Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TheBarge
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Re: Doom64: Unabsolved - Grenades, kicking, and even more weapons!

#61

Post by TheBarge » Tue Oct 04, 2016 2:10 am

An explosion? :P
Its the surprise inside ;) (but in all honesty im not sure XD i think maybe some new effects again?)

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

#62

Post by FascistCat » Tue Oct 04, 2016 7:55 pm

Holy gibs, Batman!

If paired with some kewl SFX and a >bit< more blood then it will be a great addition to the atmosphere of the mod.

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

#63

Post by Ænima » Wed Oct 05, 2016 12:05 am

FascistCat wrote:Holy gibs, Batman!

If paired with some kewl SFX and a >bit< more blood then it will be a great addition to the atmosphere of the mod.

How's this?



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Even works with the nightmare imp's blue blood. :3
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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

#64

Post by TheBarge » Wed Oct 05, 2016 1:33 am

YOURE A LEGEND 8"3 (also did any of my things come in handy from back in june? :o)

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#65

Post by Ænima » Thu Oct 06, 2016 12:56 am

Finally reached alpha 9! I only plan on doing one more alpha before hitting beta phase (at which point who knows, maybe there will be maps?).

Major changes include a special effects overhaul (explosions, gibs, sounds, shaders), Zandronum 3.0 features like bullets passing through teammates, a more responsive Healing Staff, and faster sidearm switching, on top of countless bugfixes and balances.

Image
(pic unrelated)


DOWNLOAD IT AURGGHHHHH



(Here is a version that's compatible with Zan 2.0 if you wanna be a regressive pleb who's holding this port back. It has the 3.0 features commented out.)



Changes:
  • 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.
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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

#66

Post by FascistCat » Thu Oct 06, 2016 3:11 am

Ænima wrote:
FascistCat wrote:Holy gibs, Batman!

If paired with some kewl SFX and a >bit< more blood then it will be a great addition to the atmosphere of the mod.

How's this?



phpBB [media]



Even works with the nightmare imp's blue blood. :3
That's what I'm talking about :biggrin:

*puts on headphones and turns up volume*

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#67

Post by Doomenator » Thu Oct 06, 2016 8:50 pm

Sounds - this is a typical problem of many mods. Different formats, different frequencies, different volume level, etc. I've been made for myself patches for various mods (convert the sounds in the same format, correct the volume level, balance and compress). It's easier than to explain to someone a problem that he can't hear.
http://allfearthesentinel.net/download? ... _patch.pk3

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#68

Post by Ænima » Thu Oct 06, 2016 9:59 pm

Doomenator wrote:Sounds - this is a typical problem of many mods. Different formats, different frequencies, different volume level, etc. I've been made for myself patches for various mods (convert the sounds in the same format, correct the volume level, balance and compress). It's easier than to explain to someone a problem that he can't hear.
http://allfearthesentinel.net/download? ... _patch.pk3
Thanks!

I like the rifle sound. And the plasma rifle.

Everything definitely sounds compressed, though. I'm not sure why that's necessary. Your uzi sound doesn't have as much bass and the shotgun's pumping sounds shriller. Some sounds like the chaingun have a noticeabley flanged effect near the end when they fade out which is really noticeable with headphones.

What, specifically, were some of the sounds that you thought were too loud, too quiet, or too high/low-pitched before?


I probably won't use any of this other than the rifle and plasma sounds, is that okay?
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#69

Post by Doomenator » Thu Oct 06, 2016 11:25 pm

Ænima wrote:Thanks!

I like the rifle sound. And the plasma rifle.

Everything definitely sounds compressed, though. I'm not sure why that's necessary. Your uzi sound doesn't have as much bass and the shotgun's pumping sounds shriller. Some sounds like the chaingun have a noticeabley flanged effect near the end when they fade out which is really noticeable with headphones.

What, specifically, were some of the sounds that you thought were too loud, too quiet, or too high/low-pitched before?


