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[ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 http://www.forkheads.net/viewtopic.php?f=8&t=17323 |
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Author: | RV-007 [ Sun Mar 19, 2017 8:39 pm ] |
Post subject: | [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 |
Who said magic was weak shit? You don't know magic till you fight off these motherfuckers. Prepare for hell + prepare 4 shit! You b eyeballin' like no tomorrow, or defusing a C-4, lol. This monster wad is not ready for gameplay (not throughly tested yet). Okay, enough intro. Threading from the sirens wad, I saw that there are potential doom monsters in the Diablo franchise. The resources I etched are from the original Diablo1, Diablo1: Hellfire, Diablo2, and Diablo2 : Lord of Destruction titles. There's not much to say about this monster replacement project (unless I make some Diablo-themed map project). The release will take a while to finish b/c I am under the stage of editing sprites (starting w/ the first [succubus]) w/ colors blended w/ the background color. I also am making any smooth fixes between sprite frames. Thought I should post up information as a little diversion from the monotony of sprite work. If there is anything that could make the project fail/disappoint is due to the the design of the ported sprites. Diablo Monsters: https://archive.org/download/diablo_mon ... ersv52.wad Diablo Ally Hero Items: https://archive.org/download/diablo_mon ... iptv05.wad Diablo1 Butcher: https://archive.org/download/diablo_mon ... utcher.wad Icon of Sin boss fight for doom2 (optional [might be more/less difficult]): https://archive.org/download/icon_of_si ... om2v07.wad Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]): https://archive.org/download/gate_watch ... ia2v05.wad Skins List:
Roster List:
Screenshots:
Notes + Standard:
Progress Summary:
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Author: | RV-007 [ Sun Mar 19, 2017 8:50 pm ] |
Post subject: | Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46 |
I am just reminding myself about d1 bat_nothing000 and d1warrior000. On postponement in the necromancer class. Also, I might actually include izael-something (because he's blue and the d1 |
Author: | Pantsman [ Sun Mar 19, 2017 10:49 pm ] |
Post subject: | Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46 |
MY CHILDHOOD JUST DID A FUSION DANCE. |
Author: | joshex [ Mon Mar 20, 2017 12:10 pm ] |
Post subject: | Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46 |
viewtopic.php?f=49&t=14268&p=239087#p239087 please see here. |
Author: | fluffy [ Mon Mar 20, 2017 7:32 pm ] |
Post subject: | I disapprove of censorship more than suicide. |
First of all, don't mark things “NSFW” on Forkheads: we're a porn game site, I mean come the fuck on. Second, there was nothing “NSFW” about your post. You want to see work unsafe material? Here's work unsafe material.
That's not work safe. It's classical lolicon from the golden ages. Fuck your sensibilities. Now: hey, nice idea, this could be a lot of fun. We don't really have a kit you can just download but there's plenty of material we use a lot. Any plans on portability? The doom files are fairly modular. |
Author: | RV-007 [ Thu Mar 23, 2017 9:19 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46 |
How did I miss the post last time? Sorry, I didn't know the obviousness, if there is one. To me, the NSFW is from the certain images from the post. Unsafe material is within the project file. However, you did got me about placing tags where it might not belong. Yes, you can account me upon the charge of censorship. I was just defining stuff, but okay, I suck! I don't know what's the nice idea, but it does sound like fun. The plenty of material is something I am interested in. Portability? I am not sure what that means. I did take great pains to make various files to be combination compatible as possible. That means like to use a strictly weapons combo mod for this monster combo mod. However, if you mean portability in terms of compatible playing on other operating system softwares, I'm over my head on this one. However, the source port ZDoom should have different OS versions. The project files should work with the right version and right OS platform. I also can't figure out what would you mean by modularity. However, you can open the files up with the SLADE3 game editor. Sorry about that, I'm not much of a programmer and more of a modder/modifier. I dumb! |
Author: | RV-007 [ Thu Apr 06, 2017 12:17 am ] |
Post subject: | Re: [ZDOOM_MOD/WIP/NSFW] Diablo Monsters v46 |
RV-007 wrote: I am just reminding myself about d1 bat_nothing000 and d1warrior000. On postponement in the necromancer class. Also, I might actually include izael-something (because he's blue and the d1 Okay, I was about to make the necromancer an ally, but I just hate that pale dude look. It's more of an evil dude role. I would probably add him in the chaingunguy replacement array. He might cast some magic? I dunno, I want this bitch to be unique. Something more than fireball or magic missile (the flailer projectile is good enough of an excuse). Probably multiple projectiles/bullets (or a special A_VileAttack/A_VileTarget) to make him be more dangerous. I know that he's a necromancer, so I can try to make him summon skeletons, but not raise the dead. I can also try icy powers (A_VileTarget stationary [ripper and heavier than fireball] raining icicles, A_VileTarget/A_CustomMissile floating ice blocks [or even A_SpawnItemEx form a ice wall shield if possible {that will probably allow the necromancer target determination intelligence if that happens}] that can be destroyed [not a projectile {maybe sensitive upon contact}], or even A_VileTarget/A_CustomBulletAttack ice storm [with icy clouds and maybe even suction to try freezing target in place]) since he is casted white while casting. Also, I might make that The Baal is too much tentacles or something like that. He be like a tentacle hive, a race against time (or get raped), if you will. Izael is blue and fits with the warrior00, he looks cool, even though he looks almost like a black knight, evil despite not being a monster nor extraordinary. He will have the lighting attack of some sort. I would like to clump Leaper with Baal's Minion, d1 bat demon/imp with Megademon. Just plucking straws, nothing real. |
