly, and you WILL become a target to non-super players!

Saibamen are now a pickup item! Replaces the blur sphere for some extra help, they even remap to your player colour!

Other major fixes include: Vegeta now has the lesser-powered Final Crash (as used against Recome) for his non-super powered form, and it has been considerably nerfed as the original was waaay too powerful.
A LOT of sounds have now been personally ripped from the Show itself by me using the cleanest source possible: The Dragon Box Collection with the original Japanese score.
Other small bugfixes and cleanups.

NEXT TIME ON DRAGONDOOM Z: GOHAN GOES SUPER SAIYAN!!

After a few months of not touching this, I've been watching DBZ again and its spurred me on to do another fairly large update to this mod including:

Many bugs have been ironed out
melee system has been improved, you can now block melee and also punch away ki attacks!
Krillin finally has back frames
All enemies have (mostly) full rotations whilest attacking (previously just the front)
Saibamen added! Eventually these will also be pickupable as Saibamen Seeds or as a default item for an up coming Nappa playerclass.....
Many colours altered and tweaked to look more like the anime
more sounds added, ripped straight from the show
Henchmen don't infight anymore, however if they attack Dodoria or Kui they'll show em whose boss!
Super Saiyan is disabled, I still need to figure how to implement it
Other characters are in the works! watch this space for more updates!

ok here's the first release of the mod, there are no levels mind you, and a few doom things still exist, but as for characters (apart from super saiyan) they are pretty much final. Enjoy!

I am currently working on a Dragonball Z Deathmatch (and possibly singleplayer) TC for doom, using ideas from the old DoomZ mod as a base, I have vastly improved and expanded on the original mod in every way. You can now play as many of the characters from the series using every signature technique, as well as unique items and the ability of flight from the start!

I will be concentrating on the early sagas for characters, as I feel (and general consensus says) they are the best and most innovating, so sorry, there will be no Buu etc! Besides, getting fully rotating sprites of the later characters is impossible, as I am ripping them from the Znes card RPG "Legend of the Super Saiyan" which only goes up to the frieza saga. Unless anyone can provide or help me get newer characters then im afraid its the older ones only!

at the moment these are the playable characters:

all characters have a basic Ki Blast, Ki Beam/ball, Melee and ki regeneration techniques.

Goku:
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Good all rounder and great starter character, has good ki and speed, but lacks piercing or homing weapons.
Renzoku: rapid fire ki blast, standard ki blast alt-fire, medium speed.
Solar Flare: blinds your opponents for a short time
Kamehameha: Fires a powerful explosive wave of ki, fastest charger in the game.
Spirit Bomb: Uses no Ki! slowest charging weapon in the game but HUGE damage. Disables movement while firing.
Super Saiyan: Currently disabled as I am trying to work it in the game fairly

Gohan:
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Plucky little Gohan is a fast mover, with good but limited weapons.
Renzoku: Second fastest renzoku in the game
Masenko: Quick charging explosive ball, alt-fire goes into "rage mode" where you fire rapid ki blasts ending in a Masenko
Kamehameha: Like gokus but charges slower.

Vegata:
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Vegeta specialises in powerful explosive ki weapons, and has a good ki reserve and the strongest melee in the game.
Renzoku: Fastest renzoku in the game.
Gallit Gun: Much like the Kamehameha wave, fires a powerful blast at your opponent
Final Flash: this extremely powerful weapon not only homes in on your target but explodes too! Takes a lot of ki to charge up though.
Super Saiyan: currently disabled like goku.

Piccolo:
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Piccolo is a great tactical fighter, with good ki reserves and specialises in piercing weapons.
Renzoku: Medium speed ki blasts.
Eye Lasers: fires 2 instant hit lasers at your enemy.
Masenko: Just like Gohans.
Special Beam Cannon: The ultimate piercing weapon, will kill anyone in 1 shot, but takes very long to charge and uses a lot of ki.

Krillin:
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This overlooked Z-warrior is actually an expert at ki manipulation, he has a wide veriety of powerful techniques, just not the ki reserves to sustain a long assault.
Renzoku: Slow firing ki blasts.
Solar Flare: Blind your opponents with this attack.
Scatterbeam: this clever technique fires a ball that spits into 4 and homes in on your targets, great for clearing a room!
Kamehameha: Second fastest charger of this common technique
Destructo Disc: A powerful, slow moving disc of death, will slice anyone in two, takes up a lot of ki though.

