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Ermin

🉐 DRAGON BALL Z 🉐 - (Cancelled)

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Hi,
I present Dragon Ball Z. A multiplayer Doom 2 battle royal mod featuring all characters, Abilities and transformations as seen in the cartoon.
Here are some screen shots on current character progress and voxel designs, Enjoy.

NEWS UPDATE: I am cancelling this mod in favor of Solace dreams 2, if anyone would like to continue with this then be my guessed. Just message me and i will send you all the resources i have made up until this point.
 

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TBA!

 

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GOKU(5%) SSJ(5%) SSJ2(5%) SSJ3(5%)

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VEGETA(5%) SSJ(5%) USSJ(5%)

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TRUNKS(5%) SSJ(5%) USSJ(5%)

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FRIEZA(5%) FORM 2(0%) FORM 3(0%) FORM 4(5%) 

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CELL(5%)

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BUU(5%)

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BROLY(5%) SSJ(5%) LSSJ(5%)

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BULMA(5%)

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FASHA(5%)

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Heres a look at some in game item pick ups and goku(wip).

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COMING SOON!.....

 

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Here is a list of my other mods.
Solace Dreams

FUTURE PLANS
All major characters will be featured in this mod with all there transformations and abilities. (This will not include GT and DBZ Super)
Level designs will be based on popular locations of the DBZ universe as seen in the screenshot here... (ScreenShot outdated)
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This will also include destructive environments and terrain to a certain degree.
Projectiles and beams will have collision so beam clashes and deflects will be possible. Melee will not be the main focus in this game so dont expect any close combat fighting.

Edited by Ermin : Cancelled

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I love Dragonball/DBZ, hope to see more progress on this. There are a few good DBZ based wads out there, but none really go all out - I know there's a perfect sweet spot just waiting to be hit for a DBZ wad.

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I have nostalgia for DBZ since I grew up with it during my teens, this does look interesting and I hope you end up completing it.

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xen chan approves this.

 

inb4 DBS is shit

xen chan.jpg

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As awesome as the models themselves look, they have some nasty colors in the palette, frankly. And why use voxels instead of polygons, especially for large and detailed characters? Is this for software rendering? That's just going to slow the engine down unless used sparingly for small objects and very sparingly for large ones. It will probably perform even worse in GL mode, as it draws every individual voxel as a cube AFAIK.

 

That being said, sounds like an interesting project idea and you're definitely capable.

Edited by Blastfrog

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1 hour ago, Blastfrog said:

As awesome as the models themselves look, they have some nasty colors in the palette, frankly. And why use voxels instead of polygons, especially for large and detailed characters? Is this for software rendering? That's just going to slow the engine down unless used sparingly for small objects and very sparingly for large ones. It will probably perform even worse in GL mode, as it draws every individual voxel as a cube AFAIK.

 

That being said, sounds like an interesting project idea and you're definitely capable.

If i use polygons i would have to put more effort into texturing and overall quality of the model.
(which isnt really a problem but its damn time consuming and im doing this alone remember.)
Doing it this way makes things a whole lot quicker despite it looking ugly sometimes.

Also i dont require the use of a "texture" & "model" folder which eliminates using a pk3 file which does not work with multiplayer in my experience.
Voxels go straight into the wad files without any unnecessary baggage and loads up perfectly. Please try my solace dreams mod and have a look for yourself, the voxels look great and fit perfectly with doom, i can even enable brightness and fading on voxels which i dont think you can do with polygons. Plus my solace dreams mod already stands at 100+mb, with a models and textures folder for every object in the game your looking to triple that size at the very least.


Oh and another thing, the pallete issues youve seen is due to the shader i had enabled in slab6.
I usually convert my textures to indexed color 256 in photoshop, then export the PAL file into slab6 and it looks alright :)

Edited by Ermin

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I got an urge to give tell this news to someone with high profile in Dragon Ball fandom as a signal boost. But since you didn't release an early version of the mod I'll just keep my mouth shut. 

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Update 0.0.5
-New hud images (Goku / Kale / Trunks)

-New aura & smoke Effects.
-Dbz voice and sounds from budaki, tenkaichi & ZEQ3 added.

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Just so you're aware, pk3 files do work in Zandronum multiplayer, just not the other ports.

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29 minutes ago, Doomkid said:

Just so you're aware, pk3 files do work in Zandronum multiplayer, just not the other ports.

I only ever used Zdoom/Gzdoom for multiplayer using this old custom application a user made that could only accept .WAD files for LAN play, but this was years ago.
It was a very unstable app that would always crash and i cant even find it anymore, im not that familiar with Zandronum or any other port for that matter.
Im not sure how well Zandronum handles scripts and if it supports them all i dunno?

FOUND IT !
http://youfailit.net/derek/launcher.rar
Tried this years ago with my classic rivalry mod with 4 other people over hamachi, always disconnceted tho.

Edited by Ermin

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UPDATE 0.0.6
 

-New hud images (Vegeta, Kale has been removed.)

-Title pic, font & menu sounds added.
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(the doom logo may not be permanent.)

I will open source this project on version 0.1 Alpha so people can play test and post there ideas.

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1.Should i include all Cell & friezas transformations or have there final form right from the get go?

2.For marjin buu should i make it so you can switch between all forms OR have an absorption ability when fired tracks the nearest player and changes to that so called character.

3.Should i make transformations automatic when reaching a certain amount of ki OR trigger them  manually using the altfire state of the powerup weapon.

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7 minutes ago, Ermin said:

3.Should i make transformations automatic when reaching a certain amount of ki OR trigger them  manually using the altfire state of the powerup weapon.

Depends. If the transformations only offer advantages, automatic is good.

If they come with drawbacks, like spending more ki to stay in them, or slower ki charging, then make them optional.

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transformations unlock new abilities and faster ki restoration.

Lets take goku for instance...
Spirit bomb & Kamehame would charge faster, deal more damage but consume more ki on higher forms.
But degradation would most definitely be put in place when a character has exhausted there ki that particular form would allow.

Edited by Ermin

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MINOR UPDATE 0.0.7 + DOWNLOAD
-Cell & Buu portraits added.
-Details & download link can be found on main post. Enjoy!

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On 7/5/2017 at 5:03 PM, Ermin said:

1.Should i include all Cell & friezas transformations or have there final form right from the get go?

2.For marjin buu should i make it so you can switch between all forms OR have an absorption ability when fired tracks the nearest player and changes to that so called character.

3.Should i make transformations automatic when reaching a certain amount of ki OR trigger them  manually using the altfire state of the powerup weapon.

 

1. I prefer the idea of Cell and Frieza already starting out in their final forms. 

 

2. I think it'd be easier just to have Majin Buu and Fat Buu as different playable characters. I guess you could include Kid Buu, but I don't understand why anyone would play as him over the other Buus. Not sure what to make of being able to absorb the powers of your opponents. 

 

3. Why not have an option for both?

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