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Cherno

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Everything posted by Cherno

  1. Of course, nothing beats the real deal :) However, I think what will make this mod fun is the combination with all kinds of weapon mods and an endless supply of maps.
  2. Not exactly Die Hard, but the great Operation: Body count TC includes a level that is just like it (and is an obvious homage to 80s action movies).
  3. Cherno

    Share Your Sprites!

    First variant of the common infected from Left 4 Dead 2 finished.
  4. Finished the Left 4 Dead 2 Special Infected (2x vanilla Doom monster scale/resolution) GIFMaker produced some black background artifacts. If anybody is looking for some cool bosses for a zombie TC, drop me a line. I can easily modify or add new sprite animations. Maybe I'll also do some normal infected. Open spoiler to see.
  5. Cherno

    Share Your Sprites!

    Tank from Left 4 Dead. I finally found out how to import animated models into my 3d modeling aplication. Might be a godsend for a zombie survival mod.
  6. Depends on what the status bar needs to do. For something simple like the vanilla Doom one, you could use SBARINFO. For more complex things, I would suggest zScript if you are using GZDoom.
  7. I like the chaingun and plasma rifle, but it's unforgivable that they messed up Doom's trademark weapon, the vernerable shotgun. The assault rifle also feels kind of wimpy but since it's a new weapon in the series I don't care too much.
  8. I'd wish, but I just scripting the single attic room already took so much time that I doubt I could do it. The attic room is finished as far as gameplay goes, everything is scripted exactly like in the original game (zombie chicken crashes through window, zombie knocks against trapdoor and then rises from it, both can be blocked by pushing the closet or chest over/in front of them). Now I need to apply better textures and also do models for the oil lamp and furniture like boxes and chairs. A partial weapon and monster replacement would be possible since exporting, rigging, animating and importing models is fairly quick, but Alone in the Dark has such a distinctive style with it's low-poly models that they would probably look out of place in a regular Doom map. Then again, the background in AitD was also very detailed and beautifully hand-drawn, so who knows...
  9. Cherno

    Share Your Sprites!

    A little side project of mine: Converting Doom 3 monsters to Doom-compatible sprite replacements. Doom 3 Imp. His fast walking frames remind of that Theresa May stage entrance :lol: Doom 3 Hellknight:
  10. Cherno

    Doom Rendering Pixels Taller than Wide

    The stretch factor is 1.2. It can be changed in a MAPINFO's map definition with pixelratio = 1.
  11. Another ridiculous idea of mine: Doomsday Machine! Doomsday Machine aims to bring the gameplay of the Amiga classic The Chaos Engine to Doom. I have tried hard to convert everything from the game faithfully into the 3rd dimension, including almost complete replicas of the levels. One of the things that inspired me was this twitter post by Antto Koponen, described in greater detail on his DeviantArt page: Gameplay overview: The first two levels have been included. Choose between three different characters: The brigand is an allrounder with average speed and health. He is armed with a rifle. His special power is the shotburst, which shoots powerful bullets all around him. The Preacher is fast but fragile. He is armed with a lightning gun that is weak but it's rays travel through enemies. His special power is a first aid kit he can use to heal 50 health points. The Navvie is strong and slow. He is armed with the powerful bazooka. His special power is the dynamite. Throw it into a group of enemies to kill them all. While exploring a level, keep an eye out for ambushes. Cave entrances and holes in the ground will appear that spawn monsters. Kill monsters to collect the coins they drop (no use for cash yet, though). Special powers work as follows: If you have unlocked one (such as the special powers you get from the start as part of your chosen character), you will first use all you have collected of the same kind before using the universal special power items (orange bars in your status bar). If you haven't unlocked a special power, you will simply run out of that item when it is depleted. So, special powers are exlusively used for your unlocked powers. To open the exit door, you have to activate a certain number of nodes by shooting them until their outer shell breaks. Silver and gold keys open or close different paths through a level. Sometimes, collecting items or just reaching a certain spot will do the same. On developing this TC: It started out as a newfound fascination with this classic game featuring the incredible artstyle of Dan Malone. In lieu of a proper new game set in that universe, I tried to adapt GZDoom as a way of finding out wether a top-down action game would be a good fit for the first person perspective. I had to learn how to zScript status bars and use GZDoomBuilder to make my first real maps, with heavy use of ACS scripting for the game logic. The weapons were all carefully modelled after their original sprites. Some graphics also had to be converted or even created from scratch. In hindsight, converting the levels one to one doesn't work too well since TCE obviously has no concept of shooting up or down, and the already confusing labyrinthine levels of the original game become even more confusing in first person view. The gameplay limitations might also be confusing for the player, such as being blocked by water/mud and not being able to jump down from cliffs. The levels were created with a tile-based approach, which means having seperate small sectors for each ground feature. This affects performance in the second level because there are also no "hard" blocking walls thoughout the rather large area. For new maps, I would probably do it like the surrounding "off-limits" areas of the second level, where I assembled a texture from tiles beforehand and just slapped it onto one big sector. This would also make sound zone boundaries far more easy to set up. In some places, nodes can simply be shot from afar or above when they would be unreachable in the original game due to some bridge or stairs appearing or disappearing. I have thought about using special nodes that can only be activated from a short distance. On the weapons: I like the bazooka, the lightning gun doesn't look as good mostly because I didn't bother with creating a proper texture for it. The rifle is even worse because I couldn't find a hand graphic for it. Some Bridges on the second level are models, some are normal map sectors, so not all will show up on the map. I'm not sure if I will ever sit down and create more levels, mostly because of the heavy work involved in scripting all the ambushes and puzzle elements. doomsdaymachine0.1.pk3 Changelog: 0.1 Initial version. Two levels, three characters, three special powers. Screenshots: Credits: The Bitmap Brothers Graphics Dan Malone music Richard Joseph / nx666 (mp3 files) Frogger, Beetle Bullfrog (Dungeon Keeper) Rockman Raven Software (Mummy/Golem) Hitflash effect Blue Shadow
  12. Cherno

    How to obtain the Doom 3 monster models?