Author: | RV-007 [ Sat Apr 08, 2017 1:38 am ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46 |
Okay, the winged fiend module warrants its own post. Sorry about saying bat demon, mistake! There's about 4 varied sets that can work in the combo mod. (grey.trn) Grey, stone form to replace props and trap transform from, like gargoyle. Original dark blue, looks classy. (D2 palatte inverted) brown, look good, save for the slight annoying purple outline. (D2 palatte inverted orange.trn) Light blue, frozen death before exploding into ice shards or ice puff(s). Maybe not, maybe as monster? Too blue aqua like, but does have the red outline. I was originally going to use the dark blue to accommodate the succubus because they both wings. She was supposed to A_PainAttack these fiends like a storm. Plus, the red outline is a classic demonic touch, looks cool. Somehow, I was turning the dark blue towards the service of the upcoming necromancer monster. I guess I like the hue despite the reddish outline color. Due to white over hue in casting animation, the necromancer is supposed to be a ice mage or whatevers (will reference from Dungeon Crawl Stone Soup later). Not sure if dark blue fur/skin may work with frozen themes. However, there's the brown one with the purplish outline color. Brown as fading aging winged shit with the purple to entail a quite frozen thing, NOT. As of this moment, I can tell you that one of these winged fiends will have a bullet attack with a puff that emits a ice puff/smog. Fast and instant, yet short and minor attack (due to more of this crazy stuff, the damage be higher or lower than the wolf_smog, depends of how long it stays [higher damage value should it be like +TOUCHY]). The other attack might go with the instant poison or something like that. The blue aqua is a reject, too weird for the project. The grey will definitely serve as a random array of either prop or protected monster in hiding. The stoned monster will be invincible until it breaks out of the stone form. The stone form can either be the dark blue or brown. I would stick with brown, but that's like saying these little fuckers had been imprisoned and aging in that stone casket of theirs. It's a magically thing so random array then. However, purple outline is fucking weird, huh! I think that this is quite creative of a post, thank you. |
Author: | RV-007 [ Tue Apr 11, 2017 1:03 am ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46 |
Recent news! With some help, I have uncovered a methodology that can draw the perfect outline around the sprite form with the contrasting background color, saved for the still blending shadow. However, a flying winged fiend will do alright for this job. I also will have a base sprite set to work from for the other winged fiend sets for better ease of use and mind. Will get onto it, but it's still quite a busy week for me. EDIT (27/05/2017): As of this time, I am making the diablo1 winged fiend. Unfortunately, the death state has black pixels from body to mesh with the shadow, as well as space. Plus, the body looks like it disintegrated. Too hard to remake. I'm just gonna make it in pain state w/o recoil and colored puff as death state. |
Author: | RV-007 [ Wed Jun 14, 2017 9:47 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46 |
Alright, I was supposed to get the archiving done first, but apparently, there's little I can do to quicken the time. I will slowly make the winged fiend while archiving. Of course, music goes first before archiving. Damn, archiving is hell slow! EDIT (16/06/2017): -Getting back onto it, lots of things been in the way. Scary. Will take my time on the spriting. -244 images to go. Those community bitches shouldn't bitch me about my effort in this project! Least they should rant about my un-originality. EDIT (18/06/2017): -Still rolling, but will need to take a look again on both nothing and walking animation. I hate this custom sprite edit chore, but look at my succubus edit, turned out like a masterpiece. EDIT (19/06/2017): -Whoa dude! That winged fiend's hurt animation is like Led Zeppelin's album cover! Stairway to Hell, lol. EDIT (20/06/2017): -Okay guys, I am on the See state animation process. I either pick the nothing or walking animation. The nothing is good as a helicopter fly shit. The walking bounces by image display. I don't want to get coordinate fixing with making the bob float into static float. Too much work for me unless it's really that awesome. I need to figure out which one is good. I will not do both unless they are both that awesome. So here's what I'm gonna do. I will let people vote to see what others think. I would prefer some typed feedback, but it's fine. To be honest, I hate that extreme flap swing, it's like trying to be Mrs. Dracula and this is a (winged) imp/fiend for gaming sakes. Okay, good nite yall. -Oh yeah, I am removing the brown aging winged fiend. It looks badass with the aged fading color, but it has a purple outline. It looks too weird then. Purple can't be a frozen color then, huh? Well, that makes my work goal much easier then. |
