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>> No.9151754 [View]
File: 106 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
9151754

Speak of the devil and he shall appear
Speaking of Babel since people who play it are here, I might as well post this sooner rather than later.
https://mega.nz/file/7k0mHaDZ#5W8hWWmcVNwtIy4XwXgGe_yhZDyp54nqZdC6PfmVm3A
I was supposed to have a new version with mostly just a bunch of extra polish out months ago, but moving house twice plus family drama plus changing jobs plus tax drama plus releasing the first volume of my web novel kind of murdered my free time. This is a (hopefully) bug-free-ish version of that polished version. GZDoom version has been upped to 4.2.0 because yes I am going to make a 420 joke if it's available to me, and there are a bunch of small new features. I might have forgotten the password to the website, so updating it might take a bit. If you want to, test it out. Post bugs in thread, I'll search warosu for them later if I'm not around. Gonna reply to this with the changelog, since it's long.

>> No.5017986 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
5017986

Alright, I think the audio levels on the new pain sounds are less shit now. I haven't put this up as a main download because it's not done, but here's a link anyway.
https://my.mixtape.moe/mrcokp.pk3
Try it out and tell me what you think. I'm no sound designer so while they sound alright to me I might just be dumb. I've also put in an experimental thingy in Yehovah mode (which I'm trying to come up with decent ideas for "cheap" AI behaviors for) where spectre ghosts can still bite you even though they're not real. Once every enemy has some kind of special Yehovah mode feature and I deem the level of general polish appropriate I'll call it a v1.0.

>> No.4594981 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4594981

Update time. Fuck I was waiting for the new thread forever.
https://babel-mod.neocities.org/

>Changed file naming convention to include a datetime.
>Startup name is now "Babel RC3".
>Chainsaws will now stun Demons and spectres more effectively, and partially disable their abilities.
>Fear now falls faster than before once a monster is fleeing, and can be adjusted with a better granularity (bigger monsters don't take forever to stop fleeing).
>Monsters will not switch targets to their own species using sync-fire anymore.
>Archviles can only summon 6 guys max at once (killing them will free up slots and allow more to be summoned).
>Weapon descriptions have been added as a prototype feature, to see them press and hold Reload.
>The options menu has been remade, and should be easier to work through.
>Player and Enemy tracers can be set individually.
>Enemies now eject shells on the right side and from a better location.
>Ricochet sounds have been added to bullet puffs to help indicate when a player is under fire and for immersion.
>New menu options have been added for the weapon descriptions and ricochet sounds.
>Also fixed a bug that would cause enemies to be afraid forever until put into a pain state (could only happen if you died and resurrected under specific circumstances).
>>4594882
[02-17] Babel Update
https://babel-mod.neocities.org/
Chainsaw doesn't suck against demons as much now, among other things.

>> No.4538691 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4538691

https://babel-mod.neocities.org/
Well, after spending the last few weeks nearly dead with the flu and working like a damned madman despite it, here's a small Babel update
>1/22/2018: Fixed shotgun model pellets. Sync/Chain now checks line of fire earlier to avoid animation janking. Sync/chain also now sends target info so receivers target the target of the sender instead of their own target (sync/chain will now work with infighting). Made most gun-based enemies use Doom's RNG instead of frandom, making them slightly more accurate and making their spread more like vanilla Doom. Added titlemap music. Removed some debug messages for the casing/gore cleanup queue, and optimized it a bit.
Still polishing things more, but IRL stuff is eating my time real bad. The software industry can be a real meatgrinder sometimes.
>>4533874
[01-22]
Babel update, made some optimizations and an AI change, check the changelog at https://babel-mod.neocities.org/

>> No.4459926 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4459926

I finally managed to fix that damned shotgun bug, and fixed the autosave crash too.
https://babel-mod.neocities.org/

Anyways sorry if anybody asked about the mod in the past few weeks, it's been insanely stressful IRL for me but now I've got some pretty nice vacation days going on so I'll be working on touching up any other issues Babel has. However that'll be more tomorrow because holy shit I spent 3 hours sorting that bug out and now it's almost 4AM.

>>4459585
Here's one :^)
Also it depends on what you mean by effects, but I might do it. I've made it look very much the way I intended it to look, but I'm not opposed to new eye-candy suggestions as long as they're not Brootal Duum level taxing on a system. However, my general visual design philosophy was not to make anything that wouldn't look at home in Doom or Quake (barring model tracers for performance's sake).

>>4456945 link for news ticker.

>> No.4419193 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4419193

Babel is now finalized and in testing. This version is RC2: ZS don't leave I need you in my life! Edition

For those of you who don't know what this mod is, here's a brief rundown.
- All enemies have behavioral changes to make them more deadly.
- All enemies have their vanilla base health and vanilla or lower damage, meaning the changes are only to their attack patterns and AI
- Enemies have a morale stat, and can be frightened by aggressive players
- Enemies can now "sync" and "chain" attacks (which variant depends on species) to co-ordinate with each other
- All weapons have been made to handle better, some have been changed drastically (such as the BFG9000)
- All weapons are now made to fit a role, and there is a situation in which every weapon is more useful than the others
- 3 Starting weapon choices, reasonably balanced between power/accuracy, ammo conservation, and sustained rapid fire
- Lots of visual enhancements, all able to be toggled. Play looking vanilla or more quake-y
- Balanced around the vanilla IWADs, every single level of Doom, Doom 2, TNT:Evilution, and Plutonia playtested by the dev to ensure the changes have as small a chance as possible of breaking maps
- - I also played a ton of user maps too
- Current version is made in ZScript and does a bit more than "Decorate with action functions", so it can be used as a reference
- - I'll be commenting the code more to help with this, but there's already some comments in various files

https://mega.nz/#!f4U3zBDY!NgJuuygwcLSfE2phUJkk71UzRBzJ-Ksk4GH68Lv431w
GZDoom 3.0.0+ only

On another note, it's 1:30AM in my timezone so I won't be in the thread to answer replies immediately, but I will be reading them when I get the chance.
>>4419181

>> No.4408980 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4408980

Thread's ded as fuck but whatever, gonna stream a bit of test gameplay for Babel,
twitch tv/fkerguy

>> No.4340720 [View]
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google]
4340720

Alrighty, since I'm going on the foolhardy mission of ZScript conversion, I figured I'd just release this for the hell of it since it won't represent the final mod anymore.

I present to you, Babel RC1: Particle Shitshow Edition
https://mega.nz/#!P4E0AaqR!4BgoQGKW-Zow6AY2V6CrqOsfCIWsEaNBYk78BW8cXTI

Feel free to enjoy so long as your processor can handle it, and take it apart to learn how bad of a coder I can be when I'm trying to force shit to do what it isn't meant to. By the next version I should at least have it able to not melt your computer when more than ~20 enemies shoot at you at once. I'd also highly recommend tuning the performance options if you do encounter issues, turning off particles and using model tracers can be a big boost.

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