Doom64: Unabsolved

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - alpha 2 out

#21

Post by Ænima » Fri Nov 13, 2015 12:22 am

New alpha! Check the first post. Hopefully after this I'll be ready to start working on more of the cool features of the mod once the monsters get balanced.
Spoiler: changes (Open)
  • alpha2:
  • nerfed manticore and scorpiore
  • nerfed Venom Lord and instead beefed the Dendroid since it's rarer
  • added the Arachnoid!
  • monsters of the same base class should no longer infight
  • nerfed and slowed the harpy imp
  • increased delay before deathbrawler tentacle attack
  • nerfed the centaur and javelin baron a tiny bit but made the baron's javelins rippers
  • nerfed the warrior baron
  • better melee for the venomlord, he does a double slash with his greatsword
  • new sounds and other tiny changes
Last edited by Ænima on Fri Nov 13, 2015 12:30 am, edited 1 time in total.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

theundeadsoldierx9

RE: Doom64: Unabsolved - alpha 2 out

#22

Post by theundeadsoldierx9 » Sun Nov 22, 2015 4:31 pm

nice addon :DD

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - alpha 3! Almost time for beta.

#23

Post by Ænima » Fri Nov 27, 2015 4:13 am

theundeadsoldierx9 wrote: nice addon :DD
Thanks!




Alpha 3 is out, by the way. Check the first post.


There are 3 more monsters I wanna add and then it's time for me to buckle down and get those spells and menus done. I've been putting that stuff off for a while because it's been hard for me to sit down and dedicate a lot of time towards spriting and coding lately. :c But with the holidays coming up I'll see what I can do.

I also put a BE server up incase anyone's interested.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#24

Post by Ænima » Tue Dec 08, 2015 3:41 am

Alpha 4 released! Uzi time!

For now, the Uzi is the only altfire attack. But eventually there will be many spells and skills to choose from, like radius healing for you and your teammates, forcefields, traps, speed boosts, and summons! Now that I've got the ground work coded for each primary weapon, adding new altfires is as simple as editing the actor that they all inherit from. :p

This version also features 3 powerful new monsters, and makes a lot of balances to a few things that were a tad "WTF" in the last version.


Lemme know what you think!


  • alpha4:
  • Finally added the Uzi! For now, it is the only sidearm and it is equipped by default. Spells will be added later.
  • Added the Unraveller, Hellrider, and Heresiarch Baron! The mod now features 26 new monsters for Doom64!
  • nerfed Council Member (a lot), as well as the Enslaved and Kulrath
  • added NODAMAGETHRUST to the council member (and Diablo's) lightning, and removed the RIPPER property
  • fixed the deathbrawler's height, shouldn't get stuck anymore
  • manticores, scorpiores, and kulraths now offer a warning cry before they ram you into oblivion. baboon demons too.
  • better melee attack sounds for most monsters
  • gave the fist +NOALERT so it won't wake up monsters
  • players now start with 100% (green) armor instead of nothing
  • tweaked spawn chances
  • fist and chainsaw now rain blood droplets everywhere
  • changed the default plasma rifle color from blue to green, balls slightly faster
  • better revenant replacement
  • nerfed the deathbrawler and deathbrigadier's health and gave their ground attacks a finite range
  • slowed the beheaded firecracker's attack
Last edited by Ænima on Tue Dec 08, 2015 3:42 am, edited 1 time in total.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
madcat
Forum Regular
Posts: 359
Joined: Mon Jul 08, 2013 7:16 pm
Location: Czech republic
Clan Tag: [Sun]

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#25

Post by madcat » Tue Dec 08, 2015 6:25 pm

You added the Unraveler and MountedBaron (you call him a Hellrider)...shoot, I never considered these two finished XD

Samuzero15tlh
Forum Regular
Posts: 253
Joined: Wed Sep 09, 2015 2:21 pm
Location: In home, sweet Home
Clan Tag: <skr>

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#26

Post by Samuzero15tlh » Tue Dec 08, 2015 6:54 pm

It's definitley a good update!
Why did you changed the color of the plasma rifle?
looks like you used some graphics to the force a nature sidearm sprites :D
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#27

Post by Ænima » Tue Dec 08, 2015 6:55 pm

madcat wrote: You added the Unraveler and MountedBaron (you call him a Hellrider)...shoot, I never considered these two finished XD
Oh. Yeah I found those when looking through your main PK3 and I thought "that's weird, he forgot to tell me about these" so I added to them. I hope you don't mind.

