Xim's Star Wars Doom - Updated (MAY/4/2024)
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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.
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Re: Xim's Star Wars Doom
Minor update, but it was a much needed one. Lightsaber colors can now be chosen with the "Reload" function, going reverse rainbow starting at the classic blue. No more dropping sabers to keep your arsenal clean. New pickup graphic too.
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Re: Xim's Star Wars Doom
Glad you took my suggestion.Xim wrote:Minor update, but it was a much needed one. Lightsaber colors can now be chosen with the "Reload" function, going reverse rainbow starting at the classic blue. No more dropping sabers to keep your arsenal clean. New pickup graphic too.
Is the rest of the inventory and/or the battery system going to make an appearance?
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Re: Xim's Star Wars Doom
Perhaps. Not totally sure how I'd do the battery system.
I am contemplating making remote and sentry droid helper items. What other inventory items do you think though?
I am contemplating making remote and sentry droid helper items. What other inventory items do you think though?
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Re: Xim's Star Wars Doom
Small bug when the Imperial Medic is killed the corpse disappears.
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Re: Xim's Star Wars Doom
All of the original DF equipment, such as the Headlamp, IR Goggles, and the Gas Mask would be very useful to have. Especially the Gas Mask, In Lex's MOD he converted it into an environment suit that you can toggle on and off at any time which was the best thing ever.Xim wrote:Perhaps. Not totally sure how I'd do the battery system.
I am contemplating making remote and sentry droid helper items. What other inventory items do you think though?
For the other items like the Ice Boots, you could have them make you immune to slipping on ice and pushed by wind. I'd make that a toggle at the cost of no battery power in case maps use the wind as a mechanic to get to places.
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Re: Xim's Star Wars Doom
Also any chance of putting the props as an addon cause i was trying to play this with epic too and it really clashed with the desert levels
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Re: Xim's Star Wars Doom
Hmm... good point. I might do that actually. I guess Epic 2 wouldn't be a bad map set to play with my mod.
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Re: Xim's Star Wars Doom
yea it was kind of weird seeing tech stuff in desert lolXim wrote:Hmm... good point. I might do that actually. I guess Epic 2 wouldn't be a bad map set to play with my mod.
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Re: Xim's Star Wars Doom
For now, you can remove the props easily using SLADE. Open the pk3, go to the sprites folder and then remove the props folder. It might not be a bad idea to either make a back-up copy of the pk3, or save the props folder in a zip file.
I kind of want to experiment using CVARs to make some things optional. Maybe even choose what enemies spawn where.
And my friend keeps bugging me to make force powers. I was thinking of at least having a few, that you can do with the user keys while using the lightsaber. I'm no Xaser so I don't think I can do something like Psychic (but that would be cool).
I kind of want to experiment using CVARs to make some things optional. Maybe even choose what enemies spawn where.
And my friend keeps bugging me to make force powers. I was thinking of at least having a few, that you can do with the user keys while using the lightsaber. I'm no Xaser so I don't think I can do something like Psychic (but that would be cool).
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Re: Xim's Star Wars Doom
New updated, this one is a bit bigger than the last one. Main featured is I redid the carbine, it's not an ion gun anymore. We now have an actual Ion gun, which is kind of like the DEMP2 from outcast, but more like the Jawa's blaster.
Spoiler:I might do a battery system for items later, but I gotta figure out how to do that first.
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Re: Xim's Star Wars Doom
Great update but i still noticed the medic's corpse still disappears after he is killed.
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Re: Xim's Star Wars Doom
Oh, I must have missed that. Should be fixed now.
EDIT: I fixed another potentially bad error too. Two ammo types had the same spawn ID.
EDIT: I fixed another potentially bad error too. Two ammo types had the same spawn ID.
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Re: Xim's Star Wars Doom
Also i noticed the shadowtrooper and the elite blaster rifle is nowhere to be found any reason for this?
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Re: Xim's Star Wars Doom
Just didn't feel like they were needed anymore. I might re add them, but they'd be different.
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Re: Xim's Star Wars Doom
Oh ok i was just wondering cause i really did love using the elite rifle when i picked it up in the old versions of the mod so i hoping you re add them in a later point in time.