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

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What do you want first?

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

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zrrion the insect
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by zrrion the insect »

I have to say, this mod looks quite interesting. I shall give it a look later and probably praise all of it.
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by Captain J »

gravity gun will does the more fun also adding a physical...fun on your wad, also every guns but some weapons that uses projectile or melee is out of accurate litle bit, even pistol and shotgun. which means i need to go more closer and shoot 'em for making a good accuracy shots.

also chaingun uses shotgun firing sound like a what heavy weapon dudes did, with shotgun's pumping sound. separation of that sound is needed. oh wait, eriance already did that, though.

and lastly, chainsaw's raise sound is suddenly blocked by idle sound. without that, it's amazingly great and fun wad to play. nice job.
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by The Zombie Killer »

zrrion the insect wrote:I have to say, this mod looks quite interesting. I shall give it a look later and probably praise all of it.
I await your review :D
Captain J wrote:also every guns but some weapons that uses projectile or melee is out of accurate litle bit, even pistol and shotgun. which means i need to go more closer and shoot 'em for making a good accuracy shots.
Yeah, that's because I added vertical offsets for the hitscans. I should probably lower them to around half their current values.
Captain J wrote:also chaingun uses shotgun firing sound like a what heavy weapon dudes did, with shotgun's pumping sound. separation of that sound is needed. oh wait, eriance already did that, though.
Yeah, I was gonna cut up the sound but I forgot to, and I don't really use the chaingun much so there wasn't much of a reminder :p
Captain J wrote:and lastly, chainsaw's raise sound is suddenly blocked by idle sound
It is in Vanilla Doom as well afaik
Captain J wrote:without that, it's amazingly great and fun wad to play. nice job.
Thanks! :D
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doomjoshuaboy
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by doomjoshuaboy »

looks likely from Half life 2 but a middle base gravity gun. nice job and keep it up the good work. :D 8-)
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by Captain J »

The Zombie Killer wrote:
Captain J wrote:and lastly, chainsaw's raise sound is suddenly blocked by idle sound
It is in Vanilla Doom as well afaik
but that idle sound blocks it much faster then i expected, so here's the example why;
so short.zip
like...this sec.
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by The Zombie Killer »

doomjoshuaboy wrote:looks likely from Half life 2 but a middle base gravity gun. nice job and keep it up the good work. :D 8-)
Thanks! :D
Captain J wrote:but that idle sound blocks it much faster then i expected, so here's the example why;
It's because the weapon selection animation is much faster, so the selection sound gets cut off quicker.

Also, new gravity gun sprites, courtesy of Sgt. Shivers
That current set is already outdated though, I've since lowered the glow animation to three frames, and added an interpolation frame for the glow so it doesn't appear to just "be there".
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by Captain J »

then do you have any minds to fix that up? or just keep it down?
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Preview pg.2!

Post by The Zombie Killer »

Not sure yet, I might either make the selection animation longer, or have a proper animation where you actually pull the cord to turn on the chainsaw.
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Crudux Cruo
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Re: [WIP] Zombie's Mod - Blood Pools! (and footprints)

Post by Crudux Cruo »

Could you tell me anything I could do to improve them?
Beautiful doom compatibility, namely weapons; ideally that's how i'd like the weapons to work. also good to meet another bloodite :)
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by The Zombie Killer »

BEHOLD!
I have the gravity gun working. It's a little buggy, and the code is far from final. It will work differently in the release version of beta 3 than it does in this pre-release.
By default, you start with the gravity gun. It occupies slot 8.

Download

Changelog so far:

Code: Select all

Beta 03
* Added chainsaw death for player
* Added graphics for beta lost soul
* Set the bobstyle for all weapons to "Inverse" with a speed of 1.2
* Added gravity gun, code is NOT FINAL, it is relatively buggy at the moment
* Halved vertical spread on pistol, shotgun, and chaingun
* Removed shotgun's pump sound from chaingun attack sound
* Changed the way the LastInv key works (now uses more flexible code)
* Changed the way blood pool spawning works
* Blood pools only spawn when the corpse isn't moving
* Added "sv_ggun_maxweight" cvar
* The cvar "sv_timescale" is no longer archived in configuration files
* All corpses are now shootable, this means you can pick them up with the gravity gun too!
* Moved settings screen to main menu
* Added modified version of "Helper Marines Redux" v1.0 RC1
Credits for this version so far:

Code: Select all

1337spy
 * Gravity gun pickup sprite

Hetdegon
 * Helper Marines Redux

Sgt Shivers
 * Original gravity gun sprites

Sergeant_Mark_IV
 * Brutal Doom's blood smoke
 * Some code that was used for the unused particle gore
 * Chaingunner death animation

Nash
 * NashGore, it was used as a base for the unused particle gore

LilWhiteMouse
 * Flashlight from Cammy. Was used as a base for the flashlight in
 this mod.