If you want, you can use these "finished" versions for your original project. The Unraveler acts like a stealth monster except he only fades out when he's far away from you. Once he gets close (or when you pain him) he starts fading in. I didn't make any changes to the MountedBaron except for the name. :p

Oh and the Heresiarch baron is nice. I removed the A_BFGSpray from his projectile and used a big explosion radius instead. I also gave him the ability to resurrect dead monsters, but he does it much slower than the Council member. He spawns very rarely anyway.

Edit:
Samuzero15tlh wrote: It's definitley a good update!
Why did you changed the color of the plasma rifle?
looks like you used some graphics to the force a nature sidearm sprites :D
Thanks!

Idunno I just think green looks cooler. The balls travel faster too, so that's good considering that this mod features many fast monsters. It also stands out better from the Arachnotron plasma.

Later on I might make it so that players can choose what color they want to use, or buy different colors with the "souls" that they earn from killing monsters.

And yes! I'm actually glad you made that second version because now I have a use for those frames.
Last edited by Ænima on Tue Dec 08, 2015 7:00 pm, edited 1 time in total.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#28

Post by Ænima » Sun Dec 13, 2015 2:31 am

Small fix. Mostly balances and stuff, also added some small details like bullet tracers because they're all the rage these days.


I also put a h_phobia server up if anyone's interested.


  • alpha4 hotfix:
  • Deathbrawler & its variants spawn less often. Also more time before the tentacle comes up, and the explosive attack is rarer.
  • Nerfed Council member more because holy shit
  • Nerfed Blunderbore hammer because holy shit
  • Abbreviator spawns less often
  • gave the harpy imp normal imp sounds to avoid confusion
  • less Uzi recoil cuz it got retarded online
  • Cyberdemon rockets now spawn with the correct offset
  • Uzi does a hair more damage
  • Added bullet tracers because sure why not
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Samuzero15tlh
Forum Regular
Posts: 253
Joined: Wed Sep 09, 2015 2:21 pm
Location: In home, sweet Home
Clan Tag: <skr>

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#29

Post by Samuzero15tlh » Thu Dec 17, 2015 9:57 pm

Ænima wrote:
  • Cyberdemon rockets now spawn with the correct offset
Welp, thanks for fixing that little fail :D
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#30

Post by Ænima » Fri Dec 18, 2015 3:29 am

Samuzero15tlh wrote:
Ænima wrote:
  • Cyberdemon rockets now spawn with the correct offset
Welp, thanks for fixing that little fail :D
Yeah lol I thought they were floorhuggers because they would spawn on the ground, and also centered like in vanilla.

Btw any ideas for a new weapon? I was thinking a heavy rifle like a 30-06, but I'm not sure how I would make that look Doom64ish so I'd probably just call it something different. Piercing damage though. I'm almost done with the flamethrower too but i still need to do burning death animations for the monsters.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Samuzero15tlh
Forum Regular
Posts: 253
Joined: Wed Sep 09, 2015 2:21 pm
Location: In home, sweet Home
Clan Tag: <skr>

RE: Doom64: Unabsolved - Uzi added! 26 new monsters!

#31

Post by Samuzero15tlh » Fri Dec 18, 2015 2:58 pm

Hmm what about this weapon? with D64 Metalized color?
http://forum.zdoom.org/viewtopic.php?f= ... &start=195

And adding the "Skulltag weapons" from the d64stuff.wad?
Sure, If we find some better sprites.

PD: Im gonna use again the force a nature in other of my mod, just to let you know.
Last edited by Samuzero15tlh on Sat Dec 19, 2015 2:51 am, edited 1 time in total.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


Samuzero15tlh

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - Uzi added, 26 new monsters n shizz

#32

Post by Ænima » Wed Dec 23, 2015 10:00 pm

okay so leave it to aenima to break a hotfix

http://www.[bad site]/download?file= ... ha4hf2.pk3

Spoiler: changes (Open)
  • alpha4 hotfix2:
  • fixed: bullet decals were totally broken because i broke them in the last version.
  • fixed: the RL shared DECORATE properties with the chaingun including ammo and name tag
  • bullet tracers now follow the chaingun's perfect accuracy when chaintapping
  • squishy bounce sounds for gibs
  • better xdeath for the revenant
  • fixed: the CyberSnake and Force-a-Nature would never spawn because I broke them in the last version.
  • Heresiarch barons can no longer be pained during their attack. So get tf outta the way bitch. Slowed their movement speed too because holy shit
  • buffed uzi even more. will roll it back if it feels too OP but with these monsters i doubt it.


Also, the flamethrower is almost done and it'll be added in the next version.

