
dremor8484
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Doom 64 for Doom II - v1.4 released, /idgames link is up
dremor8484 replied to Mechadon's topic in WAD Releases & Development
replaying to this after 3 years ^^ i am "lurking" around to check if the last version of this mod is the 1.4, i am always interested in playing the lost levels if mechadon wants to make them :D after playing hexen, i got the idea to use the same mechanic of tier4 "fragmented" weapon to reconstruct the unique d64 weapon. basically, when you kill a boss type monster, baron or cyberdemon or mastermind or motherdemon there is a chance to drop 1 of the 3 demonic keys, and once you pickup all 3 of them, you get the unique doom64 weapon fully upgraded ! also i made a little tweak to that weapon: if you press fire you get a concentrated railgun sniper shot, if you hold fire you get the classic behaviour with laser spreading i also decided to make this weapon consume "souls" instead of "cells"... souls are gained 1 for each kill, max 666, the weapon consumes 2 souls per shot the soulcube consumes 111 souls per shot, you "guide it" aiming at the monster you want to hit, and kills it while giving back life. you start with the soulcube, if you get lucky and you assemble the unique d64 weapon, you also get that option to consume souls, until then you can use the soulcube if you feel you need health, there is an hard monster, too many monsters, or if you are capping the max ammo of souls. at the moment i am testing the compatibility of D64forD2, i already played other titles sometimes i need to create an extra pk3 file for compatibility, like i did here. i was forgetting to say: i added the double barrel shotgun in doom1 by substituting it only to the shotgun that is found on the ground. so if you kill the possessed shotgun guy you get the shotgun, if you pickup the shotgun from the ground, placed by the level designer, then you get the double barrel shotgun. edit: in case someone is interested, i post here the compatibility patch i made to use my mod with this mappack/wad https://www.mediafire.com/file/f16cn5trlq74kmy/DOOM64d2_compatibility_patch.zip/file all in one: my mod + bat file with all settings, and all files required to run d64d2 in a compatible way with my mod ^^ -
version 6.0 anti-heroes can now be morphed into pigs restored heresiarch and korax hitpoints to 100% https://www.mediafire.com/file/3x8u5p01z69ryoo/HEXEN_bug_fixes_and_gameplay_mod.zip/file
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what is your opinion on acid or lava that does not do damage ?
dremor8484 replied to dremor8484's topic in WAD Discussion
i created i simple mod that substitute textures in 1 single level, guess what... the same texture sometimes does damage, sometimes it doesn't -.-' plutonia map makers did not like consistency -.-' class CustomLevelProcessor : LevelPostProcessor { protected void Apply(Name checksum, String mapname) { switch(checksum) { //NUKAGE1, SFALL1 //BLOOD1, BFALL1 //FWATER1, WFALL1 //SLIME01 //LAVA1 //logfile a.log //mapchecksum map16 case 'ECA0559E85EFFB6966ECB8DE01E3A35B': // PLUTONIA.WAD map16 { Level.ReplaceTextures("NUKAGE1","FWATER1",TexMan.NOT_CEILING); Level.ReplaceTextures("SFALL1","WFALL1",TexMan.NOT_CEILING); //Level.ReplaceTextures("NUKAGE1","BLOOD1",TexMan.NOT_CEILING); //Level.ReplaceTextures("SFALL1","BFALL1",TexMan.NOT_CEILING); break; } } } } well, i guess i will just play the map without bothering ^^ -
Doom mod with soulcube, unmaker and ...
dremor8484 replied to dremor8484's topic in Mods & Resources
version 6.0 revenant dual shot improved now shotgun is replaced by double barrel shotgun... (unless it drops off possessed shotgun guy) (so double barrel shotgun is found in doom1 and its wads) now when you pick up a chainsaw you cannot switch to fist, when you use berserk you cannot switch to chainsaw... so you always have the most damaging melee weap. -
Doom mod with soulcube, unmaker and ...
dremor8484 replied to dremor8484's topic in Mods & Resources
ok, in this video you can view: the soulcube (2 times attacking) berserker powerup regenerating 1hp per second while tinting screen a mild red stashing powerups, and using a stashed powerup immediately after spotting an arch-vile the new bfg graphic with the visual countdown before the shot, and the bfg ball that shakes the screen the demonic voice (one out of possible twelve) that plays when a boss is slayed and drops the demonic key (for the unmaker) -
Doom mod with soulcube, unmaker and ...
dremor8484 replied to dremor8484's topic in Mods & Resources
ops... then i guess this video doesn't help ^^ in an hour or two i will post a video where i use the soulcube, i usually never use it... unless i am almost dead with no medkits and there are a lot of enemies or a tough boss... i get kills + life refill to 100% :D -
Doom mod with soulcube, unmaker and ...
