Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Doom64: Unabsolved - classes added!

#41

Post by Ænima » Mon Jan 25, 2016 4:50 pm

New version!



The biggest changes would be the addition of the Nightmare Cacodemon from Doom64 TC (Absolution), better sounds for pretty much everything, dead players dropping sidearm ammo, and item respawning disabled for pretty much everything except ammo, radsuits, and automaps. Also some much-needed balances and some cool bullet decals that I nicked from Striker himself (for some reason Samuzero didn't include them in his unofficial patch). Also fixed those pesky startup errors.


Image

Image


  • 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.
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RE: Doom64: Unabsolved

#42

Post by Samuzero15tlh » Tue Jan 26, 2016 10:17 pm

Forgot to add that one :p Whoops.
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RE: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#43

Post by Ænima » Sun Feb 07, 2016 4:09 am

Thought I'd post another progress video.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Alpha 7 will feature two more new weapons, the nailgun (sprite by HellcatX) and the railgun (sprite by DrDoctor)! Thanks to Strikerman for pointing me to these awesome spritesheets. I then coded the weapons myself and mixed some sounds, mostly originating from Quake 2 and Gears of War.

The railgun is very useful and fun to use, and you can fire shots quickly in succession, however it can easily overheat if you fire more than 5 shots in a row.

The nailgun is pretty close to the Quake one.



I'm also in the process of adding two more new monsters, once i finish ripping these spritesheets (by Leonard) and coding them:
Spoiler: Malwrath (Open)
Image
Image
Spoiler: Tick (Open)
Image



Anyways ... I'd like to have this new version released by Monday, hopefully. Stay tuned. :wonk:
Last edited by Ænima on Sun Feb 07, 2016 4:13 am, edited 1 time in total.
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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#44

Post by Ænima » Mon Mar 14, 2016 6:16 pm

Big update!


Classes have been removed, now every player starts with all 3 sidearms. You can cycle through which one you have equipped, or quickly select one with a single key (check out the key configuration menu).

The two new weapons featured in my previous post have also been implemented.



Image

Image


http://www.[bad site]/download?file= ... alpha7.pk3


Changes:
  • 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.
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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#45

Post by TheDemonNinja » Sun Apr 03, 2016 5:06 am

Oh hey! I just discovered your mod off the ZDoom Forums (I was just casually browsing)

And this mod looks awesome! I just downloaded it, ran through it on Scythe 2 with my custom Diablo music wad (which also has the PSX Firesky which makes it look even more DIabloesque! =3)

And well... I love this mod man. Great job, and I heard you are implementing Diablo monsters. That's pretty neat, but just out of curiosity in the future, do you plan on recoloring any of the demons/monsters to be more like Diablo with the whole different colored demons and stuff? Any plans on adding in a Satyr or perhaps a Butcher? ;) AH FRESH MEAT!!!

I love Diablo and I love Doom, and quite frankly I love this mod. Honestly, this mod is great. Only thing I'd probably change is make the plasma rifle and railgun shoot red plasma. But my editing skills suck so... =P

Maybe I'd probably add in an Anti-Tank Rifle and a Casull and Jackal as a tiny nod to Hellsing (because well I <3 Hellsing.) But other than that... this mod is excellent. I'm probably going to nolife this mod lol.

Seriously, this is like Diablo as an FPS. Great job man. \m/ \m/

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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#46

Post by Ænima » Sun Apr 03, 2016 2:30 pm

TheDemonNinja wrote:Oh hey! I just discovered your mod off the ZDoom Forums (I was just casually browsing)
Ha, glad I crossposted it then. :p
TheDemonNinja wrote: And this mod looks awesome! I just downloaded it, ran through it on Scythe 2 with my custom Diablo music wad (which also has the PSX Firesky which makes it look even more DIabloesque! =3)

I love Diablo and I love Doom, and quite frankly I love this mod. Honestly, this mod is great. Only thing I'd probably change is make the plasma rifle and railgun shoot red plasma. But my editing skills suck so... =P

Seriously, this is like Diablo as an FPS. Great job man. \m/ \m/
Thanks! Glad you enjoy it. Not sure about the red plasma and rails BUT i might make it so that players can choose their projectile colors further down the road! SamuZero made 4 colored versions of the Plasma Rifle, Unmaker, and BFG and their projectiles in his SD64 patch, so the sprites and code for different colors is already there. It's just a bitch to copy that over and wrap all my new code around it. :P
TheDemonNinja wrote: And well... I love this mod man. Great job, and I heard you are implementing Diablo monsters. That's pretty neat, but just out of curiosity in the future, do you plan on recoloring any of the demons/monsters to be more like Diablo with the whole different colored demons and stuff? Any plans on adding in a Satyr or perhaps a Butcher? ;) AH FRESH MEAT!!!
There are already a few monsters that have color variations, like in Diablo. For example, the Deathslasher/Deathmauler/Deathbrawler/Deathbrigadier. All of increasing HP and toughness. Additionally, the Deathbrawler and Deathbrigadier (green and red ones) possess an explosive Bruiserdemon-like ground attack that the weaker two (brown and grey ones) do not have. If I get time, I may get around to making recolored "tiers" of other enemies too.
TheDemonNinja wrote: Maybe I'd probably add in an Anti-Tank Rifle and a Casull and Jackal as a tiny nod to Hellsing (because well I <3 Hellsing.) But other than that... this mod is excellent. I'm probably going to nolife this mod lol.
Maybe! I'm definitely looking to add a few more weapons.


