Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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Doom64: Unabsolved

#1

Post by Ænima » Thu Aug 20, 2015 12:57 am

NOTE: You need to load this first in order to run this addon.

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Spoiler: SCREENSHOTS (Open)
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Spoiler: VERY OLD screenshots and videos from previous versions (Open)
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SO WHAT IS IT? 20 years after the release of Midway's infamous Doom64 for the N64, there's a whole new way to experience Hell.

Over 30 new monsters, 8 new weapons, useful sidearms, frag grenades, flying kicks, beautiful effects, and much more await you! Spray lead with the Uzi, use the Taser to hold monsters back from attacking your teammates, heal your friends with the Healing Staff, and work together to kick demon ass.


This is an addon for Strikerman's Super Doom64 that adds many new monsters, a few new weapons, effects (courtesy of AeniPuffs), RPG elements, and a few gameplay tweaks. Intended for survival, with emphasis on cooperation between party members of different skill specialties.

I am working on something similar to the Diablo 2 skill tree, and there will be a leveling system, with experience and skills being saved between sessions. There's already a few Diablo 2 monsters.



SIDEARMS: Remember to set up your keys to switch to different sidearms, or just bind one key to cycle through them (R by default).


To use a sidearm, simply press and hold Altfire with any weapon! You will use whatever sidearm you currently have selected.

Spoiler: Uzi (Open)
Hold altfire, spray hot lead everywhere, repeat as necessary. Nuff said.

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Spoiler: Taser (Open)
The taser has a short range and does almost zero damage so it's not good for killing anything directly, however it stunlocks most monsters for a few seconds so that your teammates can easily wipe them out. Also great for escaping traps in tight rooms. Taser ammo dropped mostly by cybernetic enemies.
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Spoiler: Healing Staff (Open)
The healing staff allows you to heal teammates by shooting them with it directly. If you shoot a wall, floor, or shoot into the air, you'll spawn an HP bonus instead. Healing staff ammo is only dropped by the tougher monsters, with Council members (archviles) and Cybersnakes dropping it the most frequently. I also realize that this sprite really doesn't fit well at all but it's more or less a placeholder for now ...
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Healers can also see other players' health values via HudMessageOnActor. This should prove very useful in terms of quickly deciding who needs health and who doesn't (instead of relying on cl_drawcoopinfo 1).


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Spoiler: new weapons WIP (Open)
railgun (sprite by DrDoctor):
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nailgun (sprite by HellcattX):
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flamethrower (sprite by SamVision i think):
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Ænima wrote:

Here's a first draft of that Uzi sprite, which is a Hacx uzi shamelessly rescaled, repalleted, and rehanded, but I'll definitely change it later:
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And here's a neat potential flamethrower sprite that SamVision and a few others were tossing around the ZDoom forums' Spriting Carnival a few years ago:
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Requires SamuZero's unofficial fork of Super Doom64 (sd64_unofficial_v*.pk3) to run.

Also super special thanks to SunMadcat for his awesome monsters! And President People for his awesome ZandroGuy skin!


oh fuck it's Diablo



I'll post updates here as I make progress.


DOWNLOADS:

>> ALPHA 10 <<
(updated 7/7/2020)
Spoiler: changelog (Open)
  • alpha1 hotfix:
  • nerfed the Abbreviator and gave him a lesser spawn chance
  • commented out the RL altfire code that i should have spotted the first time ._.
  • better sound for the Force-a-Nature

    alpha2:
  • nerfed manticore and scorpiore
  • nerfed Venom Lord and instead beefed the Dendroid since it's rarer
  • added the Arachnoid!
  • monsters of the same base class should no longer infight
  • nerfed and slowed the harpy imp
  • increased delay before deathbrawler tentacle attack
  • nerfed the centaur and javelin baron a tiny bit but made the baron's javelins rippers
  • nerfed the warrior baron
  • better melee for the venomlord, he does a double slash with his greatsword
  • new sounds and other tiny changes

    alpha3:
  • nerfed Blunderbore's hammer
  • removed lingering particle fountain after Fanatic's death
  • decreased the radius of Abbreviator's volcano attack
  • brightened the greys on Zandroguy's sprite because it was too dark in this palette
  • corrected the Kulrath sprite to fit D64's pallete
  • better sounds for: pistol, shotgun, chaingun, headless kamikaze, connectsound, dsradio
  • increased delay before Fanatic kersplosion and added a warning scream
  • added warning sound for deathbrawler tentacle attack
  • misc GLDEFS and DECALDEF stuff that i forgot to do before because lazy, still more to do
  • slowed the Deathbrawler and it's variants' running speeds because goddamn they were fast
  • added the projectile effects from SD64 to Madcat's new monsters