Frieza:
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the Galactic Overlord is a powerful character, using brute force to get the job done.
Renzoku: Medium speed ki blasts.
Finger Laser: fires a powerful piercing beam, or alt fire rapid bursts of less powerful lasers.
Kienzan: a deadly homing disc or ki, this powerful weapon takes long to charge but the outcome is worth it!
Death Ball: Frieza's answer the the Spirit Bomb, except this draws on his own ki, and takes less time to charge, the effect is the same however; devastating.

Yamcha:
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He may not be the greatest fighter, but ol' yamcha is an interesting character and his ultimate attack is not to be sniffed at!
Renzoku: Medium ki attacks.
Kamehameha: Slow to charge, but packs the full force of a regular kamehameha wave.
Spirit Ball/Super Spirit Ball: Yamchas utimate move needs time to charge, but its homing properties are second to none, the super version is even explosive!

Tien:
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Always the hard worker and grinder, Tien packs a powerful punch with his unusual weapons.
Renzoku: Medium/slow ki bursts.
Solar Flare: His signature technique obviously blinds your opponents.
Dodon Ray: Fires a piercing beam at your enemy.
Kamehameha: Slow charging due to him not using this much, but it still packs a punch!
Tribeam: A unique weapon being the only hitscan blast in the game, has the ability to zoom in too, takes a lot of ki however.

Chiaotzu:
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Probably the hardest character to play with, chiaotzu has weak health but dont underestimate his telekinesis attack!
Renzoku: slow firing.
Dodon Ray: Like Tien, the Crane School's signature attack.
Telekinesis: creates a huge wave that blasts opponents and projectiles away! very powerful and deadly.

Jeice:
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An allrounder for anyone wanting to play as the bad guys, Jeice is a ki manipulation expert, and has powerful ball weapons. He is very similar to Yamcha but has more ki and health.
Rendzoku: fast firing ki blasts.
Crasher Cannon: a huge beam of ki generated in his right hand, he used this on Goku to try and distract him for Captain Ginyu.
Crusher Ball: His ultimate attack, this stationary move charges a huge ball of ki that homes in on its target with deadly precision.

screenshots:
Spoiler:
I am currently looking for people to help me with this, i suck at mapping (like, i cannot map for the life of me), i am good with decorate but need testers, balancers and general feedback, the mod is currently in beta form so no link, but anyone wanting to help ill pm you with a link, I really want this to be the next megaman dm.

Also, credit to the original dragonballz mod author, i do not know who made it unfortunately! and credit to ESF and ZEQ2 for sounds (originally ripped from the budokai games).
Last edited by Virtue on Sun Apr 13, 2014 4:08 pm, edited 7 times in total.
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leileilol
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Re: DragonDoomZ

Post by leileilol »

Not sure how you can do a power struggle in Zdoom. That's usually the #1 missing thing in any DBZ fan work.

In Quake however you could just spam FindRadius loops on the projectile's think routine to find another beam and just align itself onto it which then you'll make the player enter a state where he or she must spam self.buttons (+attack, +jump) to get the beam through. The camera would have to be forced to show the struggle as well (can be done with barely documented SVC_SETVIEW while changing the player's movetype to MOVETYPE_NONE so we freeze the player's angle without any more client data being sent to it so we can see them facing each other in the camera). Keep in mind this is only a theory.
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Hornetzero
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Re: DragonDoomZ

Post by Hornetzero »

I would gladly like to be part of a Doom Dragon Ball mod. I was actually trying to make sprites for Turles and Raditz a while back but stopped short after I noticed that very little interest was towards getting this.
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Re: DragonDoomZ

Post by Pixel_Crusher »

Would be awesome if you could pull something like Half-Life's Earth's Special Forces mod but in Doom. Both single-player and death-match.
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Virtue
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Re: DragonDoomZ

Post by Virtue »

Pixel_Crusher wrote:Would be awesome if you could pull something like Half-Life's Earth's Special Forces mod but in Doom. Both single-player and death-match.
this was my main inspiration, although less emphasis on melee, as dooms melee system is a lot simpler. Single-player is totally possible as i have a lot of enemies decorated (just not implemented at the moment.)

I would gladly like to be part of a Doom Dragon Ball mod. I was actually trying to make sprites for Turles and Raditz a while back but stopped short after I noticed that very little interest was towards getting this.
Cool! what base did you use? will it fit in the art style?
Not sure how you can do a power struggle in Zdoom. That's usually the #1 missing thing in any DBZ fan work.

