[Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.82 OSHITOSHIT

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
TerminusEst13
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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#41

Post by TerminusEst13 » Tue Dec 09, 2014 1:57 am

Now v0.74 is out the door. There's a whole ton of neat stuff in here, with an air-juggling system, new items, new weapons, new cvars, tweaked graphics, sounds, and more. No comic this time, sorry, though I'm gonna try and record a video.

http://www.[bad site]/download?file= ... -v0.74.pk3 - Download. (30.44 mbs)
http://www.dropbox.com/s/xhpx8dgxnc82te ... -v0.74.pk3 - Download mirror on Dropbox.

Here's a changelog of all the, well, changes:

[spoiler]FROM 0.73 TO 0.74:
=======================================
- The Archvile's flame turrets now have A_NoBlocking in their death state.
- All of the Archvile's death states now call A_KillChildren.
- The Archvile's flame turrets now are no longer considered monsters and won't spam up the monster count or block things in Invasion.
- There are three more "fade from black" sounds, thanks to torridGristle's rip of Eternal Darkness and thanks to MAGIX Soundpool DVDs.
- The Exodus grenades now explode on the sky, rather than simply vanish.
- The Icon of Sin now has its own custom sounds.
- Hae-Lin's landing sound is now less crackly.
- Pickups are now no longer considered monsters and will no longer bork things up in survival invasion.
- The initial swing of the Kharon's sheathe can now be refired one tic faster. Whoo.
- The Wolfenstein SS now has a replacement.
- Decorations now have a slightly higher chance to spew out items.
- In lieu of the Kamehameha, the Exodus no longer needs to go through walls. The explosion is now simply a 256-radius explosive, rather than four explosives with 192 radius.
- The Kharon by itself now has idle animations. Oops.
- Transformation has been streamlined and no longer requires "hold fire"--just hit Use Inventory and it'll activate.
- Online, people were occaisionally getting weapon desynchs, where they were in Iron Maiden but using the Kharon. This has been fixed.
- A new idle animation has been implemented.
- Hammering the ground will now allow Hae-Lin to jump higher, because reasons. The higher the charge, the higher the jump.
- The Iron Maiden's armor will become more effective depending on your rank--at S Rank, you can no-sell practically everything.
- The not-Kamehameha now takes a little over 1.5x as much soul energy but now each explosion does 128 damage instead of 96.
- There are no longer double decals for the bullet weapons.
- The switch-hitting no-damage bulletpuff no longer splashes on liquids.
- The Invulnerability Sphere and RadSuit now have their own respective appropriate replacements.
- The sound range on the not-Kamehameha has been tripled.
- Enemies killed with the not-Kamehameha are now no longer resurrectable.
- Meleeing enemies in pitch dark is a pain in the ass. For users who play with lower visibility settings and/or on dark maps, a flashlight has been provided. At the moment, it's an optional customizable key, but in the future (when Zandronum supports it) then it'll use the Reload key.
- The Omen and Iron Maiden are more responsive online and now has multiple checks for if the player has hit something with it. This should polish up all inconsistencies in hitting and should also reduce the amount of times people hit something and then get stuck in place.
- The Sentinel and the Blind Guardian can now be carried from level to level.
- The Infrared Visor has been replaced with a Sentinel pickup as well, which should make it slightly more common than just the allmap.
- The Archvile has +MISSILEEVENMORE removed.
- The Blackened's children now have a different appearance, to prevent confusion with Lost Souls.
- Lost Souls now drop souls when killed.
- The Blackened now has a sound when summoning its children, to prevent confusion of when a child is attacking or being summoned.
- Quakes no longer cause sounds.
- All enemies now have their own custom sound set. Whew! That was a lot of work.
- A few people's ears had trouble with the Kharon's sheathe, so the sheathing sound effect has been slightly softened, its pitch lowered, and its bass reduced.
- There is now an options menu for handling cvars and DemonSteele-specific settings, in ZDoom.
- New teleport effect. Neat!
- Hae-Lin now has lines for the not-Kamehameha. I can't think of a name for it, so neither can she.
- Hae-Lin now has lines for picking up food.
- In the chance a player picks up a new weapon DemonSteele doesn't replace, the ammo HUD will now show the ammo for it.
- ZDoom stealth monsters are now supported. Due to the gameplay style of DemonSteele, the monsters no longer flicker in and out of visibility, but are now a constant and flat 0.4 visibility.
- People tended to lose track of exactly how much health they had and would die accidentally. In true retro game style, now there is a beeping warning when low on health. This can be disabled with "ds_cl_nobeeping".
- Skulltag items and monsters now have a proper replacement. Skulltag monsters occaisionally recieve strange colors when killed, but for now this is a great step forward.
- Some people wanted to be able to taunt in ZDoom. Weird. There is now a ZDoom-specific key for doing the Zandronum taunt in ZDoom.
- The Blind Guardian will no longer trigger the Sentinel and send it into a Tumblr fit. In the off chance it does, the Sentinel will check its privilege and reassert itself.
- The Kharon's attacks no longer pass harmlessly through ghosts.
- The Keen now has a unique replacement.
- The techlamps are now destructable items, like the torches, and will now provide item drops.
- Techlamps and torches now have their original gldef lights back.
- A new cvar has been implemented to handle Skulltag weapon replacements--ds_arrogantweapons. 0 spawns the normal weapons, 1 spawns new for-fun weapons in place of Skulltag weapons, and 2 spawns the new weapons randomly in place of the original weapons.
- Holding down fire for over a second will now prepare a launching uppercut slash. (Most) enemies launched with this will be suspended in mid-air until they hit the ground--shooting them will keep them in mid-air.
- There are now intermission text replacements for vanilla levels.[/spoiler]
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#42