Image



Samuzero15tlh wrote: Hmm what about this weapon? with D64 Metalized color?
http://forum.zdoom.org/viewtopic.php?f= ... &start=195

And adding the "Skulltag weapons" from the d64stuff.wad?
Sure, If we find some better sprites.

PD: Im gonna use again the force a nature in other of my mod, just to let you know.
Eh. Not really fond of the "BD" (Mike12's) Doom rifle tbh. It's actually a really good sprite, i just don't think it'll fit Doom64's look, even if it's recolored. And I don't really like the 64'ified Skulltag weapons in that wad, the minigun looks decent but the other weapons look like lazy mashups of the existing weapons.

And sure, go ahead and use the FaN. You made it.



I'm gonna go try to finish that ISIS skin now ...


EDIT:
Here, have another video.

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Last edited by Ænima on Thu Dec 24, 2015 12:05 am, edited 1 time in total.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - 3 new classes, 26 new monsters

#33

Post by Ænima » Mon Jan 04, 2016 4:39 am

Alpha 5 released! 3 new classes, 2 new sidearms, and a flamethrower!
http://www.[bad site]/download?file= ... alpha5.pk3



First off, I wanna give a massive shoutout to these people who helped me playtest this broken shit for a solid 3-4 hours yesterday:
[spoiler]Image[/spoiler]
You guys found a lot of bugs and I appreciate your willingness to keep playing even though shit was hella broken.



Next, I wanna talk about the classes. For now, picking a class is basically picking a sidearm. Later on, I will add many more sidearms and make it so that players have to buy them one by one, and you'll be able to switch between them via a popup menu. But for now, you just start with one and you can pick from 3.


In addition to the Uzi (which I'm sure you've already seen), there is now a taser and a healing staff. The taser has a short range and does almost zero damage so it's not good for killing anything directly, however it stunlocks most monsters for a few seconds so that your teammates can easily wipe them out. Also great for escaping traps in tight rooms. Taser ammo dropped mostly by cybernetic enemies.
Image



The healing staff allows you to heal teammates by shooting them with it directly. If you shoot a wall, floor, or shoot into the air, you'll spawn an HP bonus instead. Healing staff ammo is only dropped by the tougher monsters, with Council members (archviles) and Cybersnakes dropping it the most frequently. I also realize that this sprite really doesn't fit well at all but it's more or less a placeholder for now ...
Image
Image




Full list of changes:

  • alpha5:
  • Added the Flamethrower! Slot 5, has a 20% chance of replacing a RL spawn.
  • Added 2 new sidearms, the Taser and the Healing Staff!
  • Added 3 new classes! One for each of the current sidearms. (until Zandro's account system is finished and i can make abilities unlockable and saved between sessions)
  • zombiemen no longer drop chainguns and chainguns no longer randomly spawn where clips should be
  • Fixed: Most of the weapons didn't have Spawn states ......... yeahhhh ...
  • Fixed: revenant melee did no damage
  • nerfed the warrior baron melee because holy shit
  • kulraths no longer leave a particle fountain when they die
  • Fixed: altfires were broken on fist and chainsaw
  • added even more missing GLDEFS lights
  • Fixed: the Unmaker would never spawn
  • Gave the Council Member a max target range of 1024. Have yet to replace his a_viletarget call for summoning hydras with something more clever (sorry Popsoap)
  • lots of other small fixes
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - classes added!

#34

Post by Ænima » Tue Jan 12, 2016 11:53 pm

Minor update.



Healers can now see other players' health values via HudMessageOnActor. This should prove very useful in terms of quickly deciding who needs health and who doesn't (instead of relying on cl_drawcoopinfo 1).


Image
Image

  • alpha5 hotfix:
  • Healers can now see other players' health! Very useful.
  • nerfed the CyberSnake's fireballs because holy shit. made him run faster tho
  • fixed: the healing crystal's sprite clipped into the ground
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

RE: Doom64: Unabsolved - classes added!

#35

Post by Doomenator » Wed Jan 13, 2016 10:01 pm

Green plasma does not damage bots in DM mode.
Flag nomonsters does not work in DM mode.
New sound for SSG too loud and sharp, compared to other weapons.
Old sounds with new monsters is a little weird.
Some problems with the HUD.
Аnd still the old bugs of Unofficial v20.
This is just something that I noticed.

[spoiler]Image[/spoiler]

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - classes added!

