Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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madcat
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Re: Doom64: Unabsolved

#101

Post by madcat » Mon Apr 16, 2018 5:15 pm

Image

I have made this one little buddy...Would you like to use it for your project? XD
https://www.dropbox.com/s/zhp8fgsf4qj7s ... .wad?raw=1

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Ænima
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Re: Doom64: Unabsolved

#102

Post by Ænima » Tue Apr 17, 2018 11:31 pm

madcat wrote:
Mon Apr 16, 2018 5:15 pm
Image

I have made this one little buddy...Would you like to use it for your project? XD
https://www.dropbox.com/s/zhp8fgsf4qj7s ... .wad?raw=1
D:

Oh god




yes

yes i do
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
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Samuzero15tlh
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Re: Doom64: Unabsolved

#103

Post by Samuzero15tlh » Thu Apr 19, 2018 3:30 am

Yes you will add it. Now the thing is, we will hate it.

ANAL ROCKET RAPE ._.

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Re: Doom64: Unabsolved

#104

Post by madcat » Thu Apr 19, 2018 3:50 am

Samuzero15tlh wrote:
Thu Apr 19, 2018 3:30 am
Yes you will add it. Now the thing is, we will hate it.

ANAL ROCKET RAPE ._.
Im very sorry if you don't like it. On the other hand, I could have sent this one instead so...XD
Image


Should I? ( Its finished already )

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Re: Doom64: Unabsolved

#105

Post by Samuzero15tlh » Thu Apr 19, 2018 12:33 pm

madcat wrote:
Thu Apr 19, 2018 3:50 am
Samuzero15tlh wrote:
Thu Apr 19, 2018 3:30 am
Yes you will add it. Now the thing is, we will hate it.

ANAL ROCKET RAPE ._.
Im very sorry if you don't like it. On the other hand, I could have sent this one instead so...XD
Image


Should I? ( Its finished already )
Well, since we're struggling with a rocket from cybs, 2 will jusj make it worse, still i love the sprite.

And on the other hand... well fuck. If this monster apears we're pretty much fucked.

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Re: Doom64: Unabsolved

#106

Post by Ænima » Fri Apr 20, 2018 12:38 am

Samuzero15tlh wrote:
Thu Apr 19, 2018 12:33 pm
madcat wrote:
Thu Apr 19, 2018 3:50 am
Samuzero15tlh wrote:
Thu Apr 19, 2018 3:30 am
Yes you will add it. Now the thing is, we will hate it.

ANAL ROCKET RAPE ._.
Im very sorry if you don't like it. On the other hand, I could have sent this one instead so...XD
Image


Should I? ( Its finished already )
Well, since we're struggling with a rocket from cybs, 2 will jusj make it worse, still i love the sprite.

And on the other hand... well fuck. If this monster apears we're pretty much fucked.

Love it. <3

It could be a bonus level, like Doom64’s “Cat and Mouse” cyberdemon maze, but on steroids and meth.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Re: Doom64: Unabsolved

#107

Post by madcat » Fri Apr 20, 2018 5:02 am

Ænima wrote:
Fri Apr 20, 2018 12:38 am
Samuzero15tlh wrote:
Thu Apr 19, 2018 12:33 pm
madcat wrote:
Thu Apr 19, 2018 3:50 am
Samuzero15tlh wrote:
Thu Apr 19, 2018 3:30 am
Yes you will add it. Now the thing is, we will hate it.

ANAL ROCKET RAPE ._.
Im very sorry if you don't like it. On the other hand, I could have sent this one instead so...XD
Image


Should I? ( Its finished already )
Well, since we're struggling with a rocket from cybs, 2 will jusj make it worse, still i love the sprite.

And on the other hand... well fuck. If this monster apears we're pretty much fucked.

Love it. <3

It could be a bonus level, like Doom64’s “Cat and Mouse” cyberdemon maze, but on steroids and meth.
Okay Aenima, in that case, here it is - https://www.dropbox.com/s/liv5rld744zgo ... .wad?raw=1

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Re: Doom64: Unabsolved

#108

Post by Ænima » Wed Jul 08, 2020 2:41 am

IT'S NOT FUCKING DEAD YET


DOWNLOAD:
>> ALPHA 10 <<
(updated 7/7/2020)




-- Everything looks and sounds 3x better than it did in the last version.
-- I consider most of the monsters and weapons to be perfectly balanced at this point.
-- All of the glitches and exploits that I knew about have been squashed.



Spoiler: more specific changelog (Open)
  • alpha10:
  • Flamethrower is waaaaay better now. Actually acts like a flamethrower!
  • The blood looks so fucking good.
  • The "burning barrel" replacement is now a NAPALM BARREL OF DEATH.
  • Zombie rifle is more responsive.
  • Improved the fists.
  • Normalized a few of the louder weapon sounds.
  • FINALLY FIXED the broken Aeniblood droplets.
  • Fixed: The shaders for the blood clouds were incompatible with color translations.
  • Added a few missing GLDEFS.
  • Fixed: Players could quickly deselect and reselect the Railgun to cheat the cooldown time.
  • Fixed: Sidearm ammo and grenade count didn't show up on StrikerMan's custom HUD.
  • Fixed: Spectres could spawn on a map even if sv_nomonsters was on.
  • Added beautiful smoke trails for all rockets. :3
  • The (rare) Hades Dendroid looks gorgeous now.
  • Hundreds of tiny tweaks to weapons animations, sprite scaling and opacity, etc.
  • Tons of various gameplay balances.

