re4 doom the mercenaries [released]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Mentlegen
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RE: Hunk for doom 3.0

#21

Post by Mentlegen » Mon Jul 30, 2012 9:03 am

Looks, awesome, can't wait for a release. I'd ask if i could test it or something just to help you iron out bugs and the like, but it's kinda obvious that you don't need a tester/another tester. Keep up the bloody awesome work! :twisted: I wanna blast some zombies as HUNK :twisted:

Boko
 
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RE: Hunk for doom 3.0

#22

Post by Boko » Thu Aug 02, 2012 11:40 pm

Doomero this looks fucking awesome. Would like to see some uppercuts and hooks like in RE5. I'd love to get my hands on this ASAP. :DDDDD


once this comes out, I know i'll be addicted. :X
Last edited by Boko on Thu Aug 02, 2012 11:43 pm, edited 1 time in total.

Theshooter7
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RE: Hunk for doom 3.0

#23

Post by Theshooter7 » Fri Aug 03, 2012 1:46 am

Should probably turn down that movebob (if not disable it entirely) so it doesn't look as awkward when moving. :x
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doomero
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RE: Hunk for doom 3.0

#24

Post by doomero » Fri Aug 03, 2012 10:01 pm

Theshooter7 wrote: Should probably turn down that movebob (if not disable it entirely) so it doesn't look as awkward when moving. :x

set movebob 0 , i created a bat file for activate this console command, the video have that property.

Lightning
 
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RE: Hunk for doom 3.0

#25

Post by Lightning » Sat Aug 04, 2012 12:41 am

Frickin' awesome! can't wait.

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NachtIntellect
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RE: Hunk for doom 3.0

#26

Post by NachtIntellect » Wed Aug 15, 2012 6:28 pm

Nice, there is only one problem I have with it, when using a weapon the zoom is too high, can barely see the left side of the screen, are you going to be adding any other characters or is that yet to be decided or announced?
Last edited by NachtIntellect on Wed Aug 15, 2012 6:30 pm, edited 1 time in total.
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Valherran
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RE: Hunk for doom 3.0

#27

Post by Valherran » Thu Aug 16, 2012 7:02 pm

Cool, may want to fix that arm so it is it's own weapon, that lunge was damn near teleportation status too. lol

doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#28

Post by doomero » Wed Nov 28, 2012 4:04 pm

ok guys i released the zdoom version first, becuase i need time to convert to zandronum.

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Lord_of_D:
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#29

Post by Lord_of_D: » Wed Nov 28, 2012 10:58 pm

y u no make multiplayer version? anyway this is some cool shit
Last edited by Lord_of_D: on Wed Nov 28, 2012 10:58 pm, edited 1 time in total.
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doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#30

Post by doomero » Wed Nov 28, 2012 11:25 pm

Lord_of_D: wrote: y u no make multiplayer version? anyway this is some cool shit
zandronum=multiplayer and will take time convert to zandronum.
Last edited by doomero on Wed Nov 28, 2012 11:30 pm, edited 1 time in total.

The Blue Panther
 
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#31

Post by The Blue Panther » Thu Nov 29, 2012 8:06 am

I think the player should be able to take a few hits from zombiemen and/or imp's fireballs and then flinch (But not get knocked to the floor)

Dodging irks me a bit, it freezes you until the animation is over, but that's just me

Anddddd... I got knocked over a herb, then this happened, I think I had low HP

[spoiler]Image[/spoiler]

Other than that, Fun!

And props for melee attacks and the Handcannon, I love that thing

doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#32

Post by doomero » Thu Nov 29, 2012 8:09 pm

the most strange dude some guys saw that too when they played, but that never happen to me, also the problem is the fraggle script and i guess i need to change with thrustthingz (thrust with force to the floor forcing the player view height go to down.

pd:

torr i have the same problem of killer instinct doom, skulltag works decent but zandronum is laggy the problem is

tnt1 a 0 a_takeinventory("inventory","value")
.
.
.

this increase the traffic also my ultimate super doom3 happen the same sometimes.

well talking about skulltag for the moment, the mod runs good, i can said 90% like the sp and that is great.

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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#33

Post by Torr Samaho » Thu Nov 29, 2012 8:27 pm

doomero wrote: torr i have the same problem of killer instinct doom, skulltag works decent but zandronum is laggy the problem is

tnt1 a 0 a_takeinventory("inventory","value")
.
.
.
A_TakeInventory needs net traffic, but it should need the same amount in Skulltag and Zandronum. If your mod needs more traffic in Zandronum than in Skulltag, I'm pretty sure that A_TakeInventory is not the reason.

doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#34

Post by doomero » Thu Nov 29, 2012 8:41 pm

Torr Samaho wrote:
doomero wrote: torr i have the same problem of killer instinct doom, skulltag works decent but zandronum is laggy the problem is

tnt1 a 0 a_takeinventory("inventory","value")
.
.
.
A_TakeInventory needs net traffic, but it should need the same amount in Skulltag and Zandronum. If your mod needs more traffic in Zandronum than in Skulltag, I'm pretty sure that A_TakeInventory is not the reason.
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")

that is the problem and i guess the other factor is the getplayerinput script

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Ænima
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#35

Post by Ænima » Thu Nov 29, 2012 9:22 pm

It still doesn't seem like calling the give/take function 6 to 10 times in a row would cause significant net traffic. I mean this is how modders have made "reloads" for magazine-type weapons for years (repeatedly giving 1 bullet at a time until the clip is full, all with 0-tic states).
Last edited by Ænima on Thu Nov 29, 2012 9:22 pm, edited 1 time in total.
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doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#36

Post by doomero » Thu Nov 29, 2012 9:50 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
this was tested on skulltag multiplayer.

the new changes are:

removed flashbang (reazon: a_radiusgive is not supported)
removed hunk neckbreaker(reazon: forcepain is not supported)

i will replace the hunk neckbreaker for another melee: super punch
Last edited by doomero on Thu Nov 29, 2012 11:19 pm, edited 1 time in total.

DownOnTheUpside
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#37

Post by DownOnTheUpside » Sat Dec 01, 2012 12:21 am

Doomero, this is by far one of your best wad releases to date. I remember watching your CSS weapons from way back. I absolutely love RE4 and my jaw dropped to this. Whatever you do, don't let this one die out man. I will be stopping by every so often to check the status of this wad.

doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#38

Post by doomero » Sat Dec 01, 2012 6:49 pm

DownOnTheUpside wrote: Doomero, this is by far one of your best wad releases to date. I remember watching your CSS weapons from way back. I absolutely love RE4 and my jaw dropped to this. Whatever you do, don't let this one die out man. I will be stopping by every so often to check the status of this wad.
thanks

new video showing the new melee of hunk
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
this replaces the neckbreaker.

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Torr Samaho
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#39

Post by Torr Samaho » Sun Dec 02, 2012 1:30 pm

doomero wrote: tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")
tnt1 a 0 a_takeinventory("inventory","value")

that is the problem and i guess the other factor is the getplayerinput script
As I said, A_TakeInventory shouldn't be different in 98d and Zandronum. I also just had a quick look at GetPlayerInput. This shouldn't need more net traffic than before either. So it's likely that the differences lie elsewhere. Can you try to condense the difference to a minimal example wad?

doomero
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RE: re4 doom mercenaries (released zdoom)/ (in progress zandronum)

#40

Post by doomero » Fri Dec 07, 2012 5:32 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Torr, is not necesary i fixed the problem changing the code, i replaced a_jumpif for a_jumpifinventory, anyway thanks.

ok, i guess i fixed the problem of the lag now is apply the same code for leon and krauser and later the test online with more players.

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