Post by Laggy Blazko » Thu Dec 11, 2014 4:16 am

Congrats on the Cacowards, Term!
Last edited by Laggy Blazko on Thu Dec 11, 2014 4:21 am, edited 1 time in total.
Why is finding the user CP so hard?

TerminusEst13
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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#43

Post by TerminusEst13 » Sat Dec 13, 2014 4:34 am

Image
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#44

Post by The Toxic Avenger » Sat Dec 13, 2014 4:36 am

That never gets old

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#45

Post by Slim » Sat Dec 13, 2014 8:04 am

Damn it Term, another one. Soon all other modders will be inferior!
Image

"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)
Image

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#46

Post by -Jes- » Sat Dec 13, 2014 11:07 am

Suicide Slim wrote: Damn it Term, another one. Soon all other modders will be inferior!
Soon?

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#47

Post by mr fiat » Sat Dec 13, 2014 12:06 pm

Suicide Slim wrote: Damn it Term, another one. Soon all other modders will be inferior!
i think they all already are.

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#48

Post by Slim » Sat Dec 13, 2014 5:03 pm

[quote=Jes]Soon? [/quote]

[quote=mr fiat]i think they all already are. [/quote]

Then it's settled, Term makes all mods from here on in. Get Crackin' boy.Image
Image

"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)
Image

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STUFF

#49

Post by false_chicken » Wed Dec 17, 2014 12:18 am

Wow. This is awesome! First Metroid Dreadnought and now this? Jeeze are their any other projects you are involved in that I do not know about?

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#50

Post by TerminusEst13 » Tue Mar 24, 2015 8:39 am

This is actually a little early, but a friend's having a birthday today--so in honor of his birthday, I'm releasing today. Happy birthday, Pres!
There's still a few things that aren't polished and still need a few touches, but this upate has been too long in the making. There's been a whole ton of new features added, polish done, and more. Please enjoy.

