[0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/30
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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.
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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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CanisLaticanis
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Re: [0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/3
So I saw on the first post that Doom 2/Plutonia/TNT are in the 'initial work' phase with regards to support, and Ultimate Doom is 'almost finished'. What do those mean, exactly?
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phantombeta
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Re: [0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/3
Ultimate Doom has almost all replacement items and enemies implemented. The blursphere/partial invisibility replacement is still unfinished and the Spider Mastermind hasn't been replaced with anything yet.
Doom 2/Plutonia/TNT support has only had a small amount of work done on, and the three or so monsters that are implemented for it are still very unfinished.
There's still plenty of work to do for Doom 2 support, and I still haven't been able to find a suitable replacement for the Spider Mastermind.
Doom 2/Plutonia/TNT support has only had a small amount of work done on, and the three or so monsters that are implemented for it are still very unfinished.
There's still plenty of work to do for Doom 2 support, and I still haven't been able to find a suitable replacement for the Spider Mastermind.
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CanisLaticanis
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Re: [0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/3
Gotcha. Two more questions:
- Is there any way to unload the grenade launcher?
- What's the music used on the title screen?
Last edited by CanisLaticanis on Sat May 25, 2019 6:12 am, edited 1 time in total.
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Ravick
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Re: [0.1] Se7evidas - Public alpha (RPG mod for Doom)
I didn't know you were making a mod. 
It is nice to see how you took weapon sprites from very different sources and managed to make all of them fit together. Very nice job, man.
Oh, and nice mod name,... cara!

It is nice to see how you took weapon sprites from very different sources and managed to make all of them fit together. Very nice job, man.
Oh, and nice mod name,... cara!
Oh, this got me curious more then everything else!UnbornDecay25 wrote: 1. TURN DOWN THE SHADOWSPHERE EFFECTS please for the greater good of god. Its nice to feel like you're going through a demonic plane where they cannot see you, but holy shit I was gonna lose my lunch
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phantombeta
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Re: [0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/3
Quite late, but:
Plus, it would probably require additional animations that wouldn't be trivial to make.
Unfortunately, no. That would require an additional key or a key combo, as all keys are currently used up as far as I know. (on the latest master, that is)CanisLaticanis wrote:Gotcha. Two more questions:
- Is there any way to unload the grenade launcher?
Plus, it would probably require additional animations that wouldn't be trivial to make.
It's Tyrant by Judas Priest:
- What's the music used on the title screen?
"Setevidas".EDIT: Also, how on earth are you supposed to pronounce the mod's name? Se-seven-evidas? Setevidas?
Thanks, I do my best. :)Ravick wrote:I didn't know you were making a mod. :o
It is nice to see how you took weapon sprites from very different sources and managed to make all of them fit together. Very nice job, man.
Oh, and nice mod name,... cara! :D
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Ferretmanjcdenton
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Re: [0.2.1] Se7evidas (RPG mod for Doom) | Updated 2018/11/3
Amazing mod ..sadly it doesn't work with Delta touch cause the buy and upgrade menu doesn't register the input ...can you please take a look at that ...