[RELEASE] Prodoomer V3.1

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ArchXeno
Posts: 192
Joined: Sat Jan 09, 2010 4:33 pm

Re: [WIP] Prodoomer (FPS-RPG)

Post by ArchXeno »

Can the RPG mod be used with any megawad, or just the one you are making?
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PsychoSilverTH
Posts: 74
Joined: Mon Mar 05, 2012 7:52 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

Re: [WIP] Prodoomer (FPS-RPG)

Post by PsychoSilverTH »

ArchXeno wrote:Can the RPG mod be used with any megawad, or just the one you are making?
used with megawads as doom 2, plutonia & tnt but not doom 1
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PsychoSilverTH
Posts: 74
Joined: Mon Mar 05, 2012 7:52 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

Re: [WIP][GZDooM] Prodoomer [last update dated July 8]

Post by PsychoSilverTH »

Update with 31 screenshots, 1 video and information, see my first post.
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP][GZDooM] Prodoomer [last update dated July 8]

Post by The Zombie Killer »

This just gets better and better.
By the way, would this be that damage counter you mentioned earlier?

-TZK
Ribo Zurai
Posts: 873
Joined: Fri Jul 03, 2009 1:47 pm

Re: [WIP][GZDooM] Prodoomer [last update dated July 8]

Post by Ribo Zurai »

Those are some sexy snapshots. When can we have an alpha or beta of it? :D
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PsychoSilverTH
Posts: 74
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Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

Re: [WIP][GZDooM] Prodoomer [last update dated July 8]

Post by PsychoSilverTH »

The Zombie Killer wrote:This just gets better and better.
By the way, would this be that damage counter you mentioned earlier?

-TZK
No, that's another most simple code, the code of prodoomer, is more complex and large, but is something similar the code of Striker_ShowDamage_V3
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grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: [WIP][GZDooM] Prodoomer [last update dated July 8]

Post by grouchbag »

I like very much!Good luck! :D
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xenoxols
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Preferred Pronouns: She/Her
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Re: [WIP] [GZDooM] Prodoomer [last update dated July 8]

Post by xenoxols »

looks really good!
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PsychoSilverTH
Posts: 74
Joined: Mon Mar 05, 2012 7:52 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

Re: [SOON][GZDooM]Prodoomer[last update dated October 10, 20

Post by PsychoSilverTH »

I released the trailer of my mod on the first post.
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [SOON][GZDooM]Prodoomer[last update dated October 10, 20

Post by Sgt. Shivers »

Really excited about this, I remember seeing it last year and anticipating it's release so I could see how you pulled off all those cool mechanics. Can't wait to give this a shot!
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Valherran
Posts: 1410
Joined: Tue Oct 27, 2009 12:58 pm

Re: [SOON][GZDooM]Prodoomer[last update dated October 10, 20

Post by Valherran »

Looking good, would love to try it when it comes out. ^^
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Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: [SOON][GZDooM]Prodoomer[last update dated October 10, 20

Post by Sangelothi »

It's cool to see this here!!! Quick thing though, I don't go by the alias "Zero-X" anymore :3
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PsychoSilverTH
Posts: 74
Joined: Mon Mar 05, 2012 7:52 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

Re: [RELEASED] Prodoomer [GZDooM]

Post by PsychoSilverTH »

now available prodoomer for play
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

Re: [RELEASED] Prodoomer [GZDooM]

Post by Sgt. Shivers »

Playing it now, just started the first level and I am already having a blast.
ArchXeno
Posts: 192
Joined: Sat Jan 09, 2010 4:33 pm

Re: [RELEASED] Prodoomer [GZDooM]

Post by ArchXeno »

Currently playing through, that blue mermaid guy on top of the waterfall does an absurd amount of damage.

Other than that, amazing work.

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