http://www.[bad site]/download?file= ... e-v0.8.pk3
http://www.[bad site]/download?file= ... idi-v3.pk3
Spoiler: DemonSteele changelog (Open)
FROM 0.74 TO 0.8:
=======================================
- Players are now able to rocketjump with the shotgun because reasons.
- The accuracy of the Testament has been tightened up dramatically, from 12 to 6. No weapon should be competing with the Kharon for close-range.
- Some players had sensitive ears that were hurt by the low health beeping. It's been replaced with a more standard heartbeat.
- Explosions assisting with jumping no longer cause blood splatters.
- The charge-up rate for the Legion has gone from 35 tics to 25.
- The weapon decorate files have been re-organized and renamed.
- Barrels no longer have a SpawnStimpack error and now, well, spawn stimpacks properly.
- Thanks to ShiftyAxel, there is now an option to be able to acquire souls from gun kills. ds_gunsouls will make the souls come to you on gun death as well.
- Kharon's launcher attack is now easier to do, no longer throws you forward, and is quicker to recover from.
- The Blind Guardian and Sentinel can no longer be telefragged.
- Exodus can no longer cause infighting on enemies.
- The "ghost barrel" bug has (hopefully) been fixed.
- Exodus' explosive damage has been reduced from 192 to 160.
- Chaingunners and Hell Knights no longer die multiple times on one death.
- Hell Knights no longer suddenly switch directions when they collapse over.
- Mancubi second shots no longer fire inwards.
- Thanks to ShiftyAxel, there is now an option for typical Doom-style health play--ds_doomhealth will replace the token-based health system with a traditional health system.
- Dying or exiting a level with over 100% Hammer charge should no longer cause wonkiness.
- Respawning no longer triggers one-liners. Like, for real this time.
- The Blind Guardian, Sentinel, and Majestic Vanguard are now considered "big"/"super" powerups and require sv_respawnsuper to respawn.
- TechPillars now have a destructable replacement.
- All decorations now force Y billboarding.
- The smoke off of bulletpuffs is now a little bit smaller and a little bit more transparent.
- The Exodus now takes four tics longer to fire.
- The first damage half of the Exodus' explosions now force gibbing.
- Fortune Cookies now give an over-life token instead of a life token, and now are always picked up no matter what.
- Hell Noble decapitations are now properly sized.
- The Sentinel now checks multiple times to see if its target is a Blind Guardian.
- More Fortune Cookie quotes, because everyone likes those.
- There were a few frames where the Kharon by itself mid-raise couldn't be used. This has been fixed.
- It is now possible to "dash" down in mid-air, for the sake of more air control or lower-gravity maps. As like the usual dashing, hold Run and then hit Crouch.
- The Iron Maiden's holy rockets now force extreme death, as does the punchsplosion.
- A new cvar has been included, ds_2brutal, for those who want to be pursued by skeletons.
- As the uppercut was not a vital move to include, but with an extremely clunky execution, it has been moved over to Optional Keys, for people to trigger at will.
- The uppercut can now be triggered at more areas--instead of just being held, now it can be done while at rest, after firing, or while holding.
- Destructable objects can now be triggered by the uppercut.
- Lost Souls are now slightly smaller graphically because reasons. Their hitbox remains the same.
- ds_omenstart and ds_backpackstart have been implemented for maps that don't have chainsaw or backpack spawns, or those who simply want a boost in starting ability.
- The Sentinel no longer triggers the Baron of Hell's retreat.
- It's now possible to swap away from the sheathe's attack much faster.
- There are now unique talking and connecting sounds.
- The Black Souls that the Blackened shoots out are now -Solid. In exchange, he now has the ability to drain the soul meter from players when they get in range.
- The Omen's inventory-based flashing no longer appears in the invbar.
- The Kharon's uppercut, when used on projectiles, now reflects the shots back to the enemy. It's finnicky and based on Doom "physics", but it's neat nonetheless.
- Fortune cookie quotes no longer overlap each other.
- Looping bloodspray enemy deaths now have a PPSSSHHHHHHHHHHHHHHHHHHHHHHHHHHHHH sound effect, using old stock anime sound effects.
- In ZDoom and GZDoom, Read This! now appears no matter whether the game is Doom 1 or Doom 2. It also appears at the top, to emphasize that, yeah, you should read this. Maybe now people will stop asking how to do special attacks!
- The skull icon for the main menu looks 666% edgier and more \m/ hardkore \m/.
- The combo meter no longer stays the same shade of blue as it increases, but instead inches over to purple, pink, and more for the sake of visual distinction.
- A new cvar has been added, ds_nodamagepenalty, that does not penalize one's combo meter when damaged. This setting is for superbad casuals.
- 17 more intro taunts have been added. Chance of saying them has been increased from one-in-four to one-in-three.
- The Skulltag wizards should no longer drop Claw Orbs or Tomes of Power.
- The Iron Maiden's shot impacts are no longer tinged a blue-purple
