MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

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
SoulCircle
Posts: 254
Joined: Tue Aug 02, 2016 10:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Hell

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by SoulCircle »

Tell me in PM if you could, we should listen to the staff... Anywho...

Kinsie, what are your main goals by the end of this monster wise? Because the base weapons are finished, right?
rabid marine
Posts: 95
Joined: Sun Jul 31, 2016 8:18 pm

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by rabid marine »

wildweasel wrote:If you really want to tell that story, I suggest you get a different thread.
I think doing a private mes- *SMACK* covering up all evidence of what this story is so nobody gets confused.
Last edited by rabid marine on Fri Aug 12, 2016 12:25 am, edited 1 time in total.
rabid marine
Posts: 95
Joined: Sun Jul 31, 2016 8:18 pm

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by rabid marine »

wildweasel wrote:If you really want to tell that story, I suggest you get a different thread.
Pm'ed th- *SMACK* one more for good measure.
Last edited by rabid marine on Fri Aug 12, 2016 12:20 am, edited 2 times in total.
User avatar
SoulCircle
Posts: 254
Joined: Tue Aug 02, 2016 10:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Hell

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by SoulCircle »

rabid marine wrote:
Pm'ed the story to soulcircle. If anyone else wants it they will have to pry it from my cold, dead hands.
Don't give anyone ideas of using the good ol' Big fucking gun.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Kinsie »

I wish my lovely thread for my nice mod didn't keep getting hijacked by people who think they're funny, interesting or relevant to the topic when they're none of the above.

-------

In more positive news, I sent out a test build to the Cool Kids Club and got some vital feedback. Even more importantly, the awesome Sgt. Shivers improved some of the animations! And told me how much the current Super Shotgun physically hurts him, but that's neither here nor there. Here's one of his improvements!
Image
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by comet1337 »

where there's guns, there's Shivers
and the guns become cooler
User avatar
SoulCircle
Posts: 254
Joined: Tue Aug 02, 2016 10:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Hell

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by SoulCircle »

Sorry for the off-topic stuff. I'm done. (This is why I don't post when tired.)

That animation looks excellent! Loving it! And also, I had asked a question earlier.
SoulCircle wrote: Kinsie, what are your main goals by the end of this monster wise? Because the base weapons are finished, right?
EDIT: THe new weapon animation gives me the 'Shivers' of excitement.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Captain J »

God bless your shivering works, 'Sgt'!
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Zanieon »

So i heard yo needs helps with 3D models and stuff of this part, wanna a hand from me with that?

I once used the script batch render for Blender to make sprites, but it seems to render them in ortographic mode so they renders completely flat with no fake-depth perception, unlike real sprites which tries to simulate the third axis, so i render my own using proper lightning scene and FOV on camera.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Kinsie »

You have my attention. Got any samples of your sprite-ifications?

Meanwhile, here's a little bit of R&D I've been doing. The start of ATTACK.WAD from Master Levels got me thinking about the uselessness of placing Spectres in bright areas, and whether I should set up their spawners to react appropriately to bright (or dark!) areas. So I gave it a test run.

Image

As you can see from this brief example of my debug output, the placement of Spectres in rooms darker than the "default" of 128 is actually kind of rare in the official maps! Hell, it seems like placing them in bright areas where they stand out is kind of the default! I'm sure people better at level design than I could come up with a good explanation for this, but for now I'm just gonna stroke my beard and go "hmmm... yes..." a lot.

(Also of note: I added a compatibility script for if some map script tries to place the default Doom 2 weapons in your inventory, it'll swap 'em out for the MetaDoom ones. This was probably important to do.)
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Zanieon »

Well my first attemp at spriting a 3D model was Veridion, i know that a Tamer Of The Dark is not what you need for now, but i can use the same method i used to render him that way in the Doom 3 monsters, recently i returned Hellknight to his original proportions just being more bulky for my mod now, he have custom animations for Hunter's Moon but if you want stick to Doom 3 default animations i'm fine with it, if you also want custom death animations for them since they dies in ragdoll method in Doom 3, if it is not so complex i can also do it.

Veridion rendered in the regular way in the same pose as in the preview of the resource topic looks like this for a comparison.
User avatar
Gorec
Posts: 322
Joined: Tue Feb 09, 2016 9:41 pm
Operating System Version (Optional): Windows 11
Location: )()()()()()()()()()()()(

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Gorec »

oh wait holy pew pew(pistol) doesnt affect zombies in doom rpg
rabid marine
Posts: 95
Joined: Sun Jul 31, 2016 8:18 pm

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by rabid marine »

Kinsie wrote:I wish my lovely thread for my nice mod didn't keep getting hijacked by people who think they're funny, interesting or relevant to the topic when they're none of the above
Sorry about that. I'll regret everything I ever posted last night if it makes you any happier. Even I thought I was about the derail the thread, but kept going and de railed the thread.

We love your mod. Just never let ol' rabid marine within arm's reach of his phone at midnight.
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by ShinyCrobat »

Gorec wrote:oh wait holy pew pew(pistol) doesnt affect zombies in doom rpg
If you wanted to keep it usable on zombies, you could give them a special death animation where they get depossessed or something like that.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] MetaDoom - Thank You For The Demon (U-NM Video p10

Post by Captain J »

Strife's annihilation death-esq animation will do the trick.

Return to “Gameplay Mods”