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About VGA

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  1. Are you making a conscious effort to keep the map 2.5d like? The test map looks that way. I think it's a good idea to emulate 2.5d mapping to avoid true 3D architecture that makes the sprites look like billboards. Combat areas should have limited height variation. Also, will you avoid having a jump button and instead emulate Doom's momentum-based platforming?
  2. I like the soul tether idea. In some situations the player will have to think about whether they should save or risk a little. Because in Doom you can save in a different save slot, even when nearly dead. There is no drawback. Also, you can easily make different difficulty levels have different number of tethers. The hardest has none, you have to complete the map? Heh :D Anyway, I like seeing corpses and blood and in the video that placeholder enemy disappears :/ We will see corpse seas, won't we? And different color blood depending on the enemy type? And maybe the blood coagulates after a while (darker color and less clear reflection) and flies gather around the messier corpses?
  3. For anyone following this thread and interested in Dehackery, I just posted my WIP mod here:
  4. Hello, I decided to expand my SMOOTHED Dehacked mod which adds smooth animations and alternate deaths to vanilla monsters, while keeping their behaviour unchanged. I am adding monsters and decorations while leaving the vanilla ones unchanged. The new things have new Thing IDs so you will see them only in maps that include them or if you spawn them yourself (for example in Doom Retro's console: spawn 7002) The new monsters are: 1) Chainsaw Trooper, Thing ID 7001, 30 Health, (same as the Shotgunner) runs up to you and chainsaws you, drops his Chainsaw on death. You can hear his Chainsaw revving while he is active, so you have no excuses if he massacres you. 2) Commando Trooper, Thing ID 7002, 60 Health (same as the Imp), he isn't as useless as the vanilla Zombieman, sometimes he gets feisty and fires in bursts. Still less dangerous than the vanilla Shotgunner. 3) Lord of Heresy, Thing ID 7003, 1000 health (same as the Baron), he fires a few shots in succession, otherwise he is like the Baron. He drops a Fancy Yellow Skull key. 4) Chainsaw Trooper (no drop), Thing ID 7004, this is the same as the Chainsaw Trooper mentioned before, except he doesn't drop anything on death. So you don't have unusable Chainsaws lying around everywhere. 5) Rocket Trooper, Thing ID 7005, 50 health, this guy is more trigger-disciplined than the crazy suicide version seen in Obituary. He actually checks to see if he has line of sight before firing his rocket. No more easy peek-a-booing this guy. But if an enemy is in the path, then KABOOM! Oh, also he aims and fires rockets as long as you remain in sight. More to come.... Also, I am adding some items/decorations, for now only these Thing ID 8001: Fancy Yellow Skull key (floating, rotating, fullbright yellow skull key) Thing ID 8002: ^ Same but Blue skull Thing ID 8003: ^ Same but Red skull DΟWNLΟAD:!7Z4XBACQ!KPPj-OD6NqBi-wGDodo7b6ZOtPjL3hXdvKhf4X4r1xw Mirror: Credits: Vanilla smooth animation credits are as seen in Smooth Doom's credits New monster sprites taken from Realm667, credits are as seen there Skull key sprites lifted from CeeJay's 3DGE mod
  5. Did you see the fixed Doom Retro config I posted in your profile page? There are 6 internal things (related to source ports) before the added 100 Extra things. Once 6 things are added to the table the new 100 things are usable. I will release a new mod using those extremely soon, too! The new additions are a-ma-zi-ng, the previews, copy/paste, looping, sounds etc! EDIT: In the previews you are not handling the RandomJump code pointer, it should be easy to implement, I hope?
  6. We already have the perfect game, Doom. The never-ending quest is to find the perfect maps for it.
  7. Why does Autodoom crash when trying to load MAP02 of Obituary? (loading obticfix.wad and obticfix.deh) MAP01 plays fine, the bot enentually got killed after some good progress, but I can't load MAP02, it crashes. Whether I do a map MAP02 or I do an exitlevel from within MAP01, it just crashes. EDIT: MAP03 works fine. It's something with MAP02.
  8. I already mentioned PlaySound It says (New in MBF), I have been using it in my mods, works fine
  9. Well, I am hoping ports will add the blank states, the SPxx spritesets and the 100 extra things that Doom Retro and Crispy Doom have ALREADY added, the effort is minimum and does not mess with compatibility. And then blank sounds up to Dehacked number 255 (or 256?), how hard can it be to extend the sound table? So any linedef can reference an existing or a new sound using an integer, just like the code pointers do. And the name convention can be DSEXT** or something. Well, I am not arguing with the people who are doing the coding, of course. :D
  10. I don't usually play GZDoom mods that aren't Doom but this looks interesting and I love voxels :D Noone has left a review in this thread, though? Has anyone played it on Youtube, so I can see it in action?
  11. It can take as a parameter the same as the PlaySound Dehacked code pointer: a Dehacked sound number and a full-volume toggle. (We are talking about parameterised linedef actions, I hope)
  12. So much talk about difficulty ... I created a little mod that helps you out when you are stuck in a switch-hunt or trapped by Revenants. Just use the fist and beam up to the next level! Doom has infinite custom levels, you will never run out!
  13. Get a working OS like Windows or fix linux's dependency hell, that prboom+ version is from 2008 according to the changelog :D
  14. Ehhh? Too few and too bullet spongy enemies, slowass movement, cramped environments, too many scripted encounters, pea shooter weapons, non-interactive environment, you can shoot a goddamn rocket on a table with stuff on it and nothing moves. Corpses cheaply disappear into the ether ... epic fail. Also, Delta Labs, Delta Labs, back to Delta Labs, Delta Labs again ...............................................