- The Iron Maiden's holy rocket now travels twice as fast and does 32 more damage.
- Additive translucency is handled in-sprite now for a whole ton of effects, reducing filesize and reducing lag, as well as making them look better in Software.
- DemonSteele scripts now terminate if the player is not actually playing as Hae-Lin.
- On average of every twelve shots, the Sentinel will need to cycle its guns for 22 tics, allowing enemies a chance to retaliate.
- The Sentinel's shot accuracy has been tightened up.
- All special attacks now have A_ClearRefire at the end, for smoother transitioning between special attacks and attacking right after.
- The damage of the forward special has been decreased by 8 per explosion. The radius of the side specials have been increased by 64 units.
- When wielding the Kharon by itself, special attacks now end with a dramatic re-sheathing. Enemies killed with these will not die until the player re-sheathes.
- The armor bar, while in Iron Maiden, has been more cleanly integrated with the HUD.
- The three-digit ammo counters are now properly aligned with the edges of the ammo box.
- The Legion and Frosthammer now have ammo displays.
- All numbered Decorate ACS calls have been named for convenience.
- Thanks to Horrormovieguy, the launch sequence for the Nobles no longer looks so...off.
- Skulltag armor/health bonuses and red armor should be replaced properly now.
- The Sabbath no longer spits out an Idle4 error.
- A new idle animation has been implemented, made by Sgt. Shivers.
- Implemented a new cvar, ds_runmod, which modifies the percentage of the speed the player runs at. 100 is the default, 100% normal speed.
- The main menu font has been tweaked for cleanliness and rephrasing.
- As there are no Cacodemons in DemonSteele, the Dead Cacodemon decoration has bween replaced with a pile of skulls.
- The Soul Prison now gives 100 souls, instead of matching the pepper's 50.
- The Archvile now has a new death sequence, courtesy of Mike12.
- The Mancubi and Baron of Hell now have a new death sequence, courtesy of Sgt. Shivers.
- The Priest now has a unique kubiuti death sequence, courtesy of Sgt. Shivers.
- Freezing Mancs now triggers A_BossDeath.
- Thanks to jpalomo's code, DemonSteele's special moves and dodging now can support joystick and touchscreen movements!
- Transforming into the Iron Maiden from the Omen and untransforming meant the Omen's ammo would not degrade until it was selected. This has been fixed.
- Punching the Lost Souls while in Iron Maiden now gives souls.
- A points system has now been implemented, for that extra arcade-y feel.
- Thanks to Sgt. Shivers, the Iron Maiden's HUD sprites are now significantly better!
- The Iron Maiden's holy rocket is now slightly faster to charge up.
- The Over-Life token cap on Facing Hell is now two, instead of three.
- Much like life, the armor cap now decreases as difficulty rises. On Facing Hell and Killing Machine, max armor tokens is now three. On Angel of Death, max armor tokens is now two.
- The Frosthammer's charged explosive damage is now 160.
- The KubiutiUpper damagetype now properly launches the Steele Beast.
- Iron Maiden's punches, on splattering enemies, now alerts nearby monsters.
- The Iron Maiden's armor has been tweaked slightly. It regenerates slightly faster, but the armor resistance itself is slower--this should make it better for out-and-out brawls, but more susceptible to burst damage.
- The Iron Maiden now has a powerful uppercut for a launcher attack.
- To accomodate Hae-Lin's drastic increase in power, a lot of enemies have been buffed to be nastier in various ways.
^- Demons, Steele Beasts, and Lost Souls are now much faster and more aggressive. These critters are intended to keep the player moving and watch their blind spot or else take damage; as the reduced hitbox and faster speed in DemonSteele makes it easier to ignore their danger, they now fill up spaces to create danger much faster.
^- The Lost Soul now stops after travelling a short distance. The increase in speed makes it incredibly easy to miss the player, defeating its purpose.
^- The Mancubus now takes a much shorter time in between shots. The idea of the Mancubus' attack sequence is to fill a wide spread of an area, shooting left and right instead of just straight at the player. Since the player now has many more options to dodge or nullify the attacks, the Mancubi can now fill up areas more easily.
^- The Zombiemen and Chaingunners take five tics faster to fire. While they're complete non-threats now, lacking hitscans, they should at least get off shots a little bit faster.
^- The Shotgunners take eight tics faster to fire, fire in bursts of four, and take four less tics between shots. See above.
^- The Chaingunguy now has one less tic in his refire loop. Previously, the chaingunner firing rate was balanced around how fast Hae-Lin could swing her sword. Now that she can swing it faster and faster in various ways, they should shoot faster.
^- The Imp now fires two shots in a row and has a higher chance to go right back to firing more. The Imps are supposed to be more threatening than the zombiemen with more damage with a slower projectile--while in DemonSteele they can't have higher damage, they can at least have higher damage potential.