    alpha4:
  • Finally added the Uzi! For now, it is the only sidearm and it is equipped by default. Spells will be added later.
  • Added the Unraveller, Hellrider, and Heresiarch Baron! The mod now features 26 new monsters for Doom64!
  • nerfed Council Member (a lot), as well as the Enslaved and Kulrath
  • added NODAMAGETHRUST to the council member (and Diablo's) lightning, and removed the RIPPER property
  • fixed the deathbrawler's height, shouldn't get stuck anymore
  • manticores, scorpiores, and kulraths now offer a warning cry before they ram you into oblivion. baboon demons too.
  • better melee attack sounds for most monsters
  • gave the fist +NOALERT so it won't wake up monsters
  • players now start with 100% (green) armor instead of nothing
  • tweaked spawn chances
  • fist and chainsaw now rain blood droplets everywhere
  • changed the default plasma rifle color from blue to green, balls slightly faster
  • better revenant replacement
  • nerfed the deathbrawler and deathbrigadier's health and gave their ground attacks a finite range
  • slowed the beheaded firecracker's attack
    alpha4 hotfix:
  • Deathbrawler & its variants spawn less often. Also more time before the tentacle comes up, and the explosive attack is rarer.
  • Nerfed Council member more because holy shit
  • Nerfed Blunderbore hammer because holy shit
  • Abbreviator spawns less often
  • gave the harpy imp normal imp sounds to avoid confusion
  • less Uzi recoil cuz it got retarded online
  • Cyberdemon rockets now spawn with the correct offset
  • Uzi does a hair more damage
  • Added bullet tracers because sure why not
    alpha4 hotfix2:
  • fixed: bullet decals were totally broken because i broke them in the last version.
  • fixed: the RL shared DECORATE properties with the chaingun including ammo and name tag
  • bullet tracers now follow the chaingun's perfect accuracy when chaintapping
  • squishy bounce sounds for gibs
  • better xdeath for the revenant
  • fixed: the CyberSnake and Force-a-Nature would never spawn because I broke them in the last version.
  • Heresiarch barons can no longer be pained during their attack. So get tf outta the way bitch. Slowed their movement speed too because holy shit
  • buffed uzi even more. will roll it back if it feels too OP but with these monsters i doubt it.

    alpha5:
  • Added the Flamethrower! Slot 5, has a 20% chance of replacing a RL spawn.
  • Added 2 new sidearms, the Taser and the Healing Staff!
  • Added 3 new classes! One for each of the current sidearms. (until Zandro's account system is finished and i can make abilities unlockable and saved between sessions)
  • zombiemen no longer drop chainguns and chainguns no longer randomly spawn where clips should be
  • Fixed: Most of the weapons didn't have Spawn states ......... yeahhhh ...
  • Fixed: revenant melee did no damage
  • nerfed the warrior baron melee because holy shit
  • kulraths no longer leave a particle fountain when they die
  • Fixed: altfires were broken on fist and chainsaw
  • added even more missing GLDEFS lights
  • Fixed: the Unmaker would never spawn
  • Gave the Council Member a max target range of 1024. Have yet to replace his a_viletarget call for summoning hydras with something more clever (sorry Popsoap)
  • lots of other small fixes
    alpha5 hotfix:
  • Healers can now see other players' health! Very useful.
  • nerfed the CyberSnake's fireballs because holy shit. made him run faster tho
  • fixed: the healing crystal's sprite clipped into the ground

    alpha6:
  • Added the Nightmare Cacodemon from Doom64: Absolution!
  • Better sounds for most of the new monsters!
  • Slowed down the Warrior Baron a lot and dropped his health from 1500 to 1400.
  • Fixed: The Abbreviator's volcanoes were invisible online.
  • Better spawning method for the Council Member's hydras. You're welcome, Popsoap! Council members also have a better ranged attack that's similar to the R667 Diabolist.
  • Decreased the Lasher's melee range because holy shit
  • Nerfed the Baboon Demon a tiny bit.
  • better bullet decals, took them from Striker's SD64 UDM3 patch.
  • Better sounds for SSG and Healing Staff, and better ricochet sounds.
  • Improved Diablo. He's still a super rare spawn though so you'll probably never see him.
  • Players now drop sidearm ammo for other players when they die.
  • Health, armor, backpacks, and spheres no longer respawn unless sv_respawnsuper is on.
  • Fixed those ugly startup errors pertaining to AeniBlood actors being defined more than once.