In Quake however you could just spam FindRadius loops on the projectile's think routine to find another beam and just align itself onto it which then you'll make the player enter a state where he or she must spam self.buttons (+attack, +jump) to get the beam through. The camera would have to be forced to show the struggle as well (can be done with barely documented SVC_SETVIEW while changing the player's movetype to MOVETYPE_NONE so we freeze the player's angle without any more client data being sent to it so we can see them facing each other in the camera). Keep in mind this is only a theory.
I am no ACS coder, and it will have to be compatable with zandronum because that my main target audience.
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Hornetzero
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Re: DragonDoomZ

Post by Hornetzero »

I don't know if it would fit, but I used the fighter as a base.

Image
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Virtue
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Re: DragonDoomZ

Post by Virtue »

Hornetzero wrote:I don't know if it would fit, but I used the fighter as a base.

Image
hmm, probably not then, Im using the sprites from the DBZ Legend of the Super Saiyan RPG as i said, they already have Raditz in (just not back rotations though), he may feature as a playable character in the future, but as of now he is a boss for an eventual single player release. can you map? or use ACS?
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Hornetzero
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Re: DragonDoomZ

Post by Hornetzero »

sorry.. I cant. I only do sprites.
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Virtue
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Re: DragonDoomZ

Post by Virtue »

ahh fair enough. Well to be honest, unless anyone can find a game with full 3d rotations of most of the dbz characters, ill stick to the current sprites, which are pretty basic but work, these are the main things i need help with to get the mod really going:

find the dragonballs mode: first player to find all 7 balls on a special map wins! if youre carrying a ball and you get killed, it gets dropped! (need mapping help and ACS help with this)

working scouters that display health and ki (will need ACS help with this)

key binding for flight, at the moment its an inventory item

a better way to regenerate ki, at the moment its a separate weapon bound to the 0 key, id preferably like it to be a separate key

"zanzoken" teleportation like in the show, ability to teleport short distances with the use of ki.

help with incorporating super saiyans fairly, at the moment its just a sister weapon upgrade, but id like it to auto-drain ki as a penalty for using SSJ.

and many more!
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Virtue
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Re: DragonDoomZ

Post by Virtue »

ok, update on the mod:

Balanced the weapons a bit
added key bindings to fly and to select the ki regeneration "weapon" its now q to fly and e to regenerate
got solar flare working!
sorted out some obituary issues
made it so when you die your corpse fades out to nothing (helps with lag)
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Hornetzero
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Re: DragonDoomZ

Post by Hornetzero »

Not sure how you can do a power struggle in Zdoom. That's usually the #1 missing thing in any DBZ fan work.
I noticed earlier in the thread. What exactly do you mean by "power struggle"?

Is it a beam lock or like a flurry of melee attacks?
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Virtue
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Re: DragonDoomZ

Post by Virtue »

Hornetzero wrote:
Not sure how you can do a power struggle in Zdoom. That's usually the #1 missing thing in any DBZ fan work.
I noticed earlier in the thread. What exactly do you mean by "power struggle"?

Is it a beam lock or like a flurry of melee attacks?
beam lock i imagine
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tsukiyomaru0
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Re: DragonDoomZ

Post by tsukiyomaru0 »

Virtue wrote:
Hornetzero wrote:
Not sure how you can do a power struggle in Zdoom. That's usually the #1 missing thing in any DBZ fan work.
I noticed earlier in the thread. What exactly do you mean by "power struggle"?

Is it a beam lock or like a flurry of melee attacks?
beam lock i imagine
I actually bet it is both things but with beam lock having greater chance.
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TheDoomGuy
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Re: DragonDoomZ

Post by TheDoomGuy »

Great! I've been waiting for someone to try this since the DeHackEd mod, Doom Z. I've tried it myself a few times, but something always happens that kills my progress. I'll help in any way I can... but as far as mapping, I might be able to--what sort of maps are you looking for?
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Virtue
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Re: DragonDoomZ

Post by Virtue »

TheDoomGuy wrote:Great! I've been waiting for someone to try this since the DeHackEd mod, Doom Z. I've tried it myself a few times, but something always happens that kills my progress. I'll help in any way I can... but as far as mapping, I might be able to--what sort of maps are you looking for?
Eventually id like a whole bunch of scenarios, for example kame house, korin tower/kamis lookout, namek/exploding namek, raditz landing etc you know iconic dbz locales, im working with a chap called Echo on the zandronum forums and hes put togeather a very rough cell games arena, but any of the above would be great! if you wanna work on this then ill send over the mod in a pm :)

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