    I quickly rendered this Hellknight attack sequence in 3D Studio Max: Be aware that the normal map files are in different places in the pk4 files (in this case, in heightmaps and addnormal folders) and that I had to convert them to PNGs because the DDS files couldn't be opened (the diffuse and spec maps caused no problem, though).
  13. Cherno

    How to obtain the Doom 3 monster models?

    Get the plugin, open the pk4 files contains the models aynd animations (add ".zip" to their filenames so they can be opened just like a zip archive), and import them into the modeling application of your choice. https://www.katsbits.com/tools/
  14. Here are some renders, along with their original pixel art counterparts, of the weapons featured in the mod so far:
  15. Cherno

    Flat Plane 3D model for sprites

    The zDoom wiki page for GLDEFS mentions sprites along with flats and textures in the part about Mateirals, so maybe you can use materials? https://zdoom.org/wiki/GLDEFS
  16. Here is some gameplay footage: The Guru Meditation on Youtube has uploaded a very detailed instructional video should you have any trouble getting the game to run.:
  17. Cherno

    Doom Clone "Gloom" Source Code Available!

    Hello. Author of the Gloom TC linked above here. The uploaded version is not the most recent one, as I have one that is more advanced on my PC, with player sprites and the first of the Hell levels finished, as well as all enemies (though the Beholder type still needs some custom scripting for it's special attack type). I haven't worked on it for a long time but some day when I find the time I do want to finish it.
  18. Cherno

    Post Your Doom Picture (Part 2)

    Might just as well be "Invasion of the low-poly Ned Flanders clones"
  19. Cherno

    Post Your Doom Picture (Part 2)

    Yet another ridiculous idea of mine...
  20. Cherno

    Shotgun Weapon with Reload

    The first solution might work but I'm not sure either if the Weapon class has a Pickup state. It would also mean that a JumpIfInventory condition is needed so the ammo only gets added if not shotgun is yet carried, otherwise the shotgun would magically reload each time another one is picked up, not just the first one. The second solution wouldn't be desirable for the aforementioned reason, at least IMHO.
  21. Cherno

    Shotgun Weapon with Reload

    I forgot, you have to give the player 7 MyShotgunAmmo, either as a StartItem in the PlayerClass declaration, via ACS in an ENTER script (although that would be called each time a map is loaded, so you'd have to declare a seperate "GotFirsttimeAmmo" item so you only get the 7 ammo once), or in some other way.
  22. Cherno

    Shotgun Weapon with Reload

    Actor Reloading : Inventory { inventory.maxamount 1 } ACTOR MyShotgunAmmo : Ammo { Inventory.Amount 7 Inventory.MaxAmount 7 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 7 } ACTOR MyShotgun : Shotgun replaces Shotgun { Weapon.AmmoUse1 0 Weapon.AmmoUse2 0 Weapon.AmmoType1 "Shell" Weapon.AmmoType2 "MyShotgunAmmo" States { Ready: SGUN A 1 A_WeaponReady(WRF_ALLOWRELOAD) Loop Deselect: SGUN A 1 A_Lower Loop Select: SGUN A 1 A_Raise Loop Fire: TNT1 A 0 A_JumpIfInventory("Reloading",1,"ReloadFinish") TNT1 A 0 A_JumpIfInventory("MyShotgunAmmo",1,1) Goto NoAmmo SGUN B 3 //1st firing frame SGUN B 0 A_FireBullets (5.5, 5.5, 7, 5, "BulletPuff") TNT1 A 0 A_AlertMonsters TNT1 A 0 A_TakeInventory("MyShotgunAmmo",1) //more firing frames //cocking frames SGUN A 4 Goto Ready NoAmmo: SGUN A 15 //play empty gun clicking sound or something Goto Ready Reload: TNT1 A 0 A_JumpIfInventory("Shell",1,1) Goto Ready TNT1 A 0 A_JumpIfInventory("MyShotgunAmmo",7,"Ready") SGUN A 8 //ready to reload frames TNT1 A 0 A_GiveInventory("Reloading",1) ReloadRepeat: TNT1 A 0 A_JumpIfInventory("Shell", 1, 1) Goto ReloadFinish TNT1 A 0 A_JumpIfInventory("MyShotgunAmmo", 7, "ReloadFinish") TNT1 A 0 A_WeaponReady SGUN A 8 //insert shell frames TNT1 A 0 A_TakeInventory("Shell",1) SGUN R 4 A_GiveInventory("MyShotgunAmmo",1) SGUN A 16 Loop ReloadFinish: TNT1 A 0 A_TakeInventory("Reloading",1) SGUN A 8 //cocking frames Goto Ready } }
  23. Well, the HUD weapons are problematic indeed because they coudl never mesh well with the low-resolution, yet detailed pixel art in the level. A weapon sprite at 2x or even higher resolution would look horrible so I'm not sure what could be improved other than the usual cleaning up of model rendered sprites.
  24. Cherno

    Low-Res DooM

    You are right, the monster behavior was bugged. I corrected it immediately when I read your post. The new v4_1 version has been uploaded which corrects that as per your suggestion. The error came from the fact that the voxel models have only two walking frames instead of four or more wich had me confused when converting the actors. Edit: The Baron's A_BossDeath action has been fixed in version v4.
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