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| | |-+  [Mod] Doom; Project X; beyond
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Poll
Question: What MUST be added to a the neew version of the mod to make it better?...
...dual weapon wielding.
...more guns.
...more options to custumize your worm (like equipment,etc).
...custum weapons.
...more races.
...more levels.
...something else...

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Author Topic: [Mod] Doom; Project X; beyond  (Read 81178 times)
sindalf
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« Reply #15 on: January 27, 2006, 01:54:44 AM »

Tnks for your feedback. Grin

So Im making a version 2.0. New weapons, and removing some bugs:
- make the dark mode a little bit less dark Smiley
- balancing of weapons
- trying to make the game less laggy.
- new levels
- etc.

More suggestion are welcome!
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Jerac
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« Reply #16 on: January 27, 2006, 03:13:55 AM »

Imho you should get rid of all big sprotes, both because they are big in filesize and because they lag. Explosions can be made with using multiple smaller exps.
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ZoMbIe828
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« Reply #17 on: January 27, 2006, 04:50:49 AM »

IMO, so far the best mod for Gusanos.
The only problems I can see at the moment are:
Getting slightly stuck in Hazard doors.
Being able to move through locked doors with enough speed.
Able to spam flares by switching away from and to them (as TTFTCUTS pointed out).

These problems exist only because Gusanos doesn't support objects with sprites that can act like rock.
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sindalf
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« Reply #18 on: January 27, 2006, 06:07:31 AM »

It might work if I make all .*bmp into *.png files.
And the shells are a bit laggy when you pick them up with manipulator.
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basara
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« Reply #19 on: January 27, 2006, 06:17:05 AM »

Please fix the file caps problem. Or else no linux users will be able to play your mod.
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setrodox
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« Reply #20 on: January 27, 2006, 06:25:40 AM »

the problem seems to exist only in the levels, as i played it on linux on blat.
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sindalf
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« Reply #21 on: January 27, 2006, 07:10:13 AM »

Please fix the file caps problem. Or else no linux users will be able to play your mod.

 CAPS ON EXTENSIONS. . . can you explain. (My english isn't that good Embarrassed)

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basara
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« Reply #22 on: January 27, 2006, 08:21:01 AM »

Linux is case sensitive, if you call a file OmgBitmap.PNG and then from the omfgScript files you try to load it as omgbitmap.png it wont load. This applies to all files.
What I recommend is using no caps at all.
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BlackWind
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« Reply #23 on: January 27, 2006, 08:57:55 AM »

A lot of people might not share this opinion, but I think the non-Doom weapons should be removed for the sake of Doomness, despite how cool they are =P
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Guthrick von Kewpa
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« Reply #24 on: January 27, 2006, 10:39:08 AM »

Your mod looks very good but I got about 10-15 fps everywhere so it's hard to say something about playability etc. Wink Good job anyway, mod is pretty and for sure it is one of the best looking mods for gusanos. You implemented some kind of working doors first too, congratulations Wink Textures are good etc., but i found it difficult to see anything, you should add more lights [or just flashlight for every weapons Shocked]

« Last Edit: January 27, 2006, 10:40:45 AM by Guthrick von Kewpa » Logged
sindalf
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« Reply #25 on: January 27, 2006, 01:14:42 PM »

A lot of people might not share this opinion, but I think the non-Doom weapons should be removed for the sake of Doomness, despite how cool they are =P

It wasn't really my intention to make a doom mod. If gusanos full comes out, I'm planning to make special weapons based on a race: marine, Alien, etc. This doom mod only contains the marine weapons.
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ZanderZ
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« Reply #26 on: January 27, 2006, 04:15:05 PM »

Nice, very nice! The shootable lights, the texturing of the levels, everything looks great.

Imho you should get rid of all big sprotes, both because they are big in filesize and because they lag. Explosions can be made with using multiple smaller exps.
And delete Thumbs.db from your archive to make it smaller. Stupid Windows putting files in there that we can't see by default >:@
Converting .wav -> .ogg will help decrease the filesize too.
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sindalf
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« Reply #27 on: January 28, 2006, 02:32:52 AM »

Linux is case sensitive, if you call a file OmgBitmap.PNG and then from the omfgScript files you try to load it as omgbitmap.png it wont load. This applies to all files.
What I recommend is using no caps at all.

With Window you can't just change the caps in the extentions. The only sollution to the problem is that I use caps on all the extentions, and change that in the files etc., will that solve the problem?

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eldacar
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« Reply #28 on: January 28, 2006, 02:45:00 AM »

Why can't you change the caps in extentions? it's very easy..
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Uthar
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« Reply #29 on: January 28, 2006, 03:38:37 AM »

I guess he doesn't know about the "hide known file extentions" in folder option.
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