Raven Software
 * Soldier of Fortune 2's footprint graphics

NightFright, IcyFreezy, NeuralStunner, JoeyTD, Blox, Blue Shadow, Z86, Minigunner
 * Improved smooth weapons

PerKristian
 * HQ sound effects
 * Smooth weapons

David G
 * Baron of Hell double arm attack animation

Revilution
 * Blood pool decals

Gez
 * Helping me get the STARTUP lump converted to the planar format

Unknown
 * Demon gib graphics
 * The creators of the marine skins if they're not made by Ghastly_dragon

Ghastly_dragon
 * Marine skins v7
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by Captain J »

great going so far, but i found something that smells glitches. again;

-i saw down the spawned doomplayers, helper keeps attacking his sawed torso, even he's already dead.

-if helper died, he respawns awkwardly; teleport effect just sparkles so slowly without any sounds and does nothing.

-good work about separating shotgun's sound, but the sound ends unnaturally now. so how about use this one?;
from eriguns of course.zip
-i hope gravity gun has a more additional sounds, like a what original half life 2 did. such as dryfire sound and successful grab sound.

-still bfg9000 has a no smooth animations to compared with other weaponries, also bfg splashes can effect on the corpses too. intensional behavior?

-when zombieman encounters me, they chases me for a little bit and fires bullet and repeat it forever. even i hide myself from them, and now they are good at causes the infights now.

-when i grabbed monsters with gravity gun, they starts to attack me. pretty obvoius, if they never attack me while turned back.

lastly, i think gravity gun needs to be grab something slowly. when i grab something, it appears with speed of light.

i hope these feedbacks were useful, good luck!
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by The Zombie Killer »

Captain J wrote:i saw down the spawned doomplayers, helper keeps attacking his sawed torso, even he's already dead.
if helper died, he respawns awkwardly; teleport effect just sparkles so slowly without any sounds and does nothing.
Both of these things were noticed and fixed pretty much straight after I released that test version.
Captain J wrote:i hope gravity gun has a more additional sounds, like a what original half life 2 did.
Yep, it'll have the full sound set for the regular HL2 gravity gun.
Captain J wrote:still bfg9000 has a no smooth animations to compared with other weaponries
I'm planning on adding some
Captain J wrote: also bfg splashes can effect on the corpses too. intensional behavior?
No, this isn't intentional. I'll see if I can fix it.
Captain J wrote:when zombieman encounters me, they chases me for a little bit and fires bullet and repeat it forever. even i hide myself from them, and now they are good at causes the infights now.
Yeah, I've noticed this bug, and I've tried to fix it, but nothing I try seems to work.
Captain J wrote:when i grabbed monsters with gravity gun, they starts to attack me. pretty obvoius, if they never attack me while turned back.
That's one of the reasons the gravity gun is unfinished, when it's done, you won't be able to grab monsters while they are alive.
Captain J wrote:lastly, i think gravity gun needs to be grab something slowly. when i grab something, it appears with speed of light.
That's another reason it's unfinished, I have the code to make it move towards you, I just haven't implemented it yet.
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by Captain J »

well, that was pretty fast. also not to mention, this mod have a repolished mancubus' death and pain elemental's pain sounds and etc. that's pretty good job!
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by The Zombie Killer »

Captain J wrote:well, that was pretty fast. also not to mention, this mod have a repolished mancubus' death and pain elemental's pain sounds and etc. that's pretty good job!
Yep, that's part of Perkristian's hires sound fx wad.
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by Captain J »

The Zombie Killer wrote:Yeah, I've noticed this bug, and I've tried to fix it, but nothing I try seems to work.
Spoiler: i just opened your pk3 lil bit and i found the reasonable bug to squash for punishment;

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