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LukeGaming

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About LukeGaming

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  1. LukeGaming

    Share Your Sprites!

    I always keep misremembering how to write it, I'm pretty sure I made same typo in a bunch of file and actor names.
  2. LukeGaming

    Which version of freedoom do these enemies come from?

    My eyes are more violated by changes that were made to these enemies. Why turn chaingunner into player recolour? Why deepfry mancubus? Why remove details from zombies weapon and give it ridiculous legs? I thought these were like this from the start. Was it some copyright issues? Edit: Nevermind, I went through old build from here https://archive.org/details/free-doom-2003-2019 and it turns out these were just reverted back to their beta versions. So they were in fact like this from start - I'm still curious what sort of copyright issues have newer sprites caused. Edit2: I now realized that all updated sprites are back to new version in daily builds (I downloaded both Freedoom WADs from official Freedoom site). Man that new revenant is cool. That was quite a ride all to realize that for the past month the only version that I knew and played was with placeholder beta enemies and that my boot-replacing operation was useless.
  3. I was planning to rework some freedoom sprites, but then I stumbled upon this thread and realized that most of what I planned (making chaingunners gun look like minigun that you are using, lost soul looking more alien-themed etc.) was already in some build: Does anyone know which version is that? Are these sprites still around somewhere? Why were they even replaced/removed?
  4. Title says it all - is there some custom monster from place like realm667 that you tend to see often in different WADs from different people?
  5. LukeGaming

    Doom hybrid monster pack

    Added 10 more monsters. I am slowly inching towards having all the monsters that I want to use in randomizer for Ultimate Doom, although I have some problems with setting up randomizer that isn't bad:
  6. LukeGaming

    Share Your Sprites!

    I like Freedoom zombies, the only thing that irks me about them are these boots and their weapons. Based on Freedoom things like cacodemons, imps and demons I think the general enemy theme is "eldrich aliens" and these zombies look and move like people controlled by some alien parasite, they remind me of HL1 zombies a bit (aside from chaingunner, he looks like normal dude). I'll definitely make changes to Freedom mancubus and ravenant too, former looks deepfried and latter looks like he's from childrens game. Edit:
  7. LukeGaming

    Share Your Sprites!

    Started to rework some Freedoom sprites, here I changet (not) zombiemans legs so that it looks like he is wearing military boots and not Kanye West meme boots. (I know these are probably some sort of mechanical legs, but I can't get mental image out of my head every time I look at them). I'm thinking about whether to redraw his machinepistol into regular pistol or just colour it and leave it as it is (it's almost pitch black in many sprites). Edit: lmao
  8. Thank you both very much, I now have general idea on how it works and what to do with it.
  9. So far I have been using randomizer like this: And it works fine but once you add too many monster types to single replacer levels become a bit too messy. I'm thinking about something that would replace given enemy type with one other randomly chosen one throught entire level. What method would you use for that? Do you know any randomizer that does something like this without very complicated method?
  10. Recently I have been trying to make some changes to lost soul in zscript (things like making it do homing attack, or stop its charge after certain distance - all of it was giving me unexpected results) and I ran into a major problem - I have no idea how this thing really works. Zdoom wiki wasn't much help https://zdoom.org/wiki/A_SkullAttack Why does it loop with goto Missile+2? Is there is some way to replicate this type of pseudo-projectile attack without using a_skullattack?
  11. LukeGaming

    Cool Doom

    I plan on adding sprites for things like Imps charged attack or Cyberdemons stomp in next update. Thanks for review!
  12. LukeGaming

    Cool Doom

    Gameplay mod meant to be used with gzdoom, currently only modifies Ultimate Doom content but works with Doom 2. Inspired by Doom Eternal enemy analysis videos on YouTube, main goal of this mod is to give monsters more abilities, mostly copied from other entries in the series like Doom Eternal, Doom 3 and various spin-off games (mighty doom, doom rpg), while keeping things fairly simple. Download: https://www.mediafire.com/file/jxfmr0jfyntjcv9/CoolDoom.pk3/file Let me know if there are any issues. General changes: -every demon aside from Doom 2 ones has been given one or several new abilities -all weapons (aside from super shotgun) have some sort of alt-fire now (mouse2 by default) -autoaim has been disabled on all weapons -all weapons have been given vertical spread -improved positioning of some demon projectiles (cacodemon doesn’t shoot from his nose and cyberdemon doesn’t shoot from his groin anymore) -changed spectres invisibility and visuals -all projectile-shooting monsters now occasionally fire projectiles at slightly different angle (barely noticeable) New monster abilities: Weapon changes: To do: -add changes to Doom 2 content -fix fist sprite
  13. LukeGaming

    Beta Lost Soul

    I took sprites from here: https://www.doomworld.com/idgames/combos/e_bskull and used beta lost soul code that was already in gzdoom.pk3 by default. Only thing that I did is deleting one line in pain state code so that it plays all pain frames and changing sprite offsets so that they and death animation/corpse don't look so off. There are two versions, one that drops corpse after death and one that doesn't. Download here: https://www.mediafire.com/file/nt7q4n26oxuho1y/beta_skull.pk3/file Enjoy!
  14. LukeGaming

    Share Your Sprites!

    That is the one unfortunately, but thanks for the sprite map. I looked through it and sadly all the graphics in eternity are gray aswell, I guess doom beta had some weird way of colouring things. Well, I'll do it myself after all. Edit: Turns out all Graphic(Doom) files look grey while in SLADE but get coloured in-game and setting "base resource archive" causes them to look proper in editor aswell. I had a feeling it would turn out to be something silly like that.
  15. LukeGaming

    Share Your Sprites!

    I have dilemma with ravenant imp. I feel like he looks more cohesive without ravenant-styled wound and rotten bits, but at the same time I feel a bit guilty about making it just a recolour. Here are some other imps I made recently: Btw, does anyone know any wad that has working beta lost soul? I fell in love with the thing recently, only reconstruction that I found has completely grey sprites for some reason:
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