Agent_Ash Posted July 30, 2008 Death-Destiny, you play with autoaim? Sorry, never thought about it. I don't remember when I used it last time. I prefer free mouselook and never autoaim. Well, perhaps it's because I only use GZDoom which supports full free mouselook. However, I like shootable gibs and don't know if I can make them stop being possible targets for autoaim. I'll think about it... perhaps better remove them. Or maybe I should make the whole mod gibs-free and then make an additional wad with gibs code, sprites, etc. Blood from dead bodies... All right, I have some additional death animation. I'll add blood spurts to new deaths, while leaving usual deaths the way they've always been Cyb's death... sorry, isn't the way I made it the same you just describe? Cyber shows exploding animation, after which gibs fly around. OK, I'll check it all up. Some final updates coming soon. 0 Share this post Link to post
TawmDee Posted July 30, 2008 I like the blood spurts, I don't agree with the 15% chance thing. 0 Share this post Link to post
Death-Destiny Posted July 30, 2008 TawmDee said:I like the blood spurts, I don't agree with the 15% chance thing. That number was arbitrary. A different percentage would solve this issue as well, IMO. However, the blood spurts do get very annoying happening every single time though what with killing anything being accompanied by 3 seconds worth of ticking noises and tiny little fountains of blood that look like leaking pipes from a shot that a person would very rarely be able to nail. It would both make more sense and be much less annoying for it to happen only on occasion, IMO anyway. A gibs free version might not be a bad idea, though the changes you're making seem like they should solve the current issues such that I expect that will be unneccesary. 0 Share this post Link to post
Agent_Ash Posted July 30, 2008 All right. Blood spurts: less, but they are still here; there's more blood for additional deaths (like Pinky splitting in half, or Arch-Vile torn apart, etc., etc.). Cyber's death: reworked, looks better, generally no important changes. Gibs: still shootable, sorry, I can't leave this thing, like it too much, besides, almost all the objects are shootable, not only gibs, so you'll have problems with autoaim in any case. Other stuff: Lost Souls leave brains when exploding, Revenant's skull does not bleed anymore, warp effects added on wall liquid textures too. Some small fixes with SSG animation and Chainguy's animation changed to correspond with the speed of your own chaingun. All right, now I am tired... 0 Share this post Link to post
(sniper) 109 Posted July 30, 2008 not bad but if you really want good sprites your free to use some from redoom 0 Share this post Link to post
40oz Posted July 31, 2008 This really is some fun stuff. I think I am just gonna modify this thing for my own likings though, like brown gloves, centered pistols, and I'm probably going to replace the shell casing sounds and blood drip sounds to blank wavs because they are just too annoying. Aside from that I really do enjoy this mod. I'm mostly impressed with the HUD weapons having extra movement frames, because I really am sick of the clunky 4 or 5 frames used for the shotguns. 0 Share this post Link to post
Patrick Posted July 31, 2008 I tried running this with DVII. Big mistake. 0 Share this post Link to post
Agent_Ash Posted July 31, 2008 (sniper) 109, I don't want any new sprites. Pistol is an exception, but I wouldn't change the sprite if I didn't include Dual Pistols. Patrick Pineda, sorry about that. I never tried, though. If it has its own Decorate, compatibility is not guaranteed. It's obvious. BTW,I should look at this DVII... Torr Samaho, can you read? This is NOT a direct link. Open it, there will be a page where the direct link to the file is shown. Or perhaps you were trying to download it at the moment I was uploading it. Or perhaps the server was down. I added the description to the first post. Also I reuploaded the file once more with the last fix: Complete Invisibility powerup. I'm really sick and tired of Doom original Invisibility, which annoys me extremely. That's it. ADD: Reuploaded it.. for the last time now :) Added unqiue sounds for pickups. 0 Share this post Link to post
Patrick Posted July 31, 2008 Jekyll Grim Payne said:Patrick Pineda, sorry about that. I never tried, though. If it has its own Decorate, compatibility is not guaranteed. It's obvious. BTW,I should look at this DVII... No, it works with Deus Vult II quite nicely, but the number of sprites on the screen at the same time makes it hard to work well with some of DVII's massive maps with 700+ monsters. Also DVII is epic. Get it now. Seriously. 0 Share this post Link to post
Agent_Ash Posted July 31, 2008 I played DV. If DVII is of the same kind, surely, my mod is not for this :) All right, I'll get it. But I haven't even finished Alien Vendetta yet. Well, I'll get it anyway. 0 Share this post Link to post
Agent_Ash Posted August 2, 2008 There'll be new (really final) update tomorrow. File GIBSFREE.WAD will be included (turns off gibs and gets back usual extreme death animation). 0 Share this post Link to post
Agent_Ash Posted August 3, 2008 Updated; Critical changes: - gibs don't react on rockets/plasma/bfgballs fired directly at them and don't interfere with fighting process, however they react on projectiles' explosive wave; sorry I didn't do it before; - GIBSFREE.WAD file added (located in the directory in the archive), add this to command line, and you get usual extreme death animation and not gibs or blood; if you played with gibsfree.wad and saved a game, you can't load it after without adding gibsfree.wad, you can do the opposite though (red txt for details); - chainsaw changed to original power, you can't chainsaw a hellknight anymore (you could in previous versions). Other updates: - BFG9000 secondary attack: takes 10 cells, fires small bfgball like a powerful fast rocket which can never hurt the shooter; - slightly faster BFG primary attack; - improved chaingun sprite (yeah, I know previous was bad); - player is higher (now you're face to face with enemies, not face to belly), attackheight is switched, so you shoot exactly where you point your crosshair; - improved footsteps, which now also appear on liquid; - added new flesh falling sounds; - added fist hitting wall sound (a metal clang, we have steel knuckle after all); - added hires TITLEPIC. About TITLEPIC. As a base I used hires picture from Risen3D port. Is it legal? I haven't seen anything about copyrights. If it's not, I'll remove it at once. 0 Share this post Link to post