#36

Post by Ænima » Thu Jan 14, 2016 5:43 pm

Doomenator wrote: Green plasma does not damage bots in DM mode.
Flag nomonsters does not work in DM mode.
the first post wrote: This is an addon for Strikerman's Super Doom64 that adds many new monsters, a few new weapons, effects (courtesy of AeniPuffs), RPG elements, and a few gameplay tweaks. Intended for survival, with emphasis on cooperation between party members of different skill specialties.
Doomenator wrote: New sound for SSG too loud and sharp, compared to other weapons.
Really? I think Striker did a good job with it, but I've been meaning to replace it with my own mix anyways so stay tuned and I'll replace it with something better!
Doomenator wrote: Old sounds with new monsters is a little weird.
Yeah. I'm working on giving the new monsters their own sounds. If you have any suggestions or know of any good resources, send them my way and I'll see what I can do.
Doomenator wrote: Аnd still the old bugs of Unofficial v20.
Like what? I'll try to fix some of them I guess, if they're really bad. But otherwise you're probably better off reporting those here since it's not my job to clean up after SamuZero. :razz:
Doomenator wrote: This is just something that I noticed.

[spoiler]Image[/spoiler]
Weird. I'm not sure what I can do about that because I don't use the hi-res font pack and i can't control how well a hi-resolution Doom2 font remaps over a Doom64 font.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Ivan
Addicted to Zandronum
Posts: 2219
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: Doom64: Unabsolved - classes added!

#37

Post by Ivan » Thu Jan 14, 2016 6:37 pm

The keys also overlap with frags.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - classes added!

#38

Post by Ænima » Thu Jan 14, 2016 7:53 pm

Ivan wrote: The keys also overlap with frags.
intended for survival bby pls
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

User avatar
Doomenator
Forum Regular
Posts: 300
Joined: Wed Apr 01, 2015 4:27 am

RE: Doom64: Unabsolved - classes added!

#39

Post by Doomenator » Thu Jan 14, 2016 8:12 pm

All bugs, except for the green plasma is not critical. Just the blue plasma in DM mode works fine.
In my opinion it is best to change the pitch and speed of sounds in the range of 5-20% for the same types of monsters.
HUD I already corrected myself.
Spoiler: Screenshot (Open)
Image
Spoiler: SBARINFO.txt (Open)
base Doom;
// Offset for 16:9 = -53
// Offset for 16:10 = -32
height 0;
LowerHealthCap true;

// DOOM 64 HUD - Credit goes to Footman/SteelPH
// Some edit by Samuzero15tlh and Aenima

statusbar normal, forcescaled
{
AspectRatio "4:3"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}

drawimage translatable "HUDBACK", 0, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal, interpolate(5),57, 22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal, interpolate(5),51, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, 1, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, 37, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, 41, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 175, 18;
}
drawimage translatable "HUDBORDR", 0, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 175, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
AspectRatio "16:9"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}
drawimage translatable "HUDBACK", -53, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal,interpolate(5), 4,22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal,interpolate(5), -2, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, -52, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, -16, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, -12, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 122, 18;
}
drawimage translatable "HUDBORDR", -53, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer, survival, invasion // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 122, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
AspectRatio "16:10"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}
drawimage translatable "HUDBACK", -32, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal,interpolate(5),25, 22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal,interpolate(5), 19, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, -31, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, 5, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, 9, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 143, 18;
}
drawimage translatable "HUDBORDR", -32, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 143, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
}

statusbar fullscreen, forcescaled, 0.4
{
InInventory UziEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo UziClip, 201, 178;
}
InInventory ZapEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo ZapAmmo, 201, 178;
}
InInventory HealEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo HealAmmo, 201, 178;
}
drawimage "HTEXA0", 30, 165;
drawnumber 3, HUDFONT_DOOM, red, health, 69, 178;
drawimage "ATEXA0", 247, 165;
drawnumber 3, HUDFONT_DOOM, red, armor, 285, 178;
drawimage "", 204, 186;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 155, 178;
drawimage "", 128, 186;
drawnumber 3, HUDFONT_DOOM, blue, ammo2, 175, 189;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 122, 50;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 161, 50; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 200, 50;
gamemode deathmatch, teamgame
{
drawimage "FTEXA0", 206, 165;
drawnumber 2, HUDFONT_DOOM, gold, frags, 238, 178;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 80, 181;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 90, 181;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 100, 181;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 80, 170;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 90, 170;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 100, 170;
}
drawselectedinventory INDEXFONT, 306, 148;
}

// ***** FULLSCREEN HUD *******

statusbar Automap, 0.5
{
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
}

User avatar
Ænima
Addicted to Zandronum
Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Doom64: Unabsolved - classes added!

