[WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

What do you want first?

Gravity gun
23
74%
Beautiful Doom compatibility patch
6
19%
Capture The Flag
2
6%
 
Total votes: 31

User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

how much of this can i use that youd be comfortable with? because all of the things featured are tickling my fancy.
i love the flashlight thing (and as a special operations bad ass on mars....i would think youd have a flashlight)
i love the blood, i cant figure out how to replace the MD3s in my mod though, i want to replace the blood from brutal with a more arterial spray look and spreading blood and bloody foot prints.
im sorry...im gushing.
of course you would be credited, and im not going to just copy and paste its just that since im so new the best way for me to learn lately has been dissection.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by The Zombie Killer »

Take anything you want, I don't mind at all.
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

youre cool dude.
thanks a ton.
i will definitely let you know what i think about your mod once i give it a good play through.
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

I opened it and got error code:
Lmstuff.txt line 15: player.userange is an unknown actor property.

What's up? I just updated.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by The Zombie Killer »

Player.UseRange is a development version feature at the moment, get the latest dev build of GZDoom
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

If it'll run better I'll check it out but gzdoom smashes my PC to bits when fuckin zandronum runs just fine haha.

Okay. So I've given your mod a pretty good play through. Found what I loved and all of that.

My question in regards to me stealing your shit is, how do I get the pitch to work on the flashlight? I can't seem to get the pitch to work even after I've messed with playertid and all of that good stuff. And I cannot for the life of me get the blood pools to wrk when I place them in the game on certain objects. My mod runs on brutal doom so placing them in every death state would be a pain in the ass but I've had an infinite amount of trouble with modeldef and I'm wondering I'm doing it wrong or if is actually have to place it in the death states. Any answers to that.


Here's my review of the mod by the way. Yes I totally realize it's still a work in progress, but my impressions are the scripting is phenomenal. There are a lot of complex things going on and I love love love mods that enhance my gameplay experience while still keeping it simple and vanilla. (Pfenh is a great in that respect)
My complaint is why'd you take out particle blood? Annnnd to be completely honest it feels like a tech demo and less of a mod. It feels like more experimental script than gameplay enhancing. The scripts are phenomal but get some pixelly doom looking blood puddles. Lower the size of the boot print and add some particle effects to some stuff like bullet holes and some smoke and you'd have something very simple and awesome. But as it sits it does feel a little all over the place and empty. But im definitely going to be stalking the shit out of it!

And I'm going to be building a super weird weapons pack after this pack I'm doing? Would you possibly like to team up? You can go ham on the script.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by The Zombie Killer »

cortlong50 wrote:If it'll run better I'll check it out but gzdoom smashes my PC to bits when fuckin zandronum runs just fine haha.
If the GL renderer lags, then you can use the software renderer in GZDoom by setting vid_renderer to 0
cortlong50 wrote: how do I get the pitch to work on the flashlight?
If I remember correctly the pitch is retrieved through an ACS script, so you'll have to copy the correct script, I'm sure there's a better way to do it, but I generally do things quickly without thinking.
cortlong50 wrote:I love love love mods that enhance my gameplay experience while still keeping it simple and vanilla.
That was pretty much the plan with the mod :D
cortlong50 wrote:My complaint is why'd you take out particle blood?
It caused a rather large slowdown and I didn't feel like making it fade, or adding in a slider at the time. I also tried to make it toggleable but it didn't seem to work.
I might revisit it someday
cortlong50 wrote:Annnnd to be completely honest it feels like a tech demo and less of a mod.
I guess in a way, it sort of is.
cortlong50 wrote:The scripts are phenomal but get some pixelly doom looking blood puddles. Lower the size of the boot print and add some particle effects to some stuff like bullet holes and some smoke and you'd have something very simple and awesome.
Yeah, I'm probably gonna replace the blood puddles, and I agree on the rather large footprints, I'm more focused on fixing the "footprints face in the wrong direction" bug first. I might add some particle effects if I get the time as well.
cortlong50 wrote:Would you possibly like to team up? You can go ham on the script.
As long as my schoolwork doesn't get in the way of things, then sure!
User avatar
Crudux Cruo
Posts: 1171
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by Crudux Cruo »

Well, I'm sort of on the fence. (i voted OK, i'm a bad man.) On the one hand, the gameplay is significantly altered, with interesting difficulty modes and gameplay options, as well as the neat duke style boot blood and the blood puddles... on the other hand, the weapons are loosey goosey, and the blood is way too cartooney. i feel if the blood were SLIGHTLY less cartoony, maybe with a little bit of contrast here or there, and some blood squirts, this mod would be a bit better. My favorite blood type of all time is from a game called BLOOD...

[youtube]http://www.youtube.com/watch?v=7yB8Kuh5l2s[/youtube]

Perhaps beautiful doom compatibility as well? i like the effects of it, and couples with your mod, i might just cream myself. in summary... this needs to be cleaned up a bit and a bit more flashy IMO. definitely not a BAD mod at all, as it is.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by The Zombie Killer »

Crudux Cruo wrote:the weapons are loosey goosey
Could you tell me anything I could do to improve them?
Crudux Cruo wrote:and the blood is way too cartooney. i feel if the blood were SLIGHTLY less cartoony, maybe with a little bit of contrast here or there, and some blood squirts, this mod would be a bit better.
Yeah, I'm probably gonna replace the blood. I'm probably gonna add blood squirts and stuff too.

(Blood fan here too btw :D, I can kinda tell you're a fan since your name is one of the cultist phrases :p)
Crudux Cruo wrote:Perhaps beautiful doom compatibility as well? i like the effects of it, and couples with your mod, i might just cream myself.
I might add a compatibility patch for Beautiful Doom soon :p
I'd like to complete my current todo list first though, before I do stuff like that.

Thanks for the feedback
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

Okay so do I have to attach it to my player? And how do I do that? What's the standard tid for doom player?
And for the puddles of blood do I place them in the death state of dead things or is there a way to apply them to every dead thing? Haha.
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by cortlong50 »

When I ask about attaching I am talking about the flashlight beam hahaha.
Keep it up though. This mod is fun. Maybe run it on bash gore or something.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by The Zombie Killer »

If I remember correctly (I dunno which version of the flashlight I used in this mod), all you have to do is give the flashlight inventory item to whatever actor you want to have a flashlight on.

And yeah, you have to spawn the puddles manually
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Beta 2!

Post by The Zombie Killer »

Beta 2 released.
See first post for updated credits list and changelog
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] Zombie's Mod - Beta 2!

Post by cortlong50 »

The truth is. I know absolutely nothing about ACS. So when I open your source it looks a lot like....a bunch of stuff I know nothing about.
I'll check your new beta soon!
And also...adding it as a startitem didn't work.
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Zombie's Mod - Beta 2!

Post by The Zombie Killer »

Simply setting it as a StartItem won't work. You have to continuously give the item, giving the item causes the flashlight beam to appear for around 2 tics (I think, could be 3). So each tic, give the player the flashlight item.

And it seems you guys want the gravity gun the most, expect it in beta 3!

PREVIEWS (glow animation):
Image

Grav. gun sprite credits:

Code: Select all

1337spy, TheZombieKiller (me)
 * Gravity gun sprite edits

PCGamer
 * Gravity gun image used as base for sprite

Neca
 * Creator of the gravity gun replica used in PCGamer's photo

Return to “Abandoned/Dead Projects”