    alpha7:
  • Added the Railgun and Nailgun!
  • Removed the classes. Players now start with all sidearms and can choose which to equip. (check the key bind menu)
  • HUD improvements.
  • Fixed some bugginess with sidearm raise/lower animations.
  • Flamethrower now spawns fire on walls and ceilings in addition to floors.
  • Flamethrower no longer gibs.
  • Increased Unraveller spawn chance.
  • Nerfed the ram attack of the Manticore and its derivatives because holy shit
  • Fixed: The flamethrower weapon would disappear and lock up if you ran out of sidearm ammo.
  • Added an alternate sprite for the chaingun guy and gave the original one a different attack style.
  • Better taser effects.
  • The enslaved fanatic now makes a quiet hissing sound when he's running around.
    alpha7 hotfix:
  • Fixed: Chainguns dropped by chaingunners couldn't be picked up.
  • Fixed: You couldn't pick up more than the non-backpack amount of sidearm ammo even with the backpack.
  • Fixed the "see other players' HP" script because I broke it in the last version LOL
  • Buffed the nailgun.
  • Nerfed the Deathbrawler's ground explosion attack.
  • Nerfed the Council Member's A_Fire attack.
  • Nerfed Baboon Demon. Again.
  • Nerfed Cybersnake. lern2dodge
  • Nerfed Warrior Baron. You guys are pussies.
  • Better chaingun animation.
  • Better flamethrower balance. Also gave fire-type enemies more resistance to it.

    alpha8:
  • Added the Firestorm, Rifle, and Revenant Cannons! Thanks, TheBarge.
  • Added grenades and kicking! Thanks x2, TheBarge.
  • Very good explosion and smoke effects. Thanks x3, dude.
  • Nerfed the council member's archvile fire, his lightning, and his melee.
  • Barely nerfed the Venom Lord's melee.
  • Nerfed deathbrawler spike attack.
  • Decreased Nightmare Caco spawn chance.
  • Fixed: Kamikaze bomber's radius was 30 instead of 20, causing him to get stuck.
  • Bullet tracers no longer clip through actors and thin walls.
  • Taser no longer alerts monsters.
  • Nerfed the Lasher's fireballs as well as his melee.
  • Increased Unraveller spawn chance.
  • Zombieman now makes rifle sound instead of pistol.
  • Nerfed the Warrior Baron's poison attacks.
  • Increased gib sprite scale.
  • Fixed: Gibbed harpy imps would remain floating.
  • Fixed: Deathbrawler variants didn't pass their color translations onto their gibs.
  • Limited the range of the Abbreviator's volcano summon.
  • Added -COUNTKILL to the Council Member's hydras because they screwed up the monster count.

    alpha9:
  • Added A_CheckReload to the FireStorm's firing sequence.
  • Increased the Aeniblood pool model's scale as well as the wall smears and droplets.
  • Fixed: The hellknight obituary had no punctuation.
  • The Javelin baron's melee now makes a shank sound instead of a punch.
  • Lowered the Rifle's weapon selection priority to lowest.
  • Brighter explosions and more visible shrapnel.
  • Finally added a muzzle flash for the Nailgun.
  • Better-looking and more optimized explosions.
  • Fixed floating gibbed bodies.
  • Fixed: Using the uzi with the railgun would spam the wall with BFG decals.
  • Halved the volume of the plasma gun's idle humming because it was annoying.
  • Nailgun nails and plasma now pass through allies.
  • Buffed the Flamethrower a tiiiiny bit.
  • Gibs fly farther and spawn their own blood decals now.
  • Fixed some glitchyness regarding switching sidearms. You can switch faster now too.
  • The alternate chaingunguy now does a chaintap and runs faster.
  • Made direct hits from the Healing Staff more effective. Also extended the range.
  • Fixed: Liquid patches used as midtextures would cut off at 64 Y units. (Thanks, Doomenator!)
  • Small improvements like sounds and weapon animations.
  • ZAN 3.0: Hitscans now pass through allies.
  • ZAN 3.0: Added pretty shaders to the nightmare monsters and various effects throughout the mod.
    alpha9b:
  • Cut flamethrower ammo usage by 33% to make it more useful.
  • Better Rifle and Plasma sounds thanks to Doomenator!
  • Fixed: If you died while throwing a grenade or kicking, you would do it upon respawning.
  • Fixed the Taser's buggy A_Explode behavior.
  • Grenades now pass through allies. Kicks too. And Unmaker lasers. Should be everything now lol
    alpha9c:
  • Added the Bruiser, and a Revenant variant!
  • Better animations for the Pistol and Rifle.
  • FIXED: Unmaker upgrades didn't spawn at all. :(
  • Fixed some missing GL lights definitions.
  • Better blood spray and puddles.
  • Changed the Nightmare Spectre's shader effect from "warp" to "warp2" to be less ugly.
  • Fixed an online desync bug where players would start with more than one sidearm selected.
  • Better blank barrel (burning barrel) replacement: The napalm barrel!
  • Better pistol sound.

