Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
-
Ijon Tichy
- Frequent Poster Miles card holder
- Posts: 901
- Joined: Mon Jun 04, 2012 5:07 am
#141
Post
by Ijon Tichy » Wed Sep 12, 2012 6:42 am
Llewellyn wrote:
Actually, I take back what I said about MAX SIGIL. Sigil 4 was like a straight line shot (you never get 5, the game ends) vs 3 which was like an AOE shot.
yeah you do, how'd you get to the entity :|
(programmer, bishop, oracle, macil, loremaster - in that order)
-
Llewellyn
- Forum Regular
- Posts: 578
- Joined: Mon Jul 02, 2012 7:12 am
#142
Post
by Llewellyn » Thu Sep 13, 2012 12:16 am
Ijon Tichy wrote:
Llewellyn wrote:
Actually, I take back what I said about MAX SIGIL. Sigil 4 was like a straight line shot (you never get 5, the game ends) vs 3 which was like an AOE shot.
yeah you do, how'd you get to the entity :|
(programmer, bishop, oracle, macil, loremaster - in that order)
Guess I kinda frogot aboot the bishop.
Das what I get for playing though both endings in one sitting though.
Point being that you could give Strifeguy a less powerful Sigil form.
Last edited by
Llewellyn on Thu Sep 13, 2012 12:17 am, edited 1 time in total.
-
TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#143
Post
by TerminusEst13 » Sun Sep 16, 2012 6:30 am
Somewhere in the heavens...
...he is coming.
[spoiler]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
-
Ivan
- Addicted to Zandronum
- Posts: 2219
- Joined: Mon Jun 04, 2012 5:38 pm
- Location: Omnipresent
#144
Post
by Ivan » Sun Sep 16, 2012 11:37 am
I haven't seen any of those before, I have no idea who that is, really.
-
Llewellyn
- Forum Regular
- Posts: 578
- Joined: Mon Jul 02, 2012 7:12 am
#145
Post
by Llewellyn » Sun Sep 16, 2012 3:25 pm
Ivan wrote:
I haven't seen any of those before, I have no idea who that is, really.
Lol, the "Se7eth" makes it painfully obvious.
EDIT:
Last edited by
Llewellyn on Sun Sep 16, 2012 3:31 pm, edited 1 time in total.
-
Ivan
- Addicted to Zandronum
- Posts: 2219
- Joined: Mon Jun 04, 2012 5:38 pm
- Location: Omnipresent
#146
Post
by Ivan » Sun Sep 16, 2012 3:39 pm
Still no idea what that is, but whatever. I hope he does this class as well as the others :D
Last edited by
Ivan on Sun Sep 16, 2012 3:40 pm, edited 1 time in total.
-
Yellowtail
- Forum Regular
- Posts: 152
- Joined: Tue Jun 19, 2012 1:02 pm
#147
Post
by Yellowtail » Sun Sep 16, 2012 3:52 pm
The guy from Marathon. (Dunno the name)
-
Balrog
- Forum Regular
- Posts: 215
- Joined: Fri Aug 10, 2012 11:16 am
#148
Post
by Balrog » Sun Sep 16, 2012 5:47 pm
He doesn't have a name. Most people just call him the Security Officer, though.
Code: Select all
[15:53:14] balrog: one day, the original mm8bdm devteam from mfggu and i will meet in valhalla and we will be friends
Code: Select all
<ijon>well fuk
<ijon>guess I gotta suck dicks now
Code: Select all
(18:13:17)<Mayrine>i dont have to learnt anything about ACS
-
TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#149
Post
by TerminusEst13 » Fri Sep 21, 2012 6:31 am
And 0.23 is released.
No Security Officer in this build, sorry.
No tweaked Super Large Zorcher design in this build either, sorry.
Friday Night Fragfest and Saturday Night Survival happened, and for those that enjoyed it, thank you. For Qent and Pariah, thank you for hosting. For those that didn't enjoy, thank you for your criticism and feedback.
I've taken some of the biggest complaints/criticisms and incorporated them in this build, which hopefully should make things much better on the co-op/competitive front. Some of the things people were using/abusing was just absolutely bonkers.
I'd also like to personally thank ijon tichy, Synert, and Llewellyn, as their ACS wizardry basically did the best parts of this update.
Last edited by
TerminusEst13 on Fri Sep 21, 2012 6:32 am, edited 1 time in total.
