Flakes Doom v2.6b (Updated 06/03/18) Home fixes

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Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!

Post by Deii »

No, doesn't sound dumb at all if you ask me. You could even make it so its pickup sprite is actually a backpack with its barrel sticking out - in fact, it would give the classic "What the !@#%* is this!" pickup message a well-deserved use! :D
I think you could use Eriance sprites for the soul pickups, and for the Unmaker itself I think you could take a look on those as well. There's some pretty neat stuff there.
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Dr_Cosmobyte
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Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!

Post by Dr_Cosmobyte »

Dr. Doctor made a sweet one. Imma asking him :)
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Dr_Cosmobyte
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Dr_Cosmobyte »

Hey guys, bumping this up to announce a new update, which covers some needs and some goodies too! Hope you like it!

Changelog:
Spoiler:
Get it now! Suggestions, bugs and doubts are welcome :)
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LossForWords
Posts: 557
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by LossForWords »

why are the rockets transparent?
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LossForWords
Posts: 557
Joined: Fri Jan 13, 2017 9:08 pm

Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by LossForWords »

sorry if i sounded demanding or aggressive or something like that, i was just curious.
anyways, i really liked the mod! i always play it with consolation prize!
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Captain J
 
 
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Captain J »

Don't worry. It sounds less aggressive but questioning some problems.

Anyway projectile one, item one, all of them are visible in Gzdoom g.2.3.2. But they are all voxel modes. So they might be transparent if you're using the older versions, i think.
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Dr_Cosmobyte
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Dr_Cosmobyte »

I wanted to mess with the explosion, but that had no big results, and forgot to bring it back to normal. It's easy to solve, i just need to create a separate actor for the explosion.

Also, i just fixed fist secondary attack (you could kick while walking and that was weird). But it doesn't count as updates but minor bugfixes, so I'm not desperate on re-uploading the file now.

Also, i think the fists become useless after a while. But i couldn't think of a better idea of utility (like piñata drops a la metadoom) without messing with enemies, and i don't want that.

Thanks for liking the mod, the rockets will be fixed on the next update.

Edit: probably the next version will bring game options, such as turning smoke/models/voxels on and off.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Deii »

So I finally gave this a try with Heretic and I feel like the spawning behavior of weapons there is a bit wonky and that some things don't quite work as they should.
Spoiler:
Other than that, things work as intended and it's still a great mod made better by the new updates. ;)
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Dr_Cosmobyte
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Dr_Cosmobyte »

Thanks again man. I believe that indeed Heretic monsters are thougher than Doom's. As for the inventory system, i totally forgot bout it when porting Heretic.

As for weapons, I've had to study from a basis document, and chose to compare from ww-nazis, because, along with Necrodoom, it's the only mod i really know that has multi-compatibility. Maybe that's why things are kinda fucked up.

Necessary edit: I'm not saying ww-nazis spawners are fucked up. I meant that since i only drew mine by association, it's obvious that it wouldn't have the same balance. I think that's about it.

Also, I've added another review by the Gaming Room forum!

Links on first page and here:

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nazakomu
Posts: 131
Joined: Wed Nov 30, 2016 12:51 am
Graphics Processor: nVidia with Vulkan support

Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by nazakomu »

Another gameplay mod that I'll be playing frequently for the next few days for sure. I like the look of the weapons and the good ol' Doom 3 sounds.

I really would like to see more come into this mod soon!
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Dr_Cosmobyte
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Re: Flakes Doom v1.8 (Updated 15/03) Unmaker!!!

Post by Dr_Cosmobyte »

Thanks for appreciating! I'm glad for it.

As of now, next update will be 1.8b due to be more a bugfix than a update for new stuff. You guys can expect casings, cvars and most of these errors fixed. :)
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Dr_Cosmobyte
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Re: Flakes Doom v1.9 (Updated 22/03)

Post by Dr_Cosmobyte »

SURPRISE MUTHAS

Flakes is back in town again, grab your updates and start killing.

ALSO, user gezzdt made a SWEET patch which replaces super shotgun sprites for ones similar to Far Cry Blood Dragon (must be loaded AFTER Flakes). Go see it, it's animal. But i won't define them as deafult, for the option of choice.

On another note, user Rallinth on Youtube made a nice gameplay of Flakes Doom on the Mapset Going Down. Cheers to the man!

GET PSYCHED.
Spoiler:
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Stuka
Posts: 38
Joined: Mon Oct 31, 2016 2:45 pm
Location: Argentina

Re: Flakes Doom v1.9 (Updated 22/03)

Post by Stuka »

Very good, I really love the quake sounds.
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namsan
Posts: 145
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Re: Flakes Doom v1.9 (Updated 22/03)

Post by namsan »

Can you add option that turn off recoils? (like Smooth Doom)
I'm Sorry for asking selfish suggestion.
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Dr_Cosmobyte
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Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST

Post by Dr_Cosmobyte »

No, not selfish at all! It would need sone structuring again. But by visual recoil, you mean screen shaking? Aside from the kicking effects, that's the only effect i use.

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