    alpha10:
  • Flamethrower is waaaaay better now. Actually acts like a flamethrower!
  • The blood looks so fucking good.
  • The "burning barrel" replacement is now a NAPALM BARREL OF DEATH.
  • Zombie rifle is more responsive.
  • Improved the fists.
  • Normalized a few of the louder weapon sounds.
  • FINALLY FIXED the broken Aeniblood droplets.
  • Fixed: The shaders for the blood clouds were incompatible with color translations.
  • Added a few missing GLDEFS.
  • Fixed: Players could quickly deselect and reselect the Railgun to cheat the cooldown time.
  • Fixed: Sidearm ammo and grenade count didn't show up on StrikerMan's custom HUD.
  • Fixed: Spectres could spawn on a map even if sv_nomonsters was on.
  • Added beautiful smoke trails for all rockets. :3
  • The (rare) Hades Dendroid looks gorgeous now.
  • Hundreds of tiny tweaks to weapons animations, sprite scaling and opacity, etc.
  • Tons of various gameplay balances.
Last edited by Ænima on Fri Jul 17, 2020 5:17 am, edited 41 times in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Doom64: Unabsolved

#2

Post by Ænima » Sat Aug 22, 2015 4:45 am


bruiserdaemon wrote: The RPG idea of skills and levels is awful in a game like doom but as for the rest, i'd really like to play this.
My intention is for the stat boosts to not play quite as heavily into gameplay as a mod like Wrath of Cronos. Infact i'm more interested in special abilities. Like healing other players, doublejumping (not sure yet, it might break some maps), building barriers, "Over Mode" (a short berserker mode that gives you boosted speed, faster weapon firing, and 2x damage), or a short range taser attack that does no damage but lets you painlock bigger monsters for your teammates to shoot. Abilities may be limited to 1 per player and i'm not quite sure how many "souls" they should cost.
Last edited by Ænima on Wed Jul 08, 2020 10:59 am, edited 1 time in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Doom64: Unabsolved

#3

Post by Ivan » Sat Aug 22, 2015 12:18 pm

Is the video stuttering only for me or what? It's annoying to see it stutter every 5 seconds.
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RE: Doom64: Unabsolved

#4

Post by Ænima » Sat Aug 22, 2015 1:07 pm

Ivan wrote: Is the video stuttering only for me or what? It's annoying to see it stutter every 5 seconds.
Might be my potato machine + FRAPS.


I might just release a pre-XP-system alpha once I finish coding 2 more monsters, and the flamethrower. That way I can get feedback on balance before I start integrating other things. Then you guys won't have to rely on my crappy vids to know what's going on. :wonk:
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RE: Doom64: Unabsolved

#5

Post by Zanieon » Sat Aug 29, 2015 5:44 am

OH MY GAWD, THAT STUTTER IS AWESOME.

That reminds me the computer which now stays on the right side of the one i have now, my old warrior pc, fought on my side for 6 years, now he rests for basic functions as a computer.

Well, in overall what i see is nice, i'm not a big fan of Doom 64 tho but i enjoyed this, except for the sound of Half Life 2 barrel explosion, it's agressiveness as a sound creates a too high contrast between all the other harmonic sounds as a whole.
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RE: Doom64: Unabsolved

#6

Post by Hardbash » Sat Aug 29, 2015 3:58 pm

I see a Diablo 2 monster in there :O

how old is that animation for the D64 shotgun?
Shut up, nurse!

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RE: Doom64: Unabsolved

#7

Post by Ænima » Sun Aug 30, 2015 3:52 am

Progress!


