Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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SwordGrunt
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#541
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by SwordGrunt » Sun Mar 20, 2016 11:14 pm
Telefragged on map30. Ouch
[spoiler]

[/spoiler]
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Ænima
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#542
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by Ænima » Mon Mar 21, 2016 1:44 am
Catastrophe wrote:Spoiler: Wip bouncy railgun (Open)
Awesome. How many reflections and what determines the angle?
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Catastrophe
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#543
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by Catastrophe » Mon Mar 21, 2016 1:49 am
Just one reflection, more can be added. The player's pitch + angle determines the angle of the shot.
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Ænima
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#544
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by Ænima » Mon Mar 21, 2016 11:31 am
Catastrophe wrote:Just one reflection, more can be added. The player's pitch + angle determines the angle of the shot.
Good idea, that's what I was thinking. Although does it get desync'd online?
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Catastrophe
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#545
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by Catastrophe » Mon Mar 21, 2016 4:05 pm
Ænima wrote:Catastrophe wrote:Just one reflection, more can be added. The player's pitch + angle determines the angle of the shot.
Good idea, that's what I was thinking. Although does it get desync'd online?
No, but I'm going to have to rethink this. Angled walls are a mess.
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Empyre
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#546
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by Empyre » Mon Mar 21, 2016 4:07 pm
There are slopes to deal with as well.
"For the world is hollow, and I have touched the sky."
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Ænima
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#547
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by Ænima » Mon Mar 21, 2016 5:11 pm
Catastrophe wrote:Ænima wrote:Catastrophe wrote:Just one reflection, more can be added. The player's pitch + angle determines the angle of the shot.
Good idea, that's what I was thinking. Although does it get desync'd online?
No, but I'm going to have to rethink this. Angled walls are a mess.
What about a "dummy" invisible fastprojectile that the player fires himself, and when that bounces, the second rail shot simply gets aimed at that?
There would probably be a noticeable delay, but at least the bounce "physics" would appear consistent with that of bouncy projectiles. Also less math to worry about.
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Catastrophe
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#548
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by Catastrophe » Mon Mar 21, 2016 5:49 pm
Ænima wrote:Catastrophe wrote:Ænima wrote:Catastrophe wrote:Just one reflection, more can be added. The player's pitch + angle determines the angle of the shot.
Good idea, that's what I was thinking. Although does it get desync'd online?
No, but I'm going to have to rethink this. Angled walls are a mess.
What about a "dummy" invisible fastprojectile that the player fires himself, and when that bounces, the second rail shot simply gets aimed at that?
There would probably be a noticeable delay, but at least the bounce "physics" would appear consistent with that of bouncy projectiles. Also less math to worry about.
Hilariously enough that's exactly what I'm working on now
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Ænima
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#550
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by Ænima » Mon Mar 21, 2016 8:17 pm
Catastrophe wrote:Aaaaand here it is guys!
Awesome. Glad to see that my idea worked for you.
I think you should make a bounce sound for that pinky demon actor. And make it invisible too, but you're probably already on that.
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ibm5155
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#551
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by ibm5155 » Sun Mar 27, 2016 1:07 am
Guess the game
[spoiler]

[/spoiler]
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Ænima
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#553
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by Ænima » Sun Mar 27, 2016 3:40 pm
ibm5155 wrote:Guess the game
[spoiler]

[/spoiler]
Awesome! I was re-playing Tomb Raider 1 just the other day.
Doom jumping physics would suck for TR-style jumping though. Ever try jumping while running down a slope/staircase in Doom?
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CallCenterHero
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#554
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by CallCenterHero » Fri Apr 01, 2016 8:34 am
Someone pointed out that the mod I was working on... weaponroulette... had already been done in a popular LMS map pack. I wanted to add more to distinguish it... so there's multiple maps and I'm starting to create (by "create", I mean "shamelessly steal from Quake") some powerups to spice up the action a bit.
Spoiler: WeaponRoulette Part 2--Video (HD) (Open)
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ibm5155
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#555
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by ibm5155 » Sun Apr 03, 2016 1:05 am
The easy part is almost finished, next part is the hardest one (the house interior), because there're going to have alot of 3D floors and 3D slopes (I hope that new gzdoom builder plugin will help in this case)
Spoiler: lara home (Open)
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S_Andrew_S
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#556
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by S_Andrew_S » Tue Apr 05, 2016 3:52 am
Ænima wrote:Catastrophe wrote:Aaaaand here it is guys!
Awesome. Glad to see that my idea worked for you.
I think you should make a bounce sound for that pinky demon actor. And make it invisible too, but you're probably already on that.
Wow, that bouncy railgun sure looks nice.
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Catastrophe
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#557
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by Catastrophe » Sun Apr 17, 2016 9:47 pm
Working on a re-imagining of a certain mod...
[spoiler]

[/spoiler]
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FascistCat
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#558
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by FascistCat » Mon Apr 18, 2016 12:11 am
Catastrophe wrote:Working on a re-imagining of a certain mod...
[spoiler]

[/spoiler]
Nah... you wouldn't.
... but please do.
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Catastrophe
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#559
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by Catastrophe » Mon Apr 18, 2016 4:22 am
Ohhh yes I would...
[spoiler]

[/spoiler]
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Redfox123
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#560
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by Redfox123 » Mon Apr 18, 2016 5:42 am
[spoiler]

[/spoiler]
don't see why I shouldn't post a screenie of a.k here