^- Previously, all attacks had a random element to them just in case of loading another wad with them. With the advent of Doomhealth and the Iron Maiden's armor, though, all attacks need their random element removed. Instead, all monsters do static damage.
^- Hell Knights and Barons now have indicators of when they're going to attack. To make up for it, now they attack faster and more frequently.
- The Acacia, Testament, and Sabbath now eject casings because reasons.
- The Acacia, Testament, and Sabbath now also have gun smoke because reasons.
- The Exodus' explosion now has a shockwave emitting from it.
- The transformation sequence to Iron Maiden now takes the currently-wielded weapon last, to prevent scripts from cancelling early.
- The low-health beep no longer plays when the player has over-life tokens.
- Revenants no longer jump to cutting death states when shot.
- The Cyberdemon now has a proper replacement, the DevilDriver. No longer does it pale in comparison to his fellow boss!
- The Hammer's range has been boosted by 16 units.
- The Legion can now be thrown one tic faster, the stacking can go up to 15 knives, and stacked knives bounce slightly more.
- Thanks to Virtue, texture brightmaps have been integrated for the sake of prettiness.
- Thanks to Kyle873, brightmaps have been implemented for the Exodus and the Frosthammer.
- Thanks to MartyKirra, there is now a voice announcer every time you go up a rank! To disable this, please use ds_cl_noannouncer.
- Iron Maiden punches are now four tics faster.
- Armor damage in Iron Maiden now takes a slight bit of combo meter.
- Picking up Arrogant weapons in Iron Maiden no longer breaks the HUD.
- The energy usage of the Iron Maiden has been swapped--the Iron Maiden now burns more fuel when mid-combat, and relaxes up slightly when the player is out of combat.
- The lightning spawned by weapon pickups now goes down even further, to about 900 units.
- A new map, MAPTEST, has been included specifically for streamlined testing, comparing damage values, testing out item functions, etc.
- Barons now have a unique death effect when punched to death with the Iron Maiden. Splat!
- Weapons now have their own unique special attacks! When holding down fire, hit alt-fire to charge your currently-held alternate weapon with soul energy and deliver a devastating unique attack. While not always as powerful as the sword attacks, these attacks are cheap on soul and take more ammo instead, which should allow players low on soul to have a viable alternative for heavier hordes.
- Souls now fade out little bit by little bit, vanishing if players don't eventually pick them up.
- FuzzballFox's 170 new text colors have been integrated.
- The Omen now has a Testament-esque delayed-pickup for the Chaingun, like how the Testament has with the regular shotgun. After four levels, it will replace Chaingun pickups.
- When playing in ZDoom, the Customize Controls section of Options now displays all of the relevant DemonSteele controls at the top.
- The Iron Maiden now respects ds_cl_norecoil.
- The ACS call for the pain state has been changed from ACS_ExecuteAlways to ACS_ExecuteWithResult, which means that the invulnerability state will start the very instant it's called rather than the tic after. In short, no more multi-token hits.
- Fortune cookie messages are now logged to the console.
- Every time Hae-Lin double jumps, she temporarily gains ethereal angel wings to thrust her up. Because reasons.
- The No Recoil option now disables the pushback on guns as well.
- Enabling No Recoil and firing the Frosthammer no longer jumps to the charged finish state.
- Thanks to Gundere, Hae-Lin now has a set of appropriate player sprites.
- Double-tapping input now must be done within six tics, instead of eight. The cooldown is now 16 tics instead of 20.
Spoiler: Metal jukebox changelog (Open)
FROM V2 TO V3:
===========================
- 75 more songs!
- Judas Priest's Tyrant had a random beep around the 0:56-ish mark. This has been
fixed.
- Dark ambient music has been removed and replaced. This is a pack for jamming to
super-cheesy and tinny music, not getting 2spook'd.
- White Zombie's Temple of the Bull wasn't a song we were able to find any info
on. We're not even sure it's actually a real song. It was replaced with a new
White Zombie song, Black Sunshine.
- It's now possible to change exactly to the song you want. Input "song" and then
a number in the console, like "song 142", and it'll swap to that exact song.
- All song info has been given tan and white coloring for easier differentiation.
- Thanks to Marrub's incredible work, even the song amount now is clientsided.
People are now able to add, remove, and adjust songs as they want without any
issues in joining servers!
- Hitting "Next Song" and manually selecting a song no longer requires the
norandommusic cvar to be set to 0.
- Corrected some mistaken song information:
^- Barathrum's Warmetal is off the album Infernal.
^- Linkin Park's Crawling is off the album Hybrid Theory.
^- Battlelore's Stormmaster was renamed to the proper Swordmaster.
^- Song 186 was credited to Cannical Corpse instead of Cannibal Corpse.
^- Sanctuary's Die for My Sins and Taste Revenge are Thrash Metal.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#51