Here's a first draft of that Uzi sprite, which is a Hacx uzi shamelessly rescaled, repalleted, and rehanded, but I'll definitely change it later:
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And here's a neat potential flamethrower sprite that SamVision and a few others were tossing around the ZDoom forums' Spriting Carnival a few years ago:
Image



Revilution wrote: That reminds me the computer which now stays on the right side of the one i have now, my old warrior pc, fought on my side for 6 years, now he rests for basic functions as a computer.
Lol yeah I've had this thing for about that long, I've been saving up though so hopefully I'm putting a new computer together by the end of this year.
Revilution wrote: Well, in overall what i see is nice, i'm not a big fan of Doom 64 tho but i enjoyed this, except for the sound of Half Life 2 barrel explosion, it's agressiveness as a sound creates a too high contrast between all the other harmonic sounds as a whole.
I thought about it but overall I think it sounds pretty good. I dunno if it was something Striker had in his original build or if SamuZero put it there but I'll probably keep it or maybe just pitch shift it down.

Hardbash wrote: how old is that animation for the D64 shotgun?
I have no clue, you'd have to check the ZDoom forums. Haven't seen it before this though.
Hardbash wrote: I see a Diablo 2 monster in there :O
There are quite a few already! Such as the Baboon Demon, Blunderbore, Council Member, "Venom Lord" (aka the Diablo 2 megademon, you can see a little bit of it in the video i made), the Death Brawler (also in video) and all its variants, the "Lasher" (aka the Overseer as a mancubus), and possibly Diablo himself. ;)
Last edited by Ænima on Sun Aug 30, 2015 4:03 am, edited 1 time in total.
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RE: Doom64: Unabsolved

#8

Post by Ænima » Fri Sep 04, 2015 9:18 am

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
This is an ability that can bought. I only got time last night to make it work with the shotgun weapons but when I'm done you can use it as a sidearm for all weapons. :biggrin:
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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#9

Post by Slim » Fri Sep 04, 2015 3:58 pm

Ænima wrote:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
This is an ability that can bought. I only got time last night to make it work with the shotgun weapons but when I'm done you can use it as a sidearm for all weapons. :biggrin:
By the looks of that video thumbnail, he's pumping the shotgun and using the uzi at the same time. Man, that nukage must've made him grow a third hand. Still neato though.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#10

Post by Ænima » Fri Sep 04, 2015 5:09 pm

Slim wrote:
Ænima wrote:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
This is an ability that can bought. I only got time last night to make it work with the shotgun weapons but when I'm done you can use it as a sidearm for all weapons. :biggrin:
By the looks of that video thumbnail, he's pumping the shotgun and using the uzi at the same time. Man, that nukage must've made him grow a third hand. Still neato though.
the thumbnail is a lie


Anyways I'm actually rather pleased with the way that that simple animation turned out ingame. I'm too lazy to re-draw anything right now so I lazily repurposed the downward stroke of the pumping animation and played with the offsets. I'm not sure how much luck I'll have doing this for the other weapons' sprites aside from just lowering them and sliding them to the left, but the good news is that I only have to do this once for each weapon; I composite the left and right hands' weapon sprites together ingame via A_Flash. That means that once I add things like spellcasting for the right hand, all I have to do is play the same lowering animation for your main weapon and then layer a different set of states over it based on what ability you've chosen to set as your altfire. System Shock 2 still makes me cream myself.
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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#11

Post by Slim » Fri Sep 04, 2015 6:22 pm

Ænima wrote:

the thumbnail is a lie


Anyways I'm actually rather pleased with the way that that simple animation turned out ingame. I'm too lazy to re-draw anything right now so I lazily repurposed the downward stroke of the pumping animation and played with the offsets. I'm not sure how much luck I'll have doing this for the other weapons' sprites aside from just lowering them and sliding them to the left, but the good news is that I only have to do this once for each weapon; I composite the left and right hands' weapon sprites together ingame via A_Flash. That means that once I add things like spellcasting for the right hand, all I have to do is play the same lowering animation for your main weapon and then layer a different set of states over it based on what ability you've chosen to set as your altfire. System Shock 2 still makes me cream myself.
Nice, nice. Variety at least makes a mod IMO.

The "set whatever to alt-fire" reminds me of a game I've played lately: Jedi Academy.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#12

Post by haxmurderer » Wed Sep 09, 2015 2:58 am

This uzi sidearm is my new favourite Doom thing. Looks awesome!