ReFracture Posted August 7, 2008 Jekyll Grim Payne...This is excellent. To be honest I am bothered by only ONE thing with this mod: Foot steps. I approve of all else. This here is a keeper. 0 Share this post Link to post
Agent_Ash Posted August 8, 2008 Mike.Reiner, I not always like footsteps too. Well, if you really don't like them, just comment the lines 'A_CustomMissile("FootStep",16,0,0,2,-85)' in the player See states in first DECORATE. 0 Share this post Link to post
Patrick Posted August 8, 2008 The pistol animation doesnt seem to work, there's a frame that doesnt appear in the latest version EDIT: disregard this, I was running this with DVII, it doesnt seem to happen in other wads 0 Share this post Link to post
Agent_Ash Posted August 8, 2008 Patrick Pineda, impossible. I checked the code, everything fits. Besides, I hardly changed pistols from the very beginning. Single pistol is the same completely. 0 Share this post Link to post
Agent_Ash Posted August 27, 2008 Did I tell you my wad was finally reviewed? :) 0 Share this post Link to post
Haloless0320 Posted August 27, 2008 Ok I just found this thread so I need to address a problem.The wad makes certain levels lag.For Example: Slipgate Project:Map 09 Requiem:Map 04 And I'm not talking about a little lag I'm talking about it gets to the point I have to Ctrl+alt+del to close GZdoom.I've tired other ports as well though and I get the same outcome. 0 Share this post Link to post
Agent_Ash Posted August 28, 2008 I have some lags too. For example Alient Vendetta map 20 and some others. I don't know the reason, perhaps it's the problem with 'warp' effects or something. I suppose it's the problem with GZDoom support of some of its features, because I myself didn't make in this mod anything that can result in such lags. Try to delete ANIMDEFS lump for example. I can't help here. 0 Share this post Link to post
wildweasel Posted August 29, 2008 I love this mod. You actually managed to make it fun to look at the tired old Doom weapons again, and that's no small compliment in my eyes. If you're planning on doing recoil like in my Diaz mod, though, please remember to credit Vaecrius for the script and not me - his Hideous Destructor mod is where that came from. I did nothing to the script myself. 0 Share this post Link to post
Agent_Ash Posted August 29, 2008 WildWeasel, glad you like it :) Recoil? Well, I don't think I'm going to make weapon recoil as it will be a change of original gameplay which I don't want to include. Yeah, I know I've already made some gameplay changes, but recoil is not among the ones I'd like to make. 0 Share this post Link to post
Agent_Ash Posted October 15, 2008 I reuploaded wad on my server. Recently I decided to work on it a little more and fixed something (check 1st post in the thread). The most important moment is that I solved slowdowns problem which appeared for example on some AV levels. 0 Share this post Link to post
ReFracture Posted October 15, 2008 Jekyll Grim Payne said:I reuploaded wad on my server. Recently I decided to work on it a little more and fixed something (check 1st post in the thread). The most important moment is that I solved slowdowns problem which appeared for example on some AV levels. Cool. I was having those slow down problems earlier. 0 Share this post Link to post
Agent_Ash Posted October 16, 2008 I couldn't get what was wrong at first and decided slowdowns appeared because of too enhanced objects. I started deleting certain objects and checking FPS and realised it was because of complex fire. Adding A_Look and See state for torches and so on solved the problem. I'm afraid now torches won't be lit while you have Complete Invisibility... well that's worth it. It's better than slowdowns. That sucks, why isn't there a flag that makes an actor see invisible actors? 0 Share this post Link to post
Agent_Ash Posted October 16, 2008 Oh, and one tiny fix: better fire for candles and candelabras. Now it doesn't look like little torch fire. Really, it's nice :) And new titlepic in addition (I like it). Let me name it version 2.1 and have a rest beating AV with my mod... P.S. I also fixed Cyber's gibs and fire spawning height. It may look wrong in certain sprite clipping modes unfortunately. But my fire effects still rock! 0 Share this post Link to post
Agent_Ash Posted October 17, 2008 Another version... fuck, I'm tired. But as I'm back to fixing weapon, I can say: this is it. I finished this mod! Hope I didn't miss some tiny bug and won't have to work on it anymore. 0 Share this post Link to post
Agent_Ash Posted October 18, 2008 I uploaded the mod in Incoming. Waiting for review now... :) 0 Share this post Link to post
Hellbent Posted October 19, 2008 Couple quick comments: the levels get a little too gruesome a little too quickly from monster guts splatterings. The old/original lost soul death sequence frame looks 2D and bad in comparison with the rest of the new lost soul which looks great. The chaingun is so annoying in its ineffectiveness that the whole mod is nearly rendered useless. Everything else about it is awesome. Maybe one other small gripe: I miss the melted formers and imps--but the new kibbles and bits is more realistic. OMG, retarded... autoaims on old cyberdemon remains???? Please fix this stupid intentional bug and rerelease... yeesh! Way to ruin a beautiful mod. 0 Share this post Link to post
Hellbent Posted October 19, 2008 JohnnyRancid said:I should also say that the original doom weapon's soundfx should have remained. I disagree--the chaingun sfx are great and the rest are as good or better than originals. Chainsaw is maybe a little grating, but it has a new sound for hitting walls which is great. 0 Share this post Link to post