673f22c0a9881

673f22c0aa6c1
3 Guests are here.
 

Topic: SysDooM Shock by VDubs Read 3220 times  

673f22c0aae55unn_atropos

673f22c0aaedb
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.

673f22c0ab013ZylonBane

673f22c0ab063
I'd really like to know why the sound effects seem to be a 50:50 split between the originals and weird remakes.

673f22c0ab26esarge945

673f22c0ab2cd
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 »

673f22c0ab415icemann

673f22c0ab460
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.

673f22c0aba7cVDubs93

673f22c0abacf
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 😄

673f22c0abe45ZylonBane

673f22c0abe9a
The originals are placeholder.  I'm trying to remake the sounds...
WHY.

673f22c0abf93VDubs93

673f22c0abfde
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.

673f22c0ac06eZylonBane

673f22c0ac0b7
Well, just so long as you don't believe you're improving them.

673f22c0ac1a5Vdubs93

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

673f22c0ac49fRocketMan

673f22c0ac4ed
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.

673f22c0ac57csarge945

673f22c0ac5c5
Now someone just needs to port Doom to the SS1 engine

673f22c0ac65cRocketMan

673f22c0ac6a4
Which game deserves the higher honour?  The game being ported to the other engine or the game to which you are porting?

673f22c0ac7f4remyabel

673f22c0ac83c
If Doom can run on printers, I'm sure Doom can run on the MFD player.

673f22c0aca3bsarge945

673f22c0aca89
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
3 Guests are here.
Think of a perfect summer night. The contrast between the warm summer breeze and pulsating cold stars.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673f22c0ad96b