This will be the last "alpha" version.

Will there be a beta? I don't know. Probably not. I've started a few maps and received partial map submissions from others (which are a few years old at this point and need updating) that I would like to include as a demo episode, but I wouldn't feel comfortable doing that unless I had enough time to dedicate to making it 100% addictive and spectacular. I also have many ideas for new weapons, monsters, and sidearms. However, I realize that the Zandronum playerbase is on life support at this point and trying to get a server of more than 5 people playing this in 2020 would be a miracle, so I probably won't waste time completing any maps or new content. :\


I do truly hope that anyone who plays this enjoys it, though. That's always been my only goal as a modder. I thank everyone who's helped me with my projects over the years and everyone who joined me for a good time playtesting my mods online. I'll never forget the fun we had and the laughs we shared.


I love you, Doom fam. <3
Last edited by Ænima on Fri Jul 17, 2020 5:18 am, edited 3 times in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Samuzero15tlh
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Re: Doom64: Unabsolved

#109

Post by Samuzero15tlh » Wed Jul 08, 2020 3:25 am

you WHAT!?

*Downloads rigth now*

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Ænima
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Re: Doom64: Unabsolved

#110

Post by Ænima » Fri Jul 10, 2020 2:22 pm

Here, have some random screenshots.

Spoiler: (Open)
Image

Image

Image

Image

Image

Image

Image

Image

Image

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


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: a pack made by our community

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Ænima
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Re: Doom64: Unabsolved

#111

Post by Ænima » Sun Jul 12, 2020 7:27 pm

........ and a random video.

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


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BlushBerry
 
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Re: Doom64: Unabsolved

#113

Post by BlushBerry » Wed Jul 15, 2020 8:38 am

Hey Aenima, I've been trying this mod with Lexicon and it's causing some weird issues with it. Have you by any chance added in #Library to your ACS so it doesn't mess with other wads? https://zdoom.org/wiki/Libraries

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Re: Doom64: Unabsolved

#114

Post by Ænima » Thu Jul 16, 2020 1:51 pm

BlushBerry wrote:
Wed Jul 15, 2020 8:38 am
Hey Aenima, I've been trying this mod with Lexicon and it's causing some weird issues with it. Have you by any chance added in #Library to your ACS so it doesn't mess with other wads? https://zdoom.org/wiki/Libraries
Yes I did. I always do.
Spoiler: (Open)
Image

Here's the problem, though ... SamuZero forgot to do it in SD64_Unofficial, which my mod builds off of. (Unless Striker forgot wayyyy back when he made SD64 but Striker's a great coder so idk :v: we all make mistakes bro.)

However, funny enough, I just PM'd him a few days ago asking if I could release my own patched version of SD64_Unofficial anyways (to remove the annoying startup text at the beginning of EVERY level) and when I was poking around, I noticed that his autoload ACS wasn't #Library'd so i fixed that before recompiling.

Here it is. This is what I've been running this with lately so I'd recommend giving this a shot:
http://www.mediafire.com/file/e2lqdmk9l ... _v20a.pk3/
Lemme know if that fixes the issues.



I was also playing Lexicon with this last week just to playtest a few things. Mostly worked pretty well, just some visual clash in the levelsets that use custom textures. I'm just curious, what weird issues did you encounter? And was there anything else, non-ACS related? Were you online or offline?


Anyways, thanks for giving this a play. :smile:
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Re: Doom64: Unabsolved

#115

Post by BlushBerry » Wed Jul 29, 2020 11:53 pm

The issues I've been having were primarily only being able to play the first map and then it would just send me back to VR (Could be a config issue?.. I'd have to look deeper into it but I think the mod might be doing that)

The other issue I was having was text with the votegun in the VR Lobby.

I'll give the new file a test and see how it does.

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Re: Doom64: Unabsolved

#116

Post by BlushBerry » Fri Jul 31, 2020 10:10 am

The bug still persists even with the new patched file you sent me, Do you have discord? If so add me at BlushBerry#0001, Let's get in contact I'd like to help debug and get to the bottom of this.

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Re: Doom64: Unabsolved

#117

Post by BigStronk » Tue Jan 05, 2021 6:28 pm

Hey I have a bug
http://imgur.com/a/EyHgb5P
@Ænima

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Ænima
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Re: Doom64: Unabsolved

#118

Post by Ænima » Fri Jan 29, 2021 7:29 pm

BigStronk wrote:
Tue Jan 05, 2021 6:28 pm
Hey I have a bug
http://imgur.com/a/EyHgb5P
@Ænima
This mod uses OpenGL hardware shaders for some effects, and it looks like you're trying to play on an Android(?) device which might not support that.

Try typing this in the console (or adding it to your .ini) and see if it helps:

Code: Select all

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


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: a pack made by our community

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Re: Doom64: Unabsolved

#119

Post by BigStronk » Mon Feb 22, 2021 5:25 pm

Thank you that helped

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Re: Doom64: Unabsolved

#120

Post by marco75 » Sun Aug 01, 2021 4:13 am

Just ran a coop server with my buddy, Obituary softlocked on first map because the red key room locked him in and he died inside. I don't think that map pack is meant for multiplayer.

Then we tried Requiem and played up to third map. Requiem's sky is well suited to Doom64's atmosfear and hard (on UV) and fast maps. Impressed with the recreations of Diablo 2 monsters and the fast chaingunners. We didn't use the sidearm much because we both forgot we had them.

Thanks for the mod! :razz: :doom: :twisted:

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