Oh hey also, I forgot to mention that there was a new version I uploaded last night. Fixed a bunch of stuff and made some monsters less rage-worthy for you scrubs.
  • 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.
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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#47

Post by TheDemonNinja » Sun Apr 03, 2016 3:14 pm

Oh I'm probably going to have to download the new version then! Anyway, I'm going to upload my custom fire sky with Diablo music in the background, you can download it I guess, and maybe later on today... do you want to play some Doom 64: Unabsolved with a fan? :3

Well I'm not entirely sure how to set up the whole multiplayer co-op session and everything but still... it'd be pretty cool IMHO. :3

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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#48

Post by Ænima » Sun Apr 10, 2016 3:59 pm

TheDemonNinja wrote:Oh I'm probably going to have to download the new version then! Anyway, I'm going to upload my custom fire sky with Diablo music in the background, you can download it I guess,
Sure! Upload it and send it to me. Maybe I'll include it in the mod itself.
TheDemonNinja wrote:and maybe later on today... do you want to play some Doom 64: Unabsolved with a fan? :3
Haha, I'm flattered. And sure!
TheDemonNinja wrote: Well I'm not entirely sure how to set up the whole multiplayer co-op session and everything but still... it'd be pretty cool IMHO. :3
http://www.[bad site]/
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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#49

Post by TheDemonNinja » Mon May 02, 2016 2:12 am

I still kinda don't know how to set up a server on Zandronum. =P

Anyway, here's the link to my personal music mod that I use with Scythe 2.

http://www.mediafire.com/download/wldzr ... oom+II.wad

This plus Scythe 2 and your mod.... makes for a Diablo Doom experience like no other! =D

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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#50

Post by lenthedude » Sun May 22, 2016 8:42 pm

Why can't it run on custom maps?

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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#51

Post by Empyre » Sun May 22, 2016 10:33 pm

It can. I have been hosting it with my maps on my server for 2 weeks, ending this Thursday.
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Re: Doom64: Unabsolved - railgun, nailgun, never gonna fail son

#52

Post by Ænima » Tue May 24, 2016 1:21 am

lenthedude wrote:Why can't it run on custom maps?
It does work with custom maps.


What map wad/pk3 are you trying to play it with, and what error are you getting?
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Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#53

Post by Ænima » Mon Jun 20, 2016 8:26 am

Big update!

Thanks to submissions from Barge, this mod now has 3 more new weapons (zombieman's rifle, Firestorm machinegun, and revenant cannons) and 2 new attack macros (throw grenade and kick)! I also used some of his submitted content to make most of the monsters' and weapons' effects prettier. Much prettier.

Take a look:

phpBB [media]



And of course, many balances and bug fixes. Ya already know.





So yeah here's the download link:
https://www.mediafire.com/?n6acan3lyqmzojn


And the changes:

  • 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.
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Re: Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#54

Post by Fritog » Fri Sep 16, 2016 8:11 pm

Can you do first person fatalities with berserk, whould be cool.

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Re: Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#55

Post by Slim » Fri Sep 16, 2016 9:26 pm

Fritog wrote:Can you do first person fatalities with berserk, whould be cool.

This isn't Brutal Doom.
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
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Re: Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#56

Post by Ænima » Fri Sep 16, 2016 11:12 pm

Slim wrote:
Fritog wrote:Can you do first person fatalities with berserk, whould be cool.

This isn't Brutal Doom.
I agree with Slim.

I feel like you're only asking for this feature Because of BD or Doom4. I probably won't be implementing a feature like this because honestly it's unnecessary and slows down gameplay.

And it's a ton of work. If you can find a sprite artist to make frames for at least one fatality "style" for all of the 50+ different monsters in first-person, let me know. Plus, it would look really awkward to other players observing it unless you also have sprites for third-person fatality views that you want to give me.

Overall, you're asking a lot of work for a trivial and flashy feature. Why not just play Brutal Doom instead of expecting other mods to imitate it?



Anyways.

To everyone else following this project: Sorry I've been really inactive in all of Zandronum lately, I've been super busy. I have a somewhat updated version of Unabsolved that I wanna make a few more changes to before I'll release. Not sure what the time frame on that is but I'm sure nobody cares anyways. :razz:

I also have at least one map idea but I'm not sure it's worth the time to sit down and map if nobody's gonna play it anyways. Gimme a shoutout if Invasion-style maps are something you'd be interested in.
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Re: Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#57

Post by Fritog » Sat Sep 17, 2016 6:32 am

But then you can try do something with fists, its weird like he is still punching with left hand. Try to do some fist combos.

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Re: Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#58

Post by Ænima » Sat Sep 17, 2016 8:27 am

Fritog wrote:But then you can try do something with fists, its weird like he is still punching with left hand. Try to do some fist combos.
Okay. I'll see what I can do. Thanks for the suggestion. :smile:
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Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#59

Post by Ænima » Mon Oct 03, 2016 8:30 am

Image
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Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#60

Post by HarbingerInfinit » Mon Oct 03, 2016 11:18 pm

An explosion? :P

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