Página 7 de 9

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 4:44 pm
por vitorzino
Ok, já providenciei isso :wink:

ScreenShot do note do meu pai do DECORATE simplificado para aumentar a performance (somente em PCS fracos, pq são minimos os efeitos no desempenho)
Imagem

EDIT:Voces preferem o RECOIL que altera a mira(muda de posição) ou apenas o efeito do Radius_Quake que "simula" o RECOIL

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 5:27 pm
por Pedro Vc
Alteração de pitch é um pé-no-saco.
Also, se for no DB2, e todas as texturas forem reduzidas a metade do tamanho in-game, da pra fazê-las não aparecerem gigantes no DB2 e sim no tamanho in-game normal.

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 5:41 pm
por vitorzino
Muito trabalho para pouco resultado :(

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 6:02 pm
por DU0
Chegou a testar no SLADE? Eu uso ele aqui, acho DEVERAS superior ao Dumb Builder e talz... Recomendo :3

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 6:13 pm
por Pedro Vc
Muito trabalho?
:?: :?: :?:

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sex Jan 22, 2010 6:15 pm
por vitorzino
Deixa pra lá meu coment...mas mesmo assim, iriamos limitar TODO o projeto APENAS nas texturas do DOOM²

EDIT: SLADE?, já cheguei a usar, mas não me adaptei muito, quando chegar em BSB eu testo no meu PC
EDIT²: Mas eaí, nada de ACS do Recoil? :P
EDIT³:Preferem o Recoil ou o RadiusQuake?
NINGUÉM? :?

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sáb Jan 23, 2010 2:57 am
por vitorzino
Duplo, DÚVIDA...
Por que o Radius_Quake não está funfando na Plasmaball?
ACTOR Plasmagun : Plasmarifle replaces Plasmarifle
{
inventory.pickupsound "Plasmagun/Draw"
weapon.upsound "Plasmagun/Draw"
states
{
select:
PLGN A 1 A_Raise
loop
deselect:
PLGN A 1 A_Lower
loop
fire:
TNT1 A 0 A_GunFlash
TNT1 A 0 A_Jump(256,"fire1","fire2","fire3")
fire1:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF A 3 Bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
goto fire3+2
fire2:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF B 3 bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
goto fire3+2
fire3:
TNT1 A 0 A_Recoil (2)
TNT1 A 0 Radius_Quake (6,2,0,1,0)
PLGF C 3 Bright A_Firecustommissile("PlasmaballRebirth",0,1)
TNT1 A 0 A_Refire
PLGN BCDEFGH 1
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
TNT1 A 0 A_FireCustomMissile("SmokeSpawner",0,0,random(-5,-25),random(2,-14))
PLGN I 14 A_Playsound("Plasmagun/Unwind")
PLGN HGFEDCB 1
goto ready
Flash:
TNT1 A 3 A_Light2
TNT1 A 3 A_Light1
goto lightdone
}
}

ACTOR PlasmaballRebirth : Plasmaball replaces Plasmaball
{
+FORCEXYBILLBOARD
+THRUGHOST
renderstyle ADD
alpha 1.0
seesound "Plasmagun/Fire"
speed 1
states
{
spawn:
PLSS AB 1 bright A_Spawnitem("Plasmatrail")
loop
death:
PLSE BCD 2 Bright
TNT1 A 0 Radius_Quake (3,20,0,10,0)
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 0 A_CustomMissile("BluePlasmaPiece",0,0,random(-360,360),2,random(-50,50))
TNT1 A 1 Bright A_SpawnItem("RocketLSmoke")
stop
}
}

ACTOR BluePlasmaPiece : DebrisGeneral
{
-NOGRAVITY
renderstyle Add
alpha 1.0
scale 0.08
speed 9
gravity 0.8
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,390)
PLSE D 1 bright A_FadeOut(0.03)
wait
}
}

ACTOR Plasmatrail
{
+FORCEXYBILLBOARD
+NOTDMATCH
+NOCLIP
+NOINTERACTION
+NOGRAVITY
renderstyle ADD
alpha 0.6
scale 0.85
states
{
spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTid(0,390)
PLSS AB 1 A_Fadeout(0.05)
loop
}
}

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sáb Jan 23, 2010 6:17 am
por Logan MTM
Tic 0?

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Sáb Jan 23, 2010 3:10 pm
por vitorzino
ãh? :mrgreen:
EDIT: Já meti o Fix! :P
EDIT²: Esqueçam do ACS, o efeito de recoil será feito com Radius_Quake mesmo :D (muuuuito mais performance multiplayer)

Re: DOOM² : Hell in Earth [+REMAKE]

Enviado: Dom Jan 24, 2010 12:05 am
por Sgt. Mark IV
Also, cara. baixa a trilha sonorora do doom do playstation e bota ai. Pow, aquelas músicas macabras dão um clima do caralho! :D


Eu voto pelo radiusquake.