DragonBall Z - Doom

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Post Reply
User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

DragonBall Z - Doom

#1

Post by Ermin » Mon Oct 28, 2013 11:30 am

Image
A death match (only) GZDOOM modification.
Featuring all major characters, there unique abilities and transformations.
The mod will also feature familiar locations with there signature music.

Characters planned
Goku ✓ / Kaioken /SSJ /SSJ2 / SSJ3
Vegeta / SSJ / SSJ2
Trunks / SSJ / USSJ
Teen Gohan / SSJ / SSJ2
Frieza (All forms)
Broly / SSJ /LSSJ
SuperBuu (All forms)
BUU
NOTE: FUSIONS WILL NOT BE INCLUDED, GT WILL BE EXCLUDED.

Levels Planned
Time Chamber ✓
Space ✓
Pepper Town
King Kais planet
SnakeWay
OverWorld
Kames House ✓
Namik (Before & after destruction)
Follow the progress here on my channel
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Last edited by Ermin on Thu Oct 31, 2013 12:50 pm, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: DragonBall Z - Doom

#2

Post by one_Two » Mon Oct 28, 2013 2:16 pm

Looks nice :) all models?

Catastrophe
Retired Staff / Community Team Member
Posts: 2565
Joined: Sat Jun 02, 2012 2:44 am

RE: DragonBall Z - Doom

#3

Post by Catastrophe » Mon Oct 28, 2013 2:43 pm

Does it work online?

User avatar
Galactus
Forum Regular
Posts: 351
Joined: Sat Nov 03, 2012 9:22 am
Location: Belgium
Contact:

RE: DragonBall Z - Doom

#4

Post by Galactus » Mon Oct 28, 2013 2:46 pm

This looks really great, it reminds me of some old dbz game named zeq2lite :)

Shane
Forum Regular
Posts: 411
Joined: Mon Jun 25, 2012 8:37 pm
Location: Filthy Euro
Clan: Renegades
Clan Tag: [R]

RE: DragonBall Z - Doom

#5

Post by Shane » Mon Oct 28, 2013 4:09 pm

I'm curious as well, are the scenery and buildings all 3D models? or are those textures with voxel modifications??

Also are the hands voxels as well? All the blockiness makes it tough to tell what is what
Image

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: DragonBall Z - Doom

#6

Post by Ermin » Mon Oct 28, 2013 4:50 pm

one_Two wrote:Looks nice :) all models?
Shane wrote: I'm curious as well, are the scenery and buildings all 3D models? or are those textures with voxel modifications?? Also are the hands voxels as well? All the blockiness makes it tough to tell what is what
Everything is in 3d, with low res textures. All the MD3 files I made myself. The characters are a sprite rendered from a 3d model same with the weapons/hands.
Catastrophe wrote:Does it work online?
It's been tested through lan an works perfectly. Untested online. I'm having issues with morphing tho, a character loses all weapons when morphing an I don't think I can continue unless this gets fixed or with a hack solution.
Catastrophe wrote:This looks really great, it reminds me of some old dbz game named zeq2lite :)
Thats where i got my inspiration from, plus im good friends with the author of that mod.
Last edited by Ermin on Mon Oct 28, 2013 7:39 pm, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

User avatar
Ivan
Addicted to Zandronum
Posts: 2226
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: DragonBall Z - Doom

#7

Post by Ivan » Wed Oct 30, 2013 3:32 pm

Ermin wrote: I'm having issues with morphing tho, a character loses all weapons when morphing an I don't think I can continue unless this gets fixed or with a hack solution.
Hack solution: Code all attack variations into the weapon itself and have altfire switch modes.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Zakken
Frequent Poster Miles card holder
Posts: 935
Joined: Sat Jun 02, 2012 2:32 am
Clan: Power Fragging
Clan Tag: [PF]

RE: DragonBall Z - Doom

#8

Post by Zakken » Thu Oct 31, 2013 12:56 am

This is splendid! You better make this multiplayer-compatible. :D

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: DragonBall Z - Doom

#9

Post by Ermin » Thu Oct 31, 2013 2:08 am

Ivan wrote: Hack solution: Code all attack variations into the weapon itself and have altfire switch modes.
i understand what your saying, but i find this a inconvenience. especially with multiple forms and fire types of the same weapon/attack. it would be a hassle to approach things this way. a update of the engine needs to be set in place, i don't understand why this hasnt been applied already, im sure theres been many requests for this.
Soul wrote: This is splendid! You better make this multiplayer-compatible. :D
ofcourse it is, that's all its intended for. ive already played test this with my sibling and it runs exceptionally well, even without the extra characters an forms.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

Catastrophe
Retired Staff / Community Team Member
Posts: 2565
Joined: Sat Jun 02, 2012 2:44 am

RE: DragonBall Z - Doom

#10

Post by Catastrophe » Thu Oct 31, 2013 3:34 am

I don't understand why you'd need to morph players when most DBZ games give all characters the same height and width as each other (Unless it's oozaru or something). Why not just use weapon.preferredskin?
Last edited by Catastrophe on Thu Oct 31, 2013 3:34 am, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3576
Joined: Tue Jun 05, 2012 6:12 pm

RE: DragonBall Z - Doom

#11

Post by Ænima » Thu Oct 31, 2013 3:55 am

Ermin wrote:
Ivan wrote: Hack solution: Code all attack variations into the weapon itself and have altfire switch modes.
i understand what your saying, but i find this a inconvenience. especially with multiple forms and fire types of the same weapon/attack. it would be a hassle to approach things this way. a update of the engine needs to be set in place, i don't understand why this hasnt been applied already, im sure theres been many requests for this.
I requested more flexible morph code (including being able to switch weapons while morphed) years ago over at ZDoom, but it seems nobody got around to it. :/
Catastrophe wrote: I don't understand why you'd need to morph players when most DBZ games give all characters the same height and width as each other (Unless it's oozaru or something).
Yeah if he's morphing players, I'd assume that it's for Oozaru, lol.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: DragonBall Z - Doom

