Metroid: Dreadnought v1 - The Galaxy is Doomed
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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.
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.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
No mapset, only classic Doom 2 map. Couldn't happen again and no log has been saved.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
so, is that happening again now? if you still having that problem, don't forget what kind of version of gzdoom you have. if it's version is oldest, your gzdoom deserves to be upgraded.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Nope, I downloaded just the other day. But don't forget: it's a testing version, so unstability is expected.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
I haven't got internet hooked up to my main rig right now, but as soon as I do I'll send you the newest version of what I've got. Also, I love the new player sprites you've got in right now. Very Metroid Prime-y.TerminusEst13 wrote:Ah, I would definitely be interested, if you wouldn't mind!
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Bug report! You can't fire missiles when you first enter a level until you've fired your beam. Kinda lame, really. This was in GZDoom by the way, I can't say whether or not this happens in Zandyland. I was using several mapsets(Vanguard, Stardate 20X6, Equinox), and this happened in all of them. It was especially a pain in Vanguard because I wanted to use a super missile and eliminate one and weaken some of the other eponymous arch-viles of the map "Thirteen Angry Arch-Viles" right out of the gate(they teleport almost as soon as they're alerted so you need to hit 'em hard and fast!). Oh well.
EDIT: I'm not sure if this is a bug or not, but zombies no longer make dynamic lights when firing. On a side note I really prefer playing this in GZDoom if for no other reason that the Wave Missile for whatever reason isn't nearly as laggy while playing in GZDoom rather than Z&. It still gets frame-y towards the tail end of the blast, but it's nowhere close to the slideshows I see in Z&.
EDIT2: More bugs! When you kill a space pirate and it lands on a decorative object, for example, a torch... well... this happens.
EDIT: I'm not sure if this is a bug or not, but zombies no longer make dynamic lights when firing. On a side note I really prefer playing this in GZDoom if for no other reason that the Wave Missile for whatever reason isn't nearly as laggy while playing in GZDoom rather than Z&. It still gets frame-y towards the tail end of the blast, but it's nowhere close to the slideshows I see in Z&.
EDIT2: More bugs! When you kill a space pirate and it lands on a decorative object, for example, a torch... well... this happens.
Last edited by twinkieman93 on Thu Jun 05, 2014 7:24 pm, edited 2 times in total.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
I'm hyped up already. I love Metroid and I love Doom. My 2 favorite Video Game series put together.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Using Zandronum, it works fine for me.twinkieman93 wrote:Bug report! You can't fire missiles when you first enter a level until you've fired your beam.
On another note, it seems that the Ice and Plasma beams (incidentally, my two favorite beams, especially plasma) get caught on walls if you are close. It is obscenely frustrating, especially with the plasma beam's range limitation.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Sadly, that's what happens when the beams are positioned to come out angled from the beam cannon. It's not really something that can be fixed. The best thing to do is just know that if you hug a wall to your right, it will stop your beam, and just mindfully avoid such a situation.
Spoiler: Protip!
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
glitch against with glitch? sounds good to me, eye for an eye. BTW, does terminus already knows this awkward glitches yet?
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
I told him about the reports the last time I was able to get in touch with him, so I'm pretty sure he's seen them. Well, maybe not the space pirate one.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Fixed, thank you.twinkieman93 wrote:Bug report! You can't fire missiles when you first enter a level until you've fired your beam. Kinda lame, really.
Ahhh. Technically it's less a "bug" and more of an "oversight" since I rarely bother with dynamic lights. The short of the matter is that the dynamic lights are tied to the original zombiemen and not the replacements. It'll probably just be a simple matter of just porting the lights over.twinkieman93 wrote:EDIT: I'm not sure if this is a bug or not, but zombies no longer make dynamic lights when firing. On a side note I really prefer playing this in GZDoom if for no other reason that the Wave Missile for whatever reason isn't nearly as laggy while playing in GZDoom rather than Z&. It still gets frame-y towards the tail end of the blast, but it's nowhere close to the slideshows I see in Z&.
...whoooooooooooooooooooooooooooooooooooooooooops. Not 100% sure how to fix this, but I'll try out a few things.twinkieman93 wrote:EDIT2: More bugs! When you kill a space pirate and it lands on a decorative object, for example, a torch... well... this happens.
Thank you! I'm really glad to see more Metroid fans--in development, practically none of my testers were really familiar with the series.sdk2k9 wrote:I'm hyped up already. I love Metroid and I love Doom. My 2 favorite Video Game series put together.
Like Twinkie said, not a whole lot I can do about it, unfortunately. It's just a side effect of the gun firing from the side--I can try and reduce the height/radius of the beams, but that won't stop them from coming from the side at all, it'll just means you can hug the walls a slight bit more.Infirnex wrote:On another note, it seems that the Ice and Plasma beams (incidentally, my two favorite beams, especially plasma) get caught on walls if you are close. It is obscenely frustrating, especially with the plasma beam's range limitation.
The ZDoom forums aren't my main forums, but I still read all reports people send me. It just might take me a day or two before I get to them.Captain J wrote:BTW, does terminus already knows this awkward glitches yet?
Thank you all for your suggestions and input.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Thanks. =PTerminusEst13 wrote:As per the credits, those are from Enterbrain! Specifically, from their RPG Maker VX creation tool. I recolored the battle animations and tweaked the graphics slightly to fit in Doom, but they're really quite pretty.Ctrl+Alt+Destroy wrote:Hm. Well that was quite a big mistake there. I actually meant to ask about the Plasma Beam's projectile sprites. Where did those come from?
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
i see, but least the problem has been known and solved for now. thanks for that!
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
Ah, well. If it's unavoidable I can live with it .TerminusEst13 wrote:Like Twinkie said, not a whole lot I can do about it, unfortunately. It's just a side effect of the gun firing from the side--I can try and reduce the height/radius of the beams, but that won't stop them from coming from the side at all, it'll just means you can hug the walls a slight bit more.Infirnex wrote:On another note, it seems that the Ice and Plasma beams (incidentally, my two favorite beams, especially plasma) get caught on walls if you are close. It is obscenely frustrating, especially with the plasma beam's range limitation.
Any new info on the Skulltag replacements btw? I know that for the moment only the minigun has a special replacement. Honestly was quite surprised you didn't go for the Hyper Beam for the BFG10K replacement.
Though no idea with Railgun and Grenade Launcher.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed
At the moment, what I'm currently planning on is having a third option for the cvar which randomly (and with a low chance) replaces the normal weapons with their Skulltag counterparts (so chaingun can spawn a minigun instead, etc).Infirnex wrote:Any new info on the Skulltag replacements btw? I know that for the moment only the minigun has a special replacement. Honestly was quite surprised you didn't go for the Hyper Beam for the BFG10K replacement.
Though no idea with Railgun and Grenade Launcher.
For consistency's sake, like the Chroma Storm I'll probably be using original weapons for the Railgun/Grenade Launcher slots--I think the best way to create something as a tribute isn't just to follow the source material 100%, but to flex around and offer your own interpretation on things. The Light/Dark/Annihilator/Nova Beam will not be making an appearance, for reference to those who have asked--Light and Dark are basically Plasma and Ice, Nova's gimmick really only shone when it was tied with a visor, and Annihilator's homing is unbelievably difficult to reproduce in Zandronum due to its incredibly limited homing attack behavior. I have an Interesting Idea for the grenade launcher, but Railgun has me a little stumped since the Long Beam pretty much is a railgun.
The BFG10k...may be something else entirely, in line with the charge combos for BFG9000. I think ten different weapons is more than enough, hahaha.