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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#13

Post by Samuzero15tlh » Wed Sep 09, 2015 2:40 pm

Hey everybody :D

Nice going aenima! i can find some sprites to make 2 weapons, Rifle and Force-a-Nature if you want them PM me please!

Yeah well, i did some changes on the super doom 64 mod, and belive me it looks 40% more cooler after this changes so im going to make a new thread to explain what i did in the unofficial versions.

Why unofficial? because Strikerman780 did'nt done it. Thats why its called unofficial :3, anyways im going back to work in the mod and when i finish the sd64_unofficial_v20.pk3 i will make the thread. Stay tuned!
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RE: Doom64: Unabsolved - buyable Uzi sidearm :o

#14

Post by Samuzero15tlh » Mon Sep 14, 2015 8:47 pm

Sup aenima :D and sup everyone!

I cant send you a PM because i do not have permissions to do that .-. but well here is the little weapon what i promised! Force-a-Nature!

Sprite base: TheBestmlTBM
Hand Sprite + Decorate: Samuzero15tlh

I cant wait for see this weapon on action :p

Here is the link: http://www.mediafire.com/download/a75mm ... Nature.wad

Have fun ^_
^

Edit:
Got a new version now with reloading animations!
Link: http://www.mediafire.com/download/agl45 ... ake%29.wad
Last edited by Samuzero15tlh on Fri Sep 18, 2015 3:24 am, edited 1 time in total.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Doom64: Unabsolved - Playable alpha released!!!

#15

Post by Ænima » Sun Oct 04, 2015 6:28 pm

BAMP


I've released a playable alpha incase anyone is interested! A lot of the mod's main gameplay elements aren't implemented yet but you can at least see many of the cool monsters and weapons that are in so far!

See the first post for download link.


haxmurderer wrote: This uzi sidearm is my new favourite Doom thing. Looks awesome!
Thanks!
Slim wrote: The "set whatever to alt-fire" reminds me of a game I've played lately: Jedi Academy.
I phucking love that game.

Samuzero15tlh wrote: Sup aenima :D and sup everyone!

I cant send you a PM because i do not have permissions to do that .-. but well here is the little weapon what i promised! Force-a-Nature!

Sprite base: TheBestmlTBM
Hand Sprite + Decorate: Samuzero15tlh

I cant wait for see this weapon on action :p
Thanks! I added the pump-action version, but unfortunately didn't see your updated version until just now, and I already uploaded the first alpha. D:

I think i'm gonna keep the pump action one though, and just update the sounds. Thanks, bro!


I'm gonna put a BE server up incase anyone wants to try this online.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Samuzero15tlh
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RE: Doom64: Unabsolved - Playable alpha released!

#16

Post by Samuzero15tlh » Mon Oct 05, 2015 1:17 am

2 Things about the Force-A-Nature.

1) The force a nature is slighty faster than the Super Shotgun, so the "pump action version" ignores that, I prefer the second version but well thats just an opinion.

2) Too much OP to make the Full Blast fire useless?

And this looks good :D but why no make the bullet puff as the Doom 64 palette colour?
Last edited by Samuzero15tlh on Mon Oct 05, 2015 1:19 am, edited 1 time in total.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

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RE: Doom64: Unabsolved - Playable alpha released!

#17

Post by Jaxxoon -R- » Sat Oct 10, 2015 3:08 am

I'm really enjoying the sound effects and D64-styled art, they seem to be really faithful to the bassy, vicious style of the original game.

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RE: Doom64: Unabsolved - Playable alpha released!

#18

Post by Ænima » Mon Oct 19, 2015 10:54 pm

update lol


[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Samuzero15tlh
Forum Regular
Posts: 253
Joined: Wed Sep 09, 2015 2:21 pm
Location: In home, sweet Home
Clan Tag: <skr>

RE: Doom64: Unabsolved - Playable alpha released!

#19

Post by Samuzero15tlh » Mon Oct 19, 2015 11:04 pm

Gimmie link please!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

User avatar
Jaxxoon -R-
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Posts: 10
Joined: Wed Apr 15, 2015 6:15 am

RE: Doom64: Unabsolved - Playable alpha released!

#20

Post by Jaxxoon -R- » Fri Oct 30, 2015 11:27 am

So how rare of a drop will the satantrain be? Does it have any specific uses, or is it a general weapon like the shotgun? I'm just hoping ammo for it won't be too scarce.

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