Post by Laggy Blazko » Tue Mar 24, 2015 12:41 pm

Pla-pla-player sprites?!
Oh heck!
OH HECK!
FREAKING HECK YES!
Why is finding the user CP so hard?

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#52

Post by Untitled » Tue Mar 24, 2015 1:16 pm

Cross-posted from the ZDoom thread, proving once again the Sergeant Shivers is awesome:
Sgt. Shivers wrote:Image
Guess I can post this. :D
EDIT: Wait, what does "ART!" sound like?!?
Last edited by Untitled on Tue Mar 24, 2015 1:17 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#53

Post by -Jes- » Tue Mar 24, 2015 5:24 pm

>Hae-Lin playersprites

I can't..

I can't...
Spoiler: EPILEPSY WARNING (Open)
Image
Last edited by -Jes- on Tue Mar 24, 2015 5:34 pm, edited 1 time in total.

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IdeIdoom
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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#54

Post by IdeIdoom » Tue Mar 24, 2015 7:17 pm

[spoiler]Image[/spoiler]
Still dwarf size though.
Last edited by IdeIdoom on Tue Mar 24, 2015 7:18 pm, edited 1 time in total.
THE ROMANIAN POWERImage

Code: Select all

<+Dastan>	edd
<+Dastan>	boxxy skin when
<+Shift>	dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan>	Shift, yes
--------------------------------------------------------------------
21:53:26  <@Estar>	well, if i'd be a girl, i would say ideidoom has ok looks

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#55

Post by The Toxic Avenger » Wed Mar 25, 2015 1:34 am

https://www.sendspace.com/file/ri54wz
I got the go-ahead from Term to post this. It's my personal modded version of the metal jukebox that adds tracks 326-380. IT IS BY NO MEANS OFFICIAL.

[spoiler]Amon Amarth - The Fate of Norns (The Fate of Norns)
Amorphis - Black Embrace (The Karelian Isthmus)
Amorphis - Vulgar Necrolatry (The Karelian Isthmus)
As I Lay Dying - 94 Hours (Frail Words Collapse)
Bathory - A Fine Day to Die (Blood Fire Death)
Behemoth - Antichristian Phenomenon (Thelema.6)
Bleeding Through - On Wings of Lead (This is Love, This is Murderous)
Bloodbath - Bathe in Blood (Resurrection Through Carnage)
Daisuke Ishiwatari - Bloodstained Lineage (Guilty Gear X)
Brutal Truth - Birth of Ignorance (Extreme Conditions Demand Extreme Responses)
Burzum - War (Burzum)
Burzum - Stemen fra taarnet (Aske)
Cradle of Filth - Gilded BANANER (Nymphetamine) (title is wordfiltered)
Dark Funeral - Hail Murder (Diabolus Interium)
Darkthrone - Fucked Up and Ready to Die (Hate Them)
Darkthrone - Under a Funeral Moon (Under a Funeral Moon)
(IT'S A SURPRISE)
Macabre - Poison (Murder Metal)
Machinae Supremacy - Player One (Deus Ex Machinae)
Marduk - Christraping Black Metal (Panzer Division Marduk)
Marduk - Bleached Bones (World Funeral)
Mastodon - March of the Fire Ants (Remission)
Meshuggah - Rational Gaze (Nothing)
Morbid Angel - God of Emptiness (Covenant)
Necrophagist - Foul Body Autopsy (Onset of Putrefaction)
Nevermore - I, Voyager (Enemies of Reality)
Nightwish - Beauty and the Beast (Angels Fall First)
Nile - Lashed to the Slave Stick (Annihilation of the Wicked)
Opeth - By the Pain I See in Others (Deliverance)
Repulsion - Maggots in Your Coffin (Horrified)
Satyricon - Fuel For Hatred (Volcano)
Six Feet Under - Amerika the Brutal (Bringer of Blood)
Slayer - Chemical Warfare (Haunting the Chapel)
Slayer - Angel of Death (Reign in Blood)
Strapping Young Lad - All Hail the New Flesh (City)
Symphony X - Inferno (Unleash the Fire) (The Odyssey)
Terrorizer - Fear of Napalm (World Downfall)
Tiamat - Cain (Prey)
Tool - Aenima (Aenima)
The Agony Scene - Scapegoat (The Darkest Red)
The Black Dahlia Murder - Funeral Thirst (Unhallowed)
The Black Dahlia Murder - Contagion (Unhallowed)
Jay Reichard - Shawn's Got the Shotgun (remix) (Project Doom II)
(IT'S A SURPRISE)[/spoiler]
I think it's best you discover #342 and #380 yourself V:
Last edited by The Toxic Avenger on Wed Mar 25, 2015 1:37 am, edited 1 time in total.

