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/vr/ - Retro Games

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>> No.10144443 [View]
File: 24 KB, 320x240, INTERPICBETA5.png [View same] [iqdb] [saucenao] [google]
10144443

>>10144371
94 Protons Of /vr/ : Weapons Demo
One file is how the native DeHacked weapons are like, another is the weapons with added effects and truecolor graphics in the GzDoom patch. All weapons function like the vanilla Doom weapons and this is all cosmetic.
Primarily, this demo is intended as a show of work, the rest isn't done yet, but I'm getting there.

MBF21:
https://mega.nz/file/KsRBVQqb#OWKOPaYk0Fu_lEgM3Gj33hwYDg-UvvKHFRAGch7w9p8

GzDoom:
https://mega.nz/file/yhB3VbCZ#kVHUVWRF_DlLGzIGU9K0f1VVs-iale-LacYFXu-HQgU

Notes:
>Weapons basically complete, barring some minor pending tweaks.
>Pump frames for shotgun redrawn, now actually looks like an Ithaca 37
>Aliens style pulse rifle for plasma shitcanned, hated it more and more and eventually decided I'd just try making what I originally wanted instead, and surprisingly I not only could, but really quickly and easily (kept the star muzzleflashes though)
>Cannot thank Baikalanon enough for taking pictures of his Baikal double barreled shotgun so I could put hammers on the SSG, "Cannon" is kind of just a placeholder name, and a boring one, open to other name suggestions
>Fists have separate sounds for normal punching and for Berserk punching, regrettably this is something which cannot be replicated on the MBF21 side at all, so the punching just sounds a bit too intense there if you don't have Berserk
>Spark effects for explosions and bullet puffs in the GzDoom version might be a bit much
>BFG projectile will probably be tweaked slightly more on MBF21 side, but it's basically final

Input on weapons welcome.

>> No.9742368 [View]
File: 24 KB, 320x240, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9742368

I find my playthrough much focused and slower paced than with its iwad progenitor which also seemed to have a tad shorter maps, but who knows, maybe that's how i used to play plutonia back in the day.

Would be a serious shame to leave out "Go 2 It" mashed from a bunch of vr maps for a final release, given admittedly sluggish production.

>> No.9517580 [View]
File: 24 KB, 320x240, INTERPICBETA5.png [View same] [iqdb] [saucenao] [google]
9517580

>>9513578
Done a round of updates on 94 Protons Of /vr/, BETAv0.9.1, a few of the things I changed aren't reflected in the DeHacked yet, so I'll be uploading that once it is, should be available soon. Apologies again for being quiet.
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

>did visual tweaks here and there in a number of maps (tell me if I've gone too far with yours)
>fixed a few bugs
>wooden exploding barrel's collision lingered for too long, adjusted (pending)
>Paramatizer fires a volley of four, and faster, alternating between fast and slow rockets (pending)
>added a hidden clue to the order for the secret non-kill exit in E1L2: Watered Down
>added a little bit more health and ammo on E2L1: Peaceful Rest Valley, because apparently some people really hated playing it Tyson (though I thought it was really fun)
>added a small stair step to the central platform in the courtyard in E3L6: Recycling Complex, so that if you fall down in the acid at the start, you can get back up, BUT ONLY on Easy skill settings, on Medium and Hard, this stair step will be absent and you're still fucked if you fall down
>MIDI track for E2L1: Peaceful Rest Valley now has fadeout removed, loop isn't immaculate, but you don't have the track fading out every couple few minutes
>MIDI track for E2L2: Plutonica is polished up, it now has a drum track and kinda sounds like an old Hell Revealed MIDI
The tweaked MIDIs I think are good to go as they are now, but if you feel like polishing them further, I won't object.

I'll be altering E1L6: Lucifer's Hammer to make the bossfight less drawn out. Primarily by providing a Plasma Rifle so that you have a somewhat easier time to kill one of the Paramatizers (currently, the combined bombardment of both of them together with the spawning monsters means your window for lining up rockets without being seriously injured or killed is EXTREMELY small). Will probably devise a custom monster spawner for this map, because fucking Pain Elementals.

>> No.9286118 [View]
File: 24 KB, 320x240, INTERPICBETA5.png [View same] [iqdb] [saucenao] [google]
9286118

>>9285120
>>9285123
94 Protons Of /vr/ Beta: v0.4
>Complevel 21
>DSDA or Woof!, use the PROTDECO patch to play in GzDoom
>Don't quickstart at MAP01.
>IWAD is Plutonia
Get IT here: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
There's also two patches for enabling the 3DO/Playstation style facesplat on XDeath, if you're using GzDoom, one for the default HUD, one for NC-HUD.

Notes:
>Playing v.0.4 with DSDA seems to cause a Signal 11 crash for at least SOME people, unsure of why.
>Fist, Chainsaw, Super Shotgun, Plasma, and BFG9000 are WIP.
>My own levels are WIP.
>There's currently no map with a secret exit in it, so Demon Core has to be played from the Episode select menu.
>Lucifer's Hammer does not have the 666 Specials functioning.
>Plutonica's MIDI still needs some revising.
>Peaceful Rest Valley's MIDI needs a tweak so that it loops seamlessly.
>A couple of levels have had minor tweaks in small shit like texture alignment and their start/exit teleports, etc.

>Changes
>Updated E1L3 added
>Added Chainsaw to E2L1
>Updated E1L2 credit

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