dremor8484 replied to dremor8484's topic in Mods & Resources
hum... i am already playing doom so i guess it would not be a big deal to make some updated videos :D do you have any idea/suggestion where i could host them (other than youtube) -
thanks to your knowledge, i have a chance to fix in the future the revenant graphic glitch if/when i will encounter it again. for the barrel in map02 of doom2, i was able to create a quick fix... taking the original map02 from doom version 1.7a (the barrel is no longer inside a wall) https://www.mediafire.com/file/py9izwcfadrpot8/DOOM2_fix_map02.zip/file
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thanks for the explanation, i will keep an eye on the revenant and check if i fixed it, i used slade to check the pixel height... it can go as high as 92 for the barrels in map02 of doom2, i see it is an already known problem and not fixed by anyone: https://forum.zdoom.org/viewtopic.php?style=14&f=2&t=60181 DabbingSquidward wrote:The usual suspect, Doom II's own MAP02 and its infamous stuck barrel and shotgunguy (on UV at least). I have the feeling there's a reason this hasn't been fixed yet? I seem to recall it's been brought up many many times and always been rejected. Arctangent wrote:Use an earlier version of Doom 2. MAP02 was among the random maps that got arbitrarily shifted a few map units during ... 1.9, I think? and due to not doing it perfectly that shotgunner's in that position. But where can I find that? I only have the WADs from Steam. Gez wrote:[Not ZDoom][IWAD Bug][Fixing this without touching the map would catastrophically break the game by basically making monsters noclip all over the map, and people would complain "bug: every monster is a ghost!" and then we'd have to say "but that one shotgunner in MAP02 is no longer stuck!"] Heh, yeah. It's either this or that. Think I prefer this. There are a few places in Doom2 a bit like this where you can see the effects of (I assume) last minute tweaking and inadequate testing either for the initial release or by something getting (accidentally?) moved during the updates. e.g. I'm quite sure that all the enemies up on the platform in the big final room of map01 not being central in their sector is the result of this: For whatever reason, the entire map was shifted southwest, closer to the 0, 0 coordinate, in version 1.8. As a result of this, some flats became unaligned. The map was shifted again in version 1.9 to fix the flat alignment. Things were also shifted, but not by the same amounts, meaning they have slightly different positions in relation to the map geometry in each version. https://tcrf.net/Doom_II:_Hell_on_Earth_(PC)/Revisional_Differences#Level_1:_Entryway
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sadly... it happened inside doom2 wad :'( it doesn't happen often, but when it does... it kills immersion. i will test if reducing its sprite to 75% would fix the problem... but first i will keep playing till i find another place where this happens... (since i forgot on which map i got this "visual glitch") you are correct somehow, it is mainly fault of who built the maps, and misplaced the monsters and items... for example even in the unmodded doom2 level 2 there are some barrels stuck inside geometry half inside a wall nearby a door so far those are the only 2 graphic glitch i found in doom2 iwad: a few barrels stuck inside walls and a few revenant with its head phasing through a concrete ceiling.
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version 5.4 i changed the way heresiarch and korax behaves... heresiarch moves faster, casts faster, spends less time idle, and his shield duration is reduced by 60% korax immediately hides when first damaged, then when the door to his hiding rooms are open he keeps teleporting for a few seconds then either stop in one place to cast a few spells or runs 2 room scripts at once, combining 2 scripts among 4, up to 6 unique possibilities, and in addition always opening the chaos serpent rooms at the first chance any feedback on korax fight, and the heresiarch behaviour is well accepted ^^ version 5.5 now heresiach uses the purple and the red attack at the same time, when the purple ball has been selected. https://www.mediafire.com/file/auyteysgcrgacm1/HEXEN_mod_by_nixos_5.5.zip/file
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thanks for the answer, so i am not the only one that noticed that happening.
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my opinion is that revenant is too tall and risks to get stuck or have the head inside the ceiling. what is your opinion ? do you perceive the revenant as too tall ? did you see it partially obstructed by geometry ?
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new update 5.2 i wanted to make sure all inventory items do not survive after going to a new hub also i tweaked all mage weapons... the tier4 weapon lose seeker, but gained bounce one of the 3 starting projectiles, after hitting a monster spawns 3 more new projectiles a fixed map (hexen expansion), to avoid a map stuck spot due to explosive barrels https://www.mediafire.com/file/h8o2an67j0c6zk0/HEXEN_mod_by_nixos_5.2.zip/file version 5.2 i forgot to add the gldefs of the lightning ceiling/floor projectile that lasts longer, and of the 4th tier mage weapon projectiles plus i reduced centaur and centaur leader block time by 20% version 5.3 krater of might and ambit incant now give 150 mana of both colours (not 300) latest edit: ops i found out that the correct place for this topic is https://www.doomworld.com/forum/80-mods-resources/ without realizing it, i posted in the wrong place :/ I'm also writing this up to request that this mod post be moved to the "Mods and Resources" subforum