Page 4 of 4

RE: ZSWarrior RC2

Posted: Thu Nov 21, 2013 5:32 pm
by Lollipop
1. I have not played shadow warrior ever, kill me after you finished reading this post.
2. You are currently making a tc kind of thing here, when you are finished with making that working, you must make it an IWAD, period.

RE: ZSWarrior RC2

Posted: Thu Nov 21, 2013 5:48 pm
by Ivan
Lollipop wrote: 1. I have not played shadow warrior ever, kill me after you finished reading this post.
2. You are currently making a tc kind of thing here, when you are finished with making that working, you must make it an IWAD, period.
No, I don't have to ??? ? What the hell.

RE: ZSWarrior RC2

Posted: Thu Nov 21, 2013 6:13 pm
by Valherran
Ivan wrote:
Lollipop wrote: 1. I have not played shadow warrior ever, kill me after you finished reading this post.
2. You are currently making a tc kind of thing here, when you are finished with making that working, you must make it an IWAD, period.
No, I don't have to ??? ? What the hell.
Um, yeah, WTH?

RE: ZSWarrior RC2

Posted: Thu Nov 21, 2013 6:20 pm
by Slim
Ivan wrote:
Lollipop wrote: 1. I have not played shadow warrior ever, kill me after you finished reading this post.
2. You are currently making a tc kind of thing here, when you are finished with making that working, you must make it an IWAD, period.
No, I don't have to ??? ? What the hell.
It'd be like impossible to make an IWAD out of this, Duke3D, Blood, or any other build engine game. Why do you think we have ZBlood? Because you can't replicate some things without going to too much trouble of making some kind of work-around which can be, at times, more troublesome. Also, It wouldn't matter if you made this an IWAD. Because you can't recreate the maps without more effort than it's worth.

RE: ZSWarrior RC3

Posted: Thu Nov 21, 2013 8:26 pm
by Ivan
RC3 has been uploaded. A small changelog:

Code: Select all

* Railgun particles behave closer to the original.
* Sticky mines have been rescaled to look closer to the original.
* Missile Launcher and Grenade Launcher radius/height have been changed to fit through tight areas.
   - Additionally, normal missiles are now gray, homing ones are orange instead.
* Increased the damage of Uzi to random(10,15) from 10 per bullet.
* Gas bomb doesn't hurt your allies anymore. (Still hurts you)
* Riotgun and Shuriken weapon select sounds changed.

* Gold Wizard will no longer glitch his fire circle.
* Gold Wizard has buffed up attacks and weird patterns on some.
* Guardian fire damage has been nerfed by 5.
* Red & Orange Ninja rocket damage reduced to 64 on impact and 64 on explosion.
* Sumo now also shoots skulls. (But much weaker than the bigger one)
* Giant Sumo is made more agressive.
* Added a small delay before Coolie's explosion.
* Reduced missile speed of ripper babies.
* Reduced missile damage of Big ripper babies by 16.
I may have forgotten about a few of the other changes, but these are mostly it.

RE: ZSWarrior Released!

Posted: Thu Jan 02, 2014 6:10 pm
by Ivan
Released! Check the OP. Changes include only small tweaks so they are not listed.

RE: ZSWarrior Released!

Posted: Thu Jan 02, 2014 8:09 pm
by Slim
Finally, I was starting to think it was pulling a "moving like a pregnant yak" on me. Well the real real release now, huh. Good job.

RE: ZSWarrior Released!

Posted: Fri Jan 03, 2014 12:30 am
by Valherran
Nice, you going to work on the addon packs now?

RE: ZSWarrior Released!

Posted: Sat Jan 04, 2014 2:51 pm
by Ivan
Yes, I'm working on one of the 2 maps that will feature the stuff in this replacer. They are planned to be very huge so they will take a lot of time, but they should also be one of the first SW maps in Doom that feature everything to this extent.