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wildweasel

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About wildweasel

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    Resident Castlevania Super-Fanboy
  1. The most advanced ZDoom mod?

    Meanwhile I'm left wondering why a HUD mod is 200 megs.
  2. My Doomworld and Zdoom forums accounts disabled

    Well, I've looked into it, and it seems only the LuciferSam86 account is deactivated (due to inactivity). Merlin86 is still active; you probably just had the wrong password.
  3. The most advanced ZDoom mod?

    The most advanced ZDoom mod is, by definition, the most advanced GZDoom mod. Remember the two are basically one and the same nowadays.
  4. Cola 3: The Soda of Style

    That's sort of what I was shooting for (pun intended) with the ww-skillguns proof of concept some years back - though I'd want to really retool it internally if I were to make it any more fully-featured. Serious mods are nice and all but there are just too many things I'd have to make compromises on to make them work with the average Doom level, which sort of encourages the odd bit of silliness. It's nice to be able to let loose once in a while and not have to worry about "is this gun firing the right caliber ammo? are the penetration characteristics correct?" etc. Man, if I'd remembered this existed while I was working on the mod, I'd totally have figured out some way to sneak in a reference to it somewhere. I was pretty much morally required to give the playing cards Mutant Powers once someone mentioned him during early development. (grin)
  5. Cola 3: The Soda of Style

    It's probably better that I leave it that way, since this is how Doom engine has always handled dropped items. Considering they're not strictly essential items like keycards...
  6. How did Brutal Doom add hitboxes/locational damage?

    From what I recall, Brutal's headshots are handled by having all enemies spawn separate actors that represent their "head," while making the "main" actor slightly shorter than normal. If the "head" is damaged/killed, it kills its "master." This has some side-effects - it doubles the amount of CPU load per actor (possibly more than doubles, I haven't tested), but also has (had?) a tendency where enemies were accidentally head-shotting themselves if they were trying to aim up too steeply.
  7. Cola 3: The Soda of Style

    Given I haven't had anybody tell me that there's any outstanding bugs or balance problems with the mod in a while, I guess I'm going to go ahead and consider what's uploaded to be a Release Candidate. I'll see about putting it on /idgames and declaring it "done" if I don't hear anything for the next week or so.
  8. Cola 3: The Soda of Style

    Screenshots! Cola 3 is a sequel to an unfinished sequel to a really old early-GZDoom mod of mine, The Adventures of Mister Cola. The original mod was a basic set of weapons that all had powered-up versions that'd enable when you found a six pack of cola. The sequel gave weapons gradual (albeit uninteresting) upgrades that came from, of all things, health pickups. Both, I'd argue, were missteps in the realm of gameplay and theme. Nowadays, though, I felt like randomly giving the concept a third try, using the basic gameplay of Cave Story as inspiration. In Cola3, you have a small selection of weapons that have infinite ammo (with reloading because damn it I like reloading), but every enemy drops a pile of "cola bubbles" that fill that weapon's upgrade bar. Each weapon has 3 upgrade levels, with significant behavior changes (so it's not like cola2 where it just boosts damage). However, you must take care not to get hit, as taking hits reduces your weapon's upgrade bar, and you can lose levels this way. Weapons and Items The Credits Enough Already, Let's Try It Out Get it from the new itch.io page - don't worry, it's still 100% free to download, I'm not selling it or anything, but if you feel like giving me a little donation as thanks, you may do that now.
  9. DOOM:ONE

    I have no idea what this is and reading this thread told me almost nothing.
  10. One of the best Doom mods to be inspired by the works of Albert Camus. Really brings home the total distance there is between all people, men and women, imps and demons, and the futility of communication. For what are we communicating but the fact of our inability to communicate? Ultimately however there is hope; WildWeasel believes that we can change, after all, albeit that we may not survive the transformation.
  11. What are clubs

    Unless you're playing with a Spanish deck, in which case it's coins, swords, and cups. =P (Useless playing card trivia! Woohoo!)
  12. Forum Update?

    So this is why I wasn't logged in. =P
  13. Wad/mod trailers

    Considering I have a mod near completion that is probably in need of a trailer, the things I'm reading in this topic are giving me some thoughts as to how I should approach it. I have, like so many others, opted for the epic music fast cuts, even if intended in a joking manner: Though given what @yakfak has said above, I wonder if I shouldn't do my next mod's trailer more in the style of an audio commentary-cum-instructional guide, since it has some unusual mechanics that are probably best understood via live explanation.
  14. I don't even remember which WAD had this, but I swear I was playing through an otherwise-legit WAD that, for no reason at all, played "Who's Johnny?" over one of the maps.
  15. Have any of you ever owned an Apple Newton?

    I think it says a lot about Palm's approach that almost 15 years later, I still know how to write Graffiti. Like, I literally bought a used Sony Clie from a junk store a few months back, charged it up, and immediately started writing on it without having to consult the guide, just out of muscle memory.
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