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DrPyspy

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About DrPyspy

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    fortnite e-athlete

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  1. What? Huh? Tomb Fetus is a free party shooter developed for Zandronum! Get together with some buddies and compete in a wide variety of various gamemodes, from classic free-for-all fighting in Deathmatch and Last Man Leggy, to objective-based team squabbles such as Capture the Fetus and Bomb Delivery! Whether you're a gun toting burglar, a sharply dressed monkey, a deadly space marine, or just a deadass pizza, you'll feel right at home in the world of Tomb Fetus; from bustling cities and suburbs, to ancient tombs and the farthest reaches of space, these fellas will fight anywhere. The gameplay and the numerous unique weapons at your disposal are inspired by a variety of shooters, including Quake 3 Arena, and the Team Fortress series. There are maps of all shapes, sizes, and styles, each built to withstand the mayhem of Tomb Fetus. Give me those features! A huge roster of characters, each one with their own voice and personality 12 unique weapons, each with a primary fire and an alt-fire A massive array of arenas in all kinds of diverse settings A variety of jammin' tunes from various artists, including original tracks and remixes When can I play it? Not yet! A demo is planned for release in 2023 in 2024! With the to-do list nearing completion, I'm optimistic for a release soon... if the gods do not pelt my home with rocks and stones. Screenshots? Perchance! Tell me MORE! You can find some more information at the official TOMB FETUS WEBZONE! You can find it at https://pyspy.neocities.org/tf/! There, you can find the blogposts and development logs.
  2. Thank you! I was really itching to play around with MetaDoom mapping, especially since the concept lends to a lot of fun ideas for maps. Mashing together bits of Doom history is really fun, and it definitely won't be the last time I try my hand at it! I'd definitely like to others take a crack at mapping, not just for MetaDoom, but for other gameplay mods too 👀
  3. Not yet, unfortunately. I've been preoccupied with getting a demo out for one of my other projects, so other projects like Unseen Evil haven't been getting my full attention. I'm excited to get back into it, though! I'm particularly looking forward to finishing up the Chaingunner, fixing up his proportions, and all that.
  4. Seems to be related to how Beta Labs includes its custom player class. GZDoom puts priority of the KEYCONF lump's class definitions over the MAPINFO definitions, meaning Doom Delta's player classes get wiped. The reason it crashes here is that I didn't include any safety checks in the HUD code, meaning it crashes trying to find Doom Delta specific stuff in Beta Lab's player class code. This kinda stuff is finicky to work around, but I think I might be able to hack together a solution in a future update... For now, if you have a tool like SLADE, I would recommend making a personal copy of Beta Labs that removes the KEYCONF file inside the WAD. It appears Beta Lab's custom weapons only add the alpha-style weapon swaying, so it should be safe to do so without any compatibility issues. EDIT: This'll also work! In Miscellaneous Options in the GZDoom menu, you can find this: Setting this to 'No' and restarting the entire game will allow Doom Delta's classes to work properly. I had no idea this existed until now. Let me know if this works out for you!
  5. Hello, i apologize if i sound annyoing but how is this MetaDoom project?

    I assumed it'd be released in the anniversary.

    Either way, i was just curious and you obviously have good reasons to not release this any time soon.

     

    1. DrPyspy

      DrPyspy

      Howdy! I do still plan to complete and release this, but I'm currently preoccupied with other projects at this time. I'm glad to hear there's interest in it, though!

    2. whatup876

      whatup876

      Alright.

      Whatever it is that gets released, it's always worth looking into.