I probably won't use any of this other than the rifle and plasma sounds, is that okay?
Strange things you write, if consider the fact that the sounds are the same as in your mod. I just changed the volume +\- 2-6 dB. A range of medium and high frequencies, bass was not considered. If you're interested what the sounds was quieter or louder, just compare the amplitude of the signal in the editor. Compression is not critical, since the quality was not high. Flanged effect most likely occurs where the same sound to both stereo channels. I have no this effect. Not going to try to find out the cause, just convert all the sounds to mono. But bear in mind that stereo and mono will sound with different volume levels. :happyface:

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#70

Post by Ænima » Thu Oct 06, 2016 11:53 pm

Onoes, I've already found a Zandro 3.0 bug. :eek:
https://zandronum.com/tracker/view.php?id=2862



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Doomenator wrote:Strange things you write, if consider the fact that the sounds are the same as in your mod. I just changed the volume +\- 2-6 dB.
I know, but they sound different due to the sample rates being changed and then being compressed.
Doomenator wrote:Compression is not critical, since the quality was not high.
It was enough for me to notice a drop in quality and an overall "metallic" quality to the new sounds.
Doomenator wrote:Flanged effect most likely occurs where the same sound to both stereo channels. I have no this effect. Not going to try to find out the cause
It was probably there all along but the compression made it far more noticeable. I'm not sure why the compression is necessary if it decreases the quality of sounds without actually saving a significant amount of filesize.
Doomenator wrote:just convert all the sounds to mono. But bear in mind that stereo and mono will sound with different volume levels. :happyface:
I am aware of this. However, I will not convert all of the sounds to mono because there are many sounds that I intentionally mixed or recorded in stereo for depth.
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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#71

Post by Doomenator » Fri Oct 07, 2016 12:56 am

Ænima wrote:I'm not sure why the compression is necessary if it decreases the quality of sounds without actually saving a significant amount of filesize.
Because it reduces the difference between low and high quality sounds. Size here is not important.
Ænima wrote: However, I will not convert all of the sounds to mono because there are many sounds that I intentionally mixed or recorded in stereo for depth.
This is part of the problem about I wrote at the beginning. Sounds must be of the same quality and balanced for volume level.

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#72

Post by Ivan » Fri Oct 07, 2016 7:19 am

So what happens when you make the explosion non-random? Does it work then in 3.0?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#73

Post by Doomenator » Fri Oct 07, 2016 1:45 pm

I think not the best idea used warp for sprites.
[spoiler]Image

Image[/spoiler]

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Re: Doom64: Unabsolved - now for Zandronum 3.0!!

#74

Post by Ænima » Sun Oct 09, 2016 9:41 pm

phpBB [media]
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#75

Post by madcat » Mon Dec 12, 2016 4:47 pm

I understand that there is no Archvile monster in Doom64. If I made an archvile-looking monster out of mix of Doom64 and Doom2 sprites, would you like to use it?

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Re: Doom64: Unabsolved

#76

Post by Combinebobnt » Mon Dec 12, 2016 5:45 pm

tell that to sgt mark too

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Re: Doom64: Unabsolved

#77

Post by Ænima » Tue Dec 13, 2016 1:04 am

madcat wrote:I understand that there is no Archvile monster in Doom64. If I made an archvile-looking monster out of mix of Doom64 and Doom2 sprites, would you like to use it?
Sure!


I think the Council Member and Abbreviator are already great replacements, but if you wanna make another (one that I'll code with purely Arch Vile-style attacks and behavior) then I'll gladly add that as well!
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#78

Post by madcat » Thu Dec 22, 2016 6:00 pm

I have tried to make the Archvile but failed miserably ( Doom2 archvile dressed in N64 zombieman clothes was looking really weird ) so I made this instead:

Image

https://www.dropbox.com/s/2eh4q98n6oba7 ... .wad?raw=1

Its virtually the same as the Bruiser Demon from Realm667 ( but I didnt make any projectile sprites so I used some from Heretic )

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Re: Doom64: Unabsolved

#79

Post by Ænima » Thu Dec 22, 2016 7:13 pm

madcat wrote:I have tried to make the Archvile but failed miserably ( Doom2 archvile dressed in N64 zombieman clothes was looking really weird ) so I made this instead:

Image

https://www.dropbox.com/s/2eh4q98n6oba7 ... .wad?raw=1

Its virtually the same as the Bruiser Demon from Realm667 ( but I didnt make any projectile sprites so I used some from Heretic )
Lol, cool! Downloading right now.

Thank you so much, man!
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Doom64: Unabsolved: New weapons, monsters, and gameplay twists for survival / coop !


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Re: Doom64: Unabsolved

#80

Post by madcat » Sun Dec 25, 2016 8:33 am

Merry Christmas

No Revenant monster in Doom64? Well I have tried to make one - https://www.dropbox.com/s/af1dvjn1p5ut7 ... .wad?raw=1

Image

No Archvile monster in Doom64? Well I have tried to make one - https://www.dropbox.com/s/jhuk8cp05e7si ... .wad?raw=1

Image

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