-
President People
- Forum Regular
- Posts: 394
- Joined: Tue Jun 05, 2012 8:12 am
#150
Post
by President People » Fri Sep 21, 2012 6:34 am
Nice vid, I chuckled at the end there.
The grenade explosion graphics seem a bit small; they'd be at least twice as big in Marathon.
Llewellyn wrote:EDIT:
[SCREENSHOT]
Heh, nice. Is that the M2 Demo, or the M2 Preview?
Last edited by
President People on Fri Sep 21, 2012 7:02 am, edited 1 time in total.
***MARATHON SKINS PACK V1.0.7***
I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.
-
Llewellyn
- Forum Regular
- Posts: 578
- Joined: Mon Jul 02, 2012 7:12 am
#151
Post
by Llewellyn » Fri Sep 21, 2012 12:17 pm
President People wrote:
Heh, nice. Is that the M2 Demo, or the M2 Preview?
I call that one, "Google."
-
zdude
-
- Posts: 27
- Joined: Sat Aug 25, 2012 2:51 pm
#152
Post
by zdude » Sun Sep 23, 2012 8:14 pm
http://files.drdteam.org/index.php/file ... -fixes.zip
Here is an alternate link to the Samsara pallette fixes for Heretic and Hexen.
If people were not aware, the player sprites in Samsara would translate incorrectly in Heretic and Hexen. These patches correct that problem. I will try too keep these up to date as much as I can (meaning I gotta update once the next hero gets released...).
Also the player translations in Heretic seem more single color than in Hexen or Doom. I don't know if I can fix that easily.
Last edited by
zdude on Sun Sep 23, 2012 8:26 pm, edited 1 time in total.
-
Death Egg
-
- Posts: 31
- Joined: Sun Aug 05, 2012 2:11 am
#153
Post
by Death Egg » Sun Sep 23, 2012 9:11 pm
Maybe for Chexter's Super Shotgun replacement you could base it off the weapon sprite seen in the old
Chex Quest 3 fan mod that was just a bunch of graphics stolen from other Doom mods, for the most part? The weapon itself was just the shotgun from HacX but I've always wanted to see someone make a weapon that looked like the pickup sprite.
-
TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#154
Post
by TerminusEst13 » Mon Sep 24, 2012 3:54 am
That's an interesting idea, actually, and would be a nice nod as to Chex Quest's history. I'll see what I can do with the design, thanks.
-
Tux
- Forum Regular
- Posts: 510
- Joined: Mon Jun 04, 2012 1:18 pm
- Location: satan's gaping anus
-
Contact:
#155
Post
by Tux » Mon Sep 24, 2012 5:29 pm
Somewhere in the heavens...
...They are waiting
dear diary, tux today was a faggot again[/size]
-
UnTrustable
- Forum Regular
- Posts: 250
- Joined: Sun Jun 10, 2012 9:04 pm
#156
Post
by UnTrustable » Wed Sep 26, 2012 1:11 pm
I have not read all posts, just the very first only, watching the video....
Hmmm, good looking !
Now i can scrap my WadMix2007 for sure. :p
Not that it ever got finished, but anyways... Very nice work there. :)
-
Catastrophe
- Retired Staff / Community Team Member
- Posts: 2558
- Joined: Sat Jun 02, 2012 2:44 am
#157
Post
by Catastrophe » Wed Sep 26, 2012 1:36 pm
Eh I think dukes jetpack should be off whenever jumping isn't enabled.
-
Llewellyn
- Forum Regular
- Posts: 578
- Joined: Mon Jul 02, 2012 7:12 am
#158
Post
by Llewellyn » Wed Sep 26, 2012 4:14 pm
Catastrophe wrote:
Eh I think dukes jetpack should be off whenever jumping isn't enabled.
You can set a variable, that way if you're playing a wad that has jumping but no jetpacking you can turn jetpacking off, or just turn it off altogether.
-
TerminusEst13
- Retired Staff / Community Team Member
- Posts: 865
- Joined: Tue Jun 05, 2012 11:06 pm
#159
Post
by TerminusEst13 » Wed Sep 26, 2012 4:46 pm
What Llewellyn said. If you want to ban Duke's jetpack, please enable sv_banjetpack on rcon or the server commands.
-
Catastrophe
- Retired Staff / Community Team Member
- Posts: 2558
- Joined: Sat Jun 02, 2012 2:44 am
#160
Post
by Catastrophe » Wed Sep 26, 2012 5:17 pm
Hows a guy that just downloaded this even supposed to know that this command exists?