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O SHIT

#56

Post by TerminusEst13 » Wed Mar 25, 2015 1:36 am

I suffer every day there is no midi version of this song:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.81 OSHITOSHIT

#57

Post by TerminusEst13 » Mon Mar 30, 2015 7:03 am

EDIT: NOPE STUFF'S BROKEN ONE SECOND
Last edited by TerminusEst13 on Mon Mar 30, 2015 8:07 am, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 OSHITOSHIT

#58

Post by Drakeman1234 » Thu Apr 02, 2015 11:33 am

*sigh* Wonder how long this'll take to fix....

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.82 OSHITOSHIT

#59

Post by TerminusEst13 » Mon Apr 06, 2015 9:53 pm

OKAY SO THAT WAS AN ADVENTURE AND A HALF.

So Zandronum 2.0 came out, right? And I thought updating DS to it would be easy, just adjust for the inclusion of cvarinfo and bam everything's good.
NOPE turns out there was a whole ton of shit to re-do under the hood in order to make sure everything stayed streamlined and didn't break in the face of the new ZDoom features.

Thankfully, (mostly) everything's good now! So, slight update, 0.8 has been turned into 0.82, and there's been a whole slew of netplay-related changes.
Now, if you don't do netplay with this, then most of these features are probably going to be completely irrelevant to you. And that's fine! It's only been, like, a week since 0.8's release and asking to re-download 50 megs for a mode you don't play is kind of dumb.
But if you DO play on netplay, then you're definitely going to want to upgrade to this build.

http://www.[bad site]/download?file= ... -v0.82.pk3
http://www.[bad site]/download?file= ... i-v3.2.pk3

Image OR ESLE[/size] Image
Spoiler: CHANGELOG (Open)
FROM 0.8 TO 0.82 (Zandronum 2.0 maintenance update)
=======================================
- The cvars have been entirely rewritten with the advent of cvarinfo. Keep in mind all cvar prefixes have been changed from ds_ to dst_!
- Less Effects setting now has entirely different cvars in ZDoom and Zandronum. This is a useless feature to note. Nobody will care. But I suffered to get Zandro/ZDoom compatibility in a single build and you better fucking appreciate it.
- For those who've been around since the beginning, original flavor waifu is now available as a secret skin. It has the original placeholder sprites AND the original placeholder player sounds!
- The Frosthammer special puffs now actually expire and can no longer be stacked to crash servers.
- The gun casings now move with sectors up and down along elevators. This isn't a vital fix but it really tickled my OCD.
- The dst_nochaingun cvar now displays properly in ZDoom.
- Picking up a fortune cookie no longer has a 1/150 chance to cause an overflow error.
- Interacting with the secret room in MAPTEST no longer spams strings to the server.
- A new cvar, dst_debug, has been included to acquire information on whether some functions are working or not.
- Until Iron Maiden has its own player sprites, players in it now have a white halo floating over them to indicate their status to co-op allies.
- Online, when the players exit levels while in Iron Maiden, they will no longer have a desynched client version of the Kharon and Kharon + Acacia A-22.
- The Testament's and Omen's jumping ability is now applicable even on void floors or water.
- The player now goes into Buddha mode when still having life tokens, and goes out of it when with no life tokens.
- Snuck in a scary demon skeleton that OH NO HE FOUND US OH NOOOOO
Image
Last edited by TerminusEst13 on Mon Apr 06, 2015 10:07 pm, edited 1 time in total.
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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RE: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.82 OSHITOSHIT

#60

Post by Untitled » Mon Apr 06, 2015 11:44 pm

TerminusEst13 wrote: [spoiler]- Snuck in a scary demon skeleton that OH NO HE FOUND US OH NOOOOO
Image[/spoiler]
NO! NOT THE SKELETONS! THEY'RE IN MY AGITATION! AAAAAAAAAAAAAAAAAAA
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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