Metroid: Dreadnought v1 - The Galaxy is Doomed

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
Cryomundus
Posts: 495
Joined: Thu Oct 31, 2013 12:33 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Cryomundus »

Commenting out this two lines in decorate/beams/chromastorm.dec:

Code: Select all

const int BT_ATTACK     = 1;
const int BT_ALTATTACK  = 32;
seems to let it run fine. It partains to the Chromastorm weapon, but from what I've played, everything seems to work fine. (though I will forever be annoyed by the inability to pick up multiple E-Tanks in a level.)
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

Yes, the error is because BT_ATTACK and BT_ALTATTACK were eventually integrated as constants in ZDoom after this was released, so it's being defined twice. Commenting those two out means they won't be defined twice, good times all around.
Cryomundus wrote:(though I will forever be annoyed by the inability to pick up multiple E-Tanks in a level.)
Please input metroid_nolevellimiter 1 in the console (which it should be at by default, judging by the cvarinfo)
User avatar
Cryomundus
Posts: 495
Joined: Thu Oct 31, 2013 12:33 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Cryomundus »

TerminusEst13 wrote:Yes, the error is because BT_ATTACK and BT_ALTATTACK were eventually integrated as constants in ZDoom after this was released, so it's being defined twice. Commenting those two out means they won't be defined twice, good times all around.
Cryomundus wrote:(though I will forever be annoyed by the inability to pick up multiple E-Tanks in a level.)
Please input metroid_nolevellimiter 1 in the console (which it should be at by default, judging by the cvarinfo)
Huh, I must've set mine to 0 last time I played with this. Weird. Oh well, thanks! :oops:

Oh yeah, the download link to this is down, since **LINK_DISABLED** is dead.
User avatar
hammer oz
Posts: 124
Joined: Tue Dec 23, 2008 9:59 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by hammer oz »

Greetings I would like to try this wonderful piece of art but everytime i click on the download link for the pk3 i keep on getting a site cannot be reached error.
User avatar
Stuka
Posts: 38
Joined: Mon Oct 31, 2016 2:45 pm
Location: Argentina

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Stuka »

**LINK_DISABLED** is down
User avatar
Cryomundus
Posts: 495
Joined: Thu Oct 31, 2013 12:33 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Cryomundus »

Decided to throw up a download in the thread over here: Mod Download Broken? Request Reuploads Here.
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by 4thcharacter »

I think most, if not all that were lost in **LINK_DISABLED** can be found in this link: http://allfearthesentinel.net/wads
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TerminusEst13 »

I keep forgetting to replace the download link because I'm lazy + dumb.

Finally remembered to do it, and put up a fixed version without the BT_ATTACK / BT_ALTATTACK nonsense too.
User avatar
RockstarRaccoon
Posts: 598
Joined: Sun Jul 31, 2016 2:43 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by RockstarRaccoon »

So, I've been messing with the files and talking with Terminus: it looks like I'm going to be rebooting this project under the name "Metroid: Doom", where I hope to not only expand upon the features he's added, but put in stuff like new enemies and mechanics to make more Metroid-Prime style maps. If anyone's interested in getting in on that, hit me up: I need artists, coders, mappers, and anyone else who'd like to help.
User avatar
Valherran
Posts: 1388
Joined: Tue Oct 27, 2009 12:58 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Valherran »

RockstarRaccoon wrote:So, I've been messing with the files and talking with Terminus: it looks like I'm going to be rebooting this project under the name "Metroid: Doom", where I hope to not only expand upon the features he's added, but put in stuff like new enemies and mechanics to make more Metroid-Prime style maps. If anyone's interested in getting in on that, hit me up: I need artists, coders, mappers, and anyone else who'd like to help.
Awesome! Thanks for taking up the mantle!
User avatar
TheBeardedJedi
Posts: 63
Joined: Thu Mar 28, 2013 9:03 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by TheBeardedJedi »

RockstarRacoon, I have a small amount of coding experience (and am definitely no artist), but I would like to help in any way I can. My background is in teaching engineering concepts, so hopefully I can help. PM me if you are interested.

Oh, and Terminus, this is still my favorite mod, right up there with D4D. It's a shame that the mapper lost the Metroid-esque levels he was developing.
User avatar
Wivicer
Posts: 359
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Wivicer »

Urg, I'd love to help out, but I don't have time...
User avatar
RockstarRaccoon
Posts: 598
Joined: Sun Jul 31, 2016 2:43 pm

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by RockstarRaccoon »

TheBeardedJedi wrote:I have a small amount of coding experience (and am definitely no artist), but I would like to help in any way I can. My background is in teaching engineering concepts, so hopefully I can help. PM me if you are interested.
Wivicer wrote:Urg, I'd love to help out, but I don't have time...
There's quite a bit that I'd like to add, and even a single asset, code, or map-alteration can be a big help.

I'm going to put some sort of workload up when I make the thread...
User avatar
Wivicer
Posts: 359
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Wivicer »

That'd be useful. I'll maybe try to do some stuff if I can.

Edit: There seem to be some discrepancies between the actual CVAR names and the names defined in MENUDEF. Thought I should bring that to your attention.
User avatar
Viscra Maelstrom
Posts: 6197
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Post by Viscra Maelstrom »

if MIDI music is of interest, i have a couple Metroid tracks i could donate to the project, including a cover of the Metroid theme, Metroid prologue, Green Brinstar and a couple others.

Return to “Gameplay Mods”