#40

Post by Ænima » Tue Jan 19, 2016 4:01 am

Doomenator wrote: All bugs, except for the green plasma is not critical. Just the blue plasma in DM mode works fine.
Alrighty then. I've also been thinking about changing the player plasma color back to blue but keeping the same slightly-faster speed of the green plasma. I'll make a poll for it.
Doomenator wrote: In my opinion it is best to change the pitch and speed of sounds in the range of 5-20% for the same types of monsters.
Good idea! I actually ended up using ripped Diablo 2 monster sounds for most of the new monsters. :v: I used your idea for all the others, though. Infact I made my own custom Audacity action chain that does a -15% speed (pitch+tempo) decrease and then a subtle echo (0.3s delay, 0.2 decay ratio). Then I applied that to a bunch of the Doom64 monster sounds. Sounds perfect.
Doomenator wrote: HUD I already corrected myself.
Spoiler: Screenshot (Open)
Image
Spoiler: SBARINFO.txt (Open)
base Doom;
// Offset for 16:9 = -53
// Offset for 16:10 = -32
height 0;
LowerHealthCap true;

// DOOM 64 HUD - Credit goes to Footman/SteelPH
// Some edit by Samuzero15tlh and Aenima

statusbar normal, forcescaled
{
AspectRatio "4:3"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}

drawimage translatable "HUDBACK", 0, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal, interpolate(5),57, 22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal, interpolate(5),51, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, 1, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, 37, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, 41, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 175, 18;
}
drawimage translatable "HUDBORDR", 0, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 175, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
AspectRatio "16:9"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}
drawimage translatable "HUDBACK", -53, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal,interpolate(5), 4,22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal,interpolate(5), -2, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, -52, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, -16, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, -12, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 122, 18;
}
drawimage translatable "HUDBORDR", -53, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer, survival, invasion // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 122, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
AspectRatio "16:10"
{
InInventory UziEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo UziClip, fillzeros, 41, 50;
}
InInventory ZapEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo ZapAmmo, fillzeros, 41, 50;
}
InInventory HealEquipped, 1
{
drawnumber 3, INDEXFONT, red, ammo Healammo, fillzeros, 41, 50;
}
drawimage translatable "HUDBACK", -32, 11;
drawbar "HEALTHBR", "HEALTHBK", health, horizontal,interpolate(5),25, 22;
drawbar "ARMORGRN", "ARMORBAK", armor, horizontal,interpolate(5), 19, 31;
drawbar "AMMOBAR", "AMMOBACK", ammo1, horizontal, -31, 35;
drawnumber 3, HUDFONT, untranslated, health, fillzeros, 5, 18;
drawnumber 3, INDEXFONT, red, ammo1, fillzeros, 9, 41;
gamemode deathmatch, teamgame // This set up the fragcount on competitive games.
{
drawnumber 3, FRAGFONT, green, frags, fillzeros, 143, 18;
}
drawimage translatable "HUDBORDR", -32, 11;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
gamemode cooperative, singleplayer // This replaces fragcount in coop matches, so this is armor.
{
drawnumber 3, FRAGFONT, green, Armor, fillzeros, 143, 18;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, Horizontal, reverserows, auto, 10, 5, 0, 0, auto;
}
}
}

statusbar fullscreen, forcescaled, 0.4
{
InInventory UziEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo UziClip, 201, 178;
}
InInventory ZapEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo ZapAmmo, 201, 178;
}
InInventory HealEquipped, 1
{
drawnumber 3, HUDFONT_DOOM, white, ammo HealAmmo, 201, 178;
}
drawimage "HTEXA0", 30, 165;
drawnumber 3, HUDFONT_DOOM, red, health, 69, 178;
drawimage "ATEXA0", 247, 165;
drawnumber 3, HUDFONT_DOOM, red, armor, 285, 178;
drawimage "", 204, 186;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 155, 178;
drawimage "", 128, 186;
drawnumber 3, HUDFONT_DOOM, blue, ammo2, 175, 189;
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 122, 50;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 161, 50; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 200, 50;
gamemode deathmatch, teamgame
{
drawimage "FTEXA0", 206, 165;
drawnumber 2, HUDFONT_DOOM, gold, frags, 238, 178;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 80, 181;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 90, 181;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 100, 181;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 80, 170;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 90, 170;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 100, 170;
}
drawselectedinventory INDEXFONT, 306, 148;
}

// ***** FULLSCREEN HUD *******

statusbar Automap, 0.5
{
drawswitchableimage WpnPower1Icon, "nullimage", "POW1E0", 222, 215;
drawswitchableimage WpnPower3Icon, "nullimage", "POW3E0", 261, 215; //This is out of order on purpose
drawswitchableimage WpnPower2Icon, "nullimage", "POW2E0", 300, 215;
}
Awesome! I probably won't use it for this mod but maybe SamuZero can pull it into his. *samunudge*
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

Post Reply