#12

Post by Ermin » Thu Oct 31, 2013 12:06 pm

Catastrophe wrote:(Unless it's oozaru or something). Why not just use weapon.preferredskin?
Ænima wrote: Yeah if he's morphing players, I'd assume that it's for Oozaru, lol.
incorrect. I need to use morphs to change player sprites for super sayian forms. an the obvious weapon changes an character stats like health an ki. Broly & USSJ trunks would be the perfect example for this, there entire character properties would change especially in Legendary form. (height,mass,health you name it) [if you watch my latest video youl see goku morph into kaioken form.] i only used morph to change the player sprite.
Catastrophe wrote: weapon.preferredskin?
weapon.preferredskin and Player.MorphWeapon would not do the trick alone. and i want to limit my use of acs for multiplayer purposes. I'm already using enough tokens for different animations for attacks hud swaps and weapon strengths, it would be over whelming.
I request a more flexible code for morphing. Morphing needs to be used. It would make everything easier not just for me. If this request is actualy followed through i can have this mod done in less than a month since goku is the template for the other characters.
Ænima wrote:I requested more flexible morph code (including being able to switch weapons while morphed) years ago over at ZDoom, but it seems nobody got around to it. :/
ive noticed over at zdoom they brush off alot of requests unless it suits them. there either lazy or armatures. i dont care anymore since iwas banned for bashing on crappy wads, if your familar with the name Zygo then thats me
Last edited by Ermin on Thu Oct 31, 2013 12:52 pm, edited 1 time in total.
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

Catastrophe
Retired Staff / Community Team Member
Posts: 2565
Joined: Sat Jun 02, 2012 2:44 am

RE: DragonBall Z - Doom

#13

Post by Catastrophe » Thu Oct 31, 2013 2:07 pm

But that's what I'm saying, in games like Budokai 3, ALL characters had the same height and mass regardless of how big their model was. Morphing characters is unnecessary since you can just make new weapons for their SSJ forms and use weapon.preferredskin to change their skin to their SSJ alternatives.

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

RE: DragonBall Z - Doom

#14

Post by Ermin » Thu Oct 31, 2013 3:32 pm

Catastrophe wrote: But that's what I'm saying, in games like Budokai 3, ALL characters had the same height and mass regardless of how big their model was. Morphing characters is unnecessary since you can just make new weapons for their SSJ forms and use weapon.preferredskin to change their skin to their SSJ alternatives.
Alright then il give your method a shot now, il let you know how it goes an post up a new update using Weapon.PreferredSkin
Here is a list of all my mods. Enjoy.
Survive
Solace Dreams

User avatar
Zeberpal
Forum Regular
Posts: 476
Joined: Mon Jun 04, 2012 6:55 am

RE: DragonBall Z - Doom

#15

Post by Zeberpal » Thu Oct 31, 2013 3:47 pm

Now that's impressive. Even though I don't know a bit about DBZ, I'm suprised that the author of ...uhh never mind.. do this convertion. Good luck with that, looks promising
Last edited by Zeberpal on Thu Oct 31, 2013 3:48 pm, edited 1 time in total.
Image ImageImage

doomero
Forum Regular
Posts: 134
Joined: Tue Jun 05, 2012 3:45 am

RE: DragonBall Z - Doom

#16

Post by doomero » Fri Nov 01, 2013 12:16 am

i have a solution:

you should try for example varios fire states (depend of the morph of the player, for example, normal goku use a kame hame ha not so powerfull, state: fire, goku ssj use a nother fire state fire2, goku ssj2 fire3 and ssj3 fire4)
later each morph put the same weapon, so this weapon include the 4 fire states, so the first fire state you need to put:

fire:
tnt1 a 0 a_jumpifinventory("ssj",1,"fire2")
tnt1 a 0 a_jumpifinventory("ssj2",1,"fire3")
tnt1 a 0 a_jumpifinventory("ssj3",1,"fire4")


now for each morph you need to put playerstartitem "ssj" for the first ssj morph, same for ssj2 and 3 ....
Last edited by doomero on Fri Nov 01, 2013 12:17 am, edited 1 time in total.

User avatar
Hypnotoad
Retired Staff / Community Team Member
Posts: 528
Joined: Tue May 29, 2012 8:50 pm
Location: Britland

RE: DragonBall Z - Doom

#17

Post by Hypnotoad » Fri Nov 01, 2013 12:37 am

Wasnt there a player.morphweapon or something property in decorate.

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: DragonBall Z - Doom

#18

Post by -Jes- » Fri Nov 01, 2013 1:00 am

Hypnotoad wrote: Wasnt there a player.morphweapon or something property in decorate.

Code: Select all

Player.MorphWeapon weapon 
Sets the weapon the player will use when morphed to this class.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 943
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

RE: DragonBall Z - Doom

#19

Post by Doomkid » Sat Nov 02, 2013 12:09 pm

As a big fan of the old DOOM Z, I look forward to this really happily! Me and my buds have stayed up some damn late nights deathmatching in DWANGO6 with Doomzfix.wad, this looks like it will top that - Keep it up man!
Image
Image

User avatar
Ermin
New User
Posts: 18
Joined: Mon Oct 28, 2013 11:26 am
Location: UK
Contact:

Re: DragonBall Z - Doom

#20

Post by Ermin » Sat Jul 01, 2017 8:39 pm

Hi all this mod has been moved to this site...
https://www.doomworld.com/forum/topic/9 ... -concepts/
sorry for long delay.

Post Reply