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Topic: SysDooM Shock by VDubs Read 3212 times  

673ef3f22f9f9unn_atropos

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https://www.youtube.com/watch?v=KyjpNlTo9wY
Geometry for Medical level is finished.  Frag grenades, lead pipe and dart gun are implemented, many props are in, most interactable objects (like grav lifts, doors and switches) are ready to go.


https://www.youtube.com/watch?v=3ILr-mF6JdA
All weapons found on the hospital level are now implemented.  The basic damage system is in, using the damage formula the original game used.  Critical hits are not yet implemented, but armor values, penetration and basic damage all work.

673ef3f22fba7ZylonBane

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I'd really like to know why the sound effects seem to be a 50:50 split between the originals and weird remakes.

673ef3f22fe2dsarge945

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Wow, ZScript is one hell of a drug!

This looks good, my only real criticism is the weapon bobbing still seems to be too much given the players movement speed. I would recommend tweaking the Weapon.BobRangeX and Weapon.BobRangeY properties in your base weapon class.
« Last Edit: 11. December 2021, 02:49:29 by sarge945 »

673ef3f22ffe6icemann

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Wow. As a proof of concept that is excellent. Was hoping someone would attempt a Doom version of the first System Shock at some point. Has A LOT of features missing, but what is in appears to be done well. Surprised there is no moving textures (aka the tech screens), since Doom definitely has allowances for that considering that there was some in vanilla Doom (as in original Doom not the source port).

That said, seeing moving stars and moving platforms was great to see. Hope this keeps getting worked on.

673ef3f2306abVDubs93

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I'd really like to know why the sound effects seem to be a 50:50 split between the originals and weird remakes.

The originals are placeholder.  I'm trying to remake the sounds as faithfully as I can - not sure how I feel about you calling my work 'weird' 😆

Wow. As a proof of concept that is excellent. Was hoping someone would attempt a Doom version of the first System Shock at some point. Has A LOT of features missing, but what is in appears to be done well. Surprised there is no moving textures (aka the tech screens), since Doom definitely has allowances for that considering that there was some in vanilla Doom (as in original Doom not the source port).

That said, seeing moving stars and moving platforms was great to see. Hope this keeps getting worked on.
I've only been working on this for a few months, so there's still a lot left to do.  As far as the animated textures go, I just haven't put those in yet, though for some of them it's a bit more complicated than just slapping them on a linedef, since the screens don't go from floor to ceiling in many cases.

I guess what I'm trying to say is that this is still very much a WIP😁

Wow, ZScript is one hell of a drug!

This looks good, my only real criticism is the weapon bobbing still seems to be too much given the players movement speed. I would recommend tweaking the Weapon.BobRangeX and Weapon.BobRangeY properties in your base weapon class.
The default weapon bobbing comes straight from hideous destructor's weapon classes.  There's a lot of stuff I still need to tweak, but I'm prioritizing bigger game systems before I start really trying to get the feel right.  Thanks for your input 😄

673ef3f230b14ZylonBane

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The originals are placeholder.  I'm trying to remake the sounds...
WHY.

673ef3f230c9bVDubs93

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I drew all the weapon sprites from scratch, figured I'd go all in and remake their sounds too. I would increase the quality of the sounds if I could, but it's not possible to recover samples that were in the original recordings after they've been compressed. Besides, I'm enjoying trying to find and make sounds that work.
Is there a good reason not to make new sounds? The whole project is a creative exercise, done for fun. If you have any suggestions beyond "the sounds suck", I'd be happy to hear them.

673ef3f230d84ZylonBane

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Well, just so long as you don't believe you're improving them.

673ef3f230ebdVdubs93

« Last Edit: 04. January 2022, 22:52:03 by Vdubs93 »

673ef3f2311f3RocketMan

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ZB maintains the zen in this place by balancing out the ying with some often needed yang.

What you've done is pretty cool though and hey... you already have the cortex reaver done for you in the spider mastermind.

I could think of dozens of ways playing SS1 in the doom engine could be amusing as hell, like grabbing a berzerk pack and punching mancubu...mutated cyborgs into gibs.

673ef3f2312dasarge945

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Now someone just needs to port Doom to the SS1 engine

673ef3f2313c9RocketMan

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Which game deserves the higher honour?  The game being ported to the other engine or the game to which you are porting?

673ef3f231581remyabel

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If Doom can run on printers, I'm sure Doom can run on the MFD player.

673ef3f231791sarge945

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If Doom can run on printers, I'm sure Doom can run on the MFD player.

This is why SCP 5 is taking so long to release
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