Kinsie's Land 'O' Plenty

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

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Alter
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Post by Alter » Thu Apr 05, 2007 10:25

The Kins wrote:
DuduKrazy wrote:i wish that you could upload gibbage.wad to rapidshare. i want to check it out by myself. i thought this would be a thing impossible to do. that's why i thought that was a April 1st joke.
It's not finished yet. :)

EDIT: Also, it requires 2.1.8, so I'm waiting until that is officially released.
Just download compiled win32 library SVN zdoom from zdoom wiki, it should eliminate the problems

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The Kins
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Post by The Kins » Fri Apr 06, 2007 8:29

That's what I'm using - I'm just waiting until a stable release comes, so more than six people will check it out.

In other news:
Image
1.) Alternate Shotgun Guy Death!
2.) Blood from Nashgore! (Nash has no problem with me using it)

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hitmanx
money talks, silence pays
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Post by hitmanx » Fri Apr 06, 2007 13:23

"Thank you hitmanx for telling me about nashgore"

Oh thats allright Kins...

...Bastard...

Hahaha kidding!

That loks sweet. Don't get rid of your gibbing though, i'd like to see how it looks. Also if it's possible try and add pools like in zdoom when you shoot someone blood goes on the wall behind them, is it possible to do that but on the floor as well. ?

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wildweasel
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Post by wildweasel » Fri Apr 06, 2007 14:20

Floor decals are impossible for the Doom engine without completely rewriting the renderer. Alternatively, though, you could have the blood sprites stay on the floor, but that poses a few problems like blood not going down elevators, or appearing in straight lines when shotgunning large monsters.

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The Kins
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Post by The Kins » Fri Apr 06, 2007 15:08

The blood puddle sprites are present and go down elevators like anything else.

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hitmanx
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Post by hitmanx » Sat Apr 07, 2007 3:46

yeah but they look so flat, oh well. Just a thought.

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DoomRater
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Post by DoomRater » Sat Apr 07, 2007 6:35

wildweasel wrote:...that poses a few problems like blood not going down elevators...
+FLOORCLIP NOOB

(/cheapalert)

Yeah, I wondered about the effect and finally tried some flags and found one that makes things actually try to stay with the floor.

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wildweasel
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Post by wildweasel » Sat Apr 07, 2007 8:00

Well, I haven't really experimented with blood effects since the DeHackEd days, so that's why I didn't know that =P

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The Kins
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Post by The Kins » Sun Apr 08, 2007 7:03

Today I added the "skull pop" effect from Heretic and Hexen - when a player gets gibbed his head pops away, and the camera stays "in" it. Also, once gibbed, the ressurection cheat ceases to work, as you're no longer connected to your body.

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The Kins
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Post by The Kins » Sun Apr 08, 2007 18:14

Nearing the light at the end of the tunnel, folks!

Today I fixed a bug where the Revenant homing missiles would make constant bullet ricochet noises, but I liked the idea of a audio warning of a homing missile, so I made them beep. It's less evasive then it sounds.

I also, via my least elegant code EVER, updated all the zdoom marine monsters to my fancy effects.

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DoomRater
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Post by DoomRater » Mon Apr 09, 2007 0:20

This sounds like it'll be a treat to look at when it's done. Can't wait!

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hitmanx
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Post by hitmanx » Mon Apr 09, 2007 5:33

looking good!

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The Kins
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Post by The Kins » Wed Apr 11, 2007 12:56

Today I played Blade's Demon Wars mod (check the zdoom forums), which contains a much more advanced version of NashGore, saw how much better that was than my mod, and cried a little inside.

I'll probably release my mod sometime very soon.

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hitmanx
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Post by hitmanx » Wed Apr 11, 2007 14:21

i got that and i don't think that nash gore is any different.

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The Kins
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Post by The Kins » Wed Apr 11, 2007 15:03

hitmanx wrote:i got that and i don't think that nash gore is any different.
Try using the MDK command on monsters that were previously ungibbable. They have fancy new animations.

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