Super Doom64 - Doom 64-Style Partial Conversion (New Release)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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StrikerMan780
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#21

Post by StrikerMan780 » Thu Oct 18, 2012 6:29 pm

Ænima wrote: Rather small nitpick, but ... I noticed that none of the projectiles generate decals, while the hitscans do.

Spiffy bullet hole decals, by the way.
I'll be fixing this. Just hadn't got around to writing the DECALDEFs for the team-based projectiles.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#22

Post by Combinebobnt » Thu Oct 18, 2012 7:43 pm

Can you make the new voices for the players optional because they are kinda annoying as hell.

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StrikerMan780
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#23

Post by StrikerMan780 » Thu Oct 18, 2012 8:32 pm

Combinebobnt wrote: Can you make the new voices for the players optional because they are kinda annoying as hell.
No. Just because you were extremely rude about it in the server the other day.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#24

Post by Espio » Thu Oct 18, 2012 9:22 pm

Combinebobnt wrote: Can you make the new voices for the players optional because they are kinda annoying as hell.
Go in the wad and delete'em yourself?
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https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#25

Post by Medicris » Fri Oct 19, 2012 3:10 am

Combinebobnt wrote: Can you make the new voices for the players optional because they are kinda annoying as hell.
doshdoshdoshdoshdoshdoshdoshdoshdoshdoshdoshdosh

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StrikerMan780
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#26

Post by StrikerMan780 » Fri Oct 19, 2012 7:37 am

New release. See the changelog to see what I did.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#27

Post by Danzoa » Fri Oct 19, 2012 5:46 pm

Hey, Question, By changeing the vieuw to Torso, and not feet what do you mean?
Like actually put the camera in the marine's helmet so that whenever you look down you see the bottom of your sprite? Or just lift the camera up so that you look taller?
And also when do you plan on doing that?
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#28

Post by StrikerMan780 » Fri Oct 19, 2012 6:05 pm

Meaning when you get blasted into two pieces, your view follows the severed torso as it flies through the air.

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Ænima
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#29

Post by Ænima » Sat Oct 20, 2012 2:11 am

A_Skullpop
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
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StrikerMan780
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#30

Post by StrikerMan780 » Sat Oct 20, 2012 6:50 am

Ænima wrote: A_Skullpop
There's one problem with that. The spawned actor doesn't inherit the player's translation.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#31

Post by Llewellyn » Sat Oct 20, 2012 8:44 am

StrikerMan780 wrote:
Ænima wrote: A_Skullpop
There's one problem with that. The spawned actor doesn't inherit the player's translation.
Give the spawned actor a tid based on your playernumber and then set the player's camera to the thing.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#32

Post by StrikerMan780 » Sat Oct 20, 2012 4:05 pm

Llewellyn wrote:
StrikerMan780 wrote:
Ænima wrote: A_Skullpop
There's one problem with that. The spawned actor doesn't inherit the player's translation.
Give the spawned actor a tid based on your playernumber and then set the player's camera to the thing.
I already have a simpler solution. Making the torso part of the player's death anims, and spawn the legs instead. To make the torso fly, I can use thrustthingz.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#33

Post by Ænima » Sat Oct 20, 2012 4:34 pm

Good call.

Btw, mind if I use the bullet decals? I'll credit you, although I think you ripped them from TF2 ... right?
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#34

Post by StrikerMan780 » Sat Oct 20, 2012 9:48 pm

Ok, new release.
Ænima wrote: Good call.

Btw, mind if I use the bullet decals? I'll credit you, although I think you ripped them from TF2 ... right?
Go ahead and use them. And no, they aren't from TF2. They're slightly modified versions of the Metal and Concrete decals from Halo: Combat Evolved.

EDIT: UGH... I wish Zandronum would get another release soon. I'm waiting on a few rather major bugs to be fixed, but I don't want to wait Valve time.
Last edited by StrikerMan780 on Sat Oct 20, 2012 10:33 pm, edited 1 time in total.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#35

Post by Danzoa » Mon Oct 22, 2012 12:54 pm

StrikerMan780 wrote: Meaning when you get blasted into two pieces, your view follows the severed torso as it flies through the air.
That's cool, i really wanna see that.
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#36

Post by Strych6 » Mon Oct 22, 2012 1:14 pm

Enjoyed what little I played, I wish there were more people playing though.
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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#37

Post by StrikerMan780 » Mon Oct 29, 2012 11:22 pm

New release.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#38

Post by Qent » Tue Oct 30, 2012 6:30 am

Is there a cvar to move the HUD down from the top left? It's overlapping the scoreboard.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#39

Post by Catastrophe » Wed Oct 31, 2012 3:05 am

This was straight up fun, great work. Though one thing, is there a way to get rid of the current hud? It's too big and covers the scoreboard.

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RE: Super UDM3 - Team-based Mayhem Expansion Pack for UDM3

#40

Post by StrikerMan780 » Wed Oct 31, 2012 4:25 am

Delete SBARINFO.txt inside the PK3. I plan on making a new HUD for the next release anyway... the current one was more of an experiment.
Last edited by StrikerMan780 on Wed Oct 31, 2012 4:26 am, edited 1 time in total.

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