  6. LETS GOOOO!!!!! I'm really happy to see this still kickin'! Those preview videos back in the day helped inspire me to get more into Doom modding. I look forward to seeing more 👀
  7. It's a bit tricky, but you can try taking a look in "hud_baze.zsc" and messing with the "if ( automapactive )" block! I'm hoping to flesh out the automap more, as well as provide an option to use the regular GZDoom one in a future update.
  8. Thanks for bringing this to my attention! This looks really nifty, will definitely keep an eye out 👁👁
  9. Sorry for the late response (although I think I ended up answering in the Discord,) I've been busy with some other projects so I've kinda been in a suspended state of animation. There'll still be updates! I'm very happy with where the mod is at the moment, but I wouldn't quite call it complete, as there is still quite a bit of stuff I'd like to do. Some plans for the next version include: Revamped Gargoyle sprites to bring him up to snuff with the other Doom monsters New co-op behavior settings (including individual pickups per player, player pings, etc.) Rebalancing the monster health and adding an option to restore the vanilla Doom values (and letting mapmakers change it for their own maps) Doing a once-over on the shield pickup spawning system to have better variety (and more chances to find them) Fixing some weapon offsets and erroneous state jumping Some future plans include: Press release beta inspired HUD style (with mugshots!) Better deathmatch support Potentially revisiting some of the remaining unused weapon concepts to even out the rest of the weapon slots (i.e. Probjectile, the ever-mysterious Grenade Launcher that gets tenuously mentioned once in the ammo section of the Doom Bible, etc.) Official mapset shenanigans! The primary idea at the moment is to adapt the first and second episodes of the Doom Bible. Not a whole lot to say on this one yet since I've got other projects to work on before I really start going ham with it. Plans can change and shift of course, but these are some things to expect from THE FUTURE... for now.
  10. Thank you! I've considered including more content for custom maps, such as the severed hand item, as well as some of the props that didn't make it into the final game. I'd especially love to do more miscellaneous clutter props like coffee mugs, recreational equipment, and other props that would fit in the locations mentioned in the Doom Bible. This is only slightly related, but in lieu of proper editor documentation at the moment, here is a quick explanation of the Blob actor for anyone looking to place one in their level. The Blob actor is coded similarly to how the GZDoom decal actor works: the back of the actor indicates the direction that the Blob will look for a wall to latch onto. Unlike the decal actor, though, it won't attach to double-sided lines; it'll only attach to one-sided lines. Hmm, the main issue with tossing out the vanilla values is that Doom Delta tries to maintain compatibility with monster mods and mapsets that contain custom DEHACKED monsters, so anything that is wildly different from the vanilla values would probably mess with monsters that expect damage values closer to vanilla. Thanks for the suggestion, though!
  11. That's understandable! It's not really mentioned anywhere, come to think of it. I could probably slide it in somewhere in the help menu.
  12. If I had to guess, the surplus ammo might be due a combination of the following: Doom 2 monsters having less health than usual (an intentional decision to make things less stressful when taking on Doom 2 monsters without an SSG) The introduction of the demonic weapons that use a new separate ammo type, which ends up leaving you with more ammo for the other weapons Certain weapons like the Rifle, the Chaingun, and the BFG doing more damage with less ammo used up compared to their counterparts in Vanilla This all ends up adding up to encounters being easier to deal with overall, using up less ammo to do so. I'm admittedly very wasteful with ammo, so some of the balancing was probably biased towards that, and I ended up over-compensating. I'm open hearing others' thoughts on this and I'm open to experimenting with the balancing!
  13. Howdy! This is a map I made back in 2022 that is designed for the GZDoom gameplay mod MetaDoom: a mod that brings together elements from the entirety of Doom's history. In this brief look into an alternative version of events, a survivor of the demonic outbreak of Mars has fought his way through the hordes and onto hell's doorstep. In his search for the mastermind of the invasion, he has encountered a hell priest known as Deag Ranak, who has been making his way to the capital city of hell. The marine is hoping that tracking down the priest will lead him to whoever... or whatever... is leading this hellish incursion. Baphomet's Entryway is a level that makes use of MetaDoom's unique monsters and gameplay elements, as well as taking some inspiration from MetaDoom's core concepts. Elements from various Doom games are mashed together and molded into a hellish castle full of devious demons. Will you be able to conquer this cursed citadel? The answer is yes! (spoiler alert) Download Baphomet's Entryway from THIS VERY LINK! Whatever you do, do NOT download it from this link. You WILL require MetaDoom v7.1 to enter this hellish fortress! Download it from the official webzone or receive a copy from your local pharmacy (prescription required.) Baphomet's Entryway was tested and developed for GZDoom v4.8.1 (and above), so you should probably play it with that version (or above.)
  14. Spawning in place of the BFG is good, but I would like to explore additional options for the spawn handler to handle in case there's only a couple BFG's in an entire mapset. That'll definitely be one of the options, though! At the moment, the music is divided into PSX tracks for Doom 1 levels, and 64 tracks for Doom 2 levels. However, I do want to include a couple other music settings as well, such as a custom ordered playlist and a randomize/shuffle setting!
  15. In my other mod Doom Delta, the Unmaker of that mod would usually spawn in place of a BFG if you already had a BFG in your inventory. I might do something similar here, although I will need to consider how to handle the Demon Keys. Doom Delta's system for spawning in new unique monsters/powerups is pretty flexible, so I could pull something similar off here.
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