Author: | RV-007 [ Wed Jun 21, 2017 9:45 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v46 |
AT LAST! I FINALLY GOT THROUGH THE FUCKING SPRITING PROCESS! NOW TO FUCKING READ MY NOTES AND SEE WHERE THE FUCK AM I? WHOOPS, I FORGOT TO UPDATE THE LINKS. WHERE IN THE WORLD I FORGOT? EDIT (22/06/2017): -Now, I am on the process to sprite coordinate into the 3rd dimension. Wow wee. -Can't backup @tm for shit's sake. Shit. EDIT (23/06/2017): -Okay, the attack trigger frame is at least limited to one (WIF1E1), most to three (including frames around WIF1E1). The attack will end back to WIF1E1. I have to make attack focus consistency enforcements to be split into 1 (maybe added with fast keyword) tic of A_Jump action functions or the like. I believe the closest mini monster to fit is the Lost Soul. I will also need to test speed ratings for each actor state available. The attack animation requires a manual offset basing from the nothing animation with the groin/butt as the origin of offsets. Well, just most of the time. EDIT (24/06/2017): -Well, I completed the eye-to-eye graph coordination. Now for the sounds, if I can presume the analysis/design. Then, it's classification time. EDIT (25/06/2017): -The basic sounds are there. Now I have to do some audio testing of the rest of the d1 sound list. Maybe, some can be adapted to the winged fiend's audible lifespan. This will take a while. EDIT (28/06/2017): -Doing the first test. So far, something. I need to categorize the list to specifications. EDIT (13/07/2017): -Bajaja! I have resumed at least the copyin' and sloppin'. I have yet started, but the news, and the muthafucka tragedies! Muthafucka! >:( -MOAR MINUS FH POWA!!!! MUHAHAHAH! EDIT (14/07/2017): -Holy shit, I already did the fucking sprite coordination. Sounds! Code for stone winged fiend (Winged_Fiend0)
EDIT (15/07/2017): -Sound definitions defined for main actor and all of its instances. -Commencing actor code. Yes, yes, yes. Of course, starting on the staple stone winged fiend. I didn't officially decide on the actor name just yet. Need to find the prop to be replaced. I count down to three prop replacements. Did I already mention that this winged pest will be able to randomly jet by y axis? Will figure out behavior later, now, I worry about stats. Will peruse the LostSoul actor's stat as base. explosive barrels, candlesticks (already fulfilled), short green/red columns, or as items (shotgun shells/boxes [better this one] to better balance off the ammo overload [more common occurrence too {hehehe heee}])? Shellbox does sound like a fiend thing. If in stone, it can be live or false. Live stone fiends will transform into Death state so either change or death will bring out the jinn/imp. Abracadabra! False stone fiends will break into nothingness upon death. 1/3 or 1/4 probability of stone fiend being live with a jack-in-a-box fiend. Both actors will bleed stone pebbles. EDIT (17/07/2017): -Actor flags completed! Damn, I do have multiple posts jacking around what would be the next module. I'll try to summer slimy. Up next, actor properties! The states will be hell for me. EDIT (18/07/2017): -Fixed actor flags to fix into a true prop or the like. Also did actor properties, which was easy, but will work onto the listing. Hopefully everything pans out fine. Poison damage for upcoming winged fiend because winged fiend fog (maybe as a bulletpuff or something like that) is not 100% accurate hit. Need to make the imp feisty while dodgy, you know, make it into the threat list. Scale float value to be known. BloodType string value to be investigated. That's it for now, got to shake it for money. EDIT (20/07/2017): -Actor properties listing review complete. Actor states for the prop begins soon. This is especially due to the fact that I cannot determine BloodType without a demo test. I will make a demo of a live winged fiend statue. That way, I can get both pure and live statues done. Pure comments the live activation, easy enough. EDIT (22/07/2017): -Okay, I have determined that the Winged_Fiend_Statue's BloodType would be jumping sparks due to bullets have either piercing or cutting damage. You can't cut rock that easily, especially with just a bullet. I have finally completed the actor states, all of them, more or less. I am testing the fucker out. Then, I might test for random 360 radius in plenty of custom bullet attacks. It's like a naval mine with gunfire, bitches. How's that for hazard? For true statues, you can say, "What the fuck are you talking about? It's just a damn statue". Well, the current actor I'm working on is considered a live statue, not that there is a true transformation from the base form. It's more like a egg shell. So live round statues can explode and maybe shoot bullets randomly in 360 degrees radius. Oh, speaking for which, I need to make a generator and Doom_ShellBox to replace the original ShellBox actor. -If anybody got anything to complain about the necromancer, warrior, or barbarian player, Tell them, I haven't really figure out on where these guys stand. I might just use the barbarian as thunder strike ally just because he looks strong enough for the part. EDIT (22/07/2017): -Completed the shellbox replacement, easy. Oh shit, I forgot about borrowing instances of ShellBox! Fixed that. -Still figuring out about the death explosion and/or fragmentation bullets (although it could be a bit over rated [can be balanced out for excessive health { -3 player classes decision yet to be decided. Maybe if I wander off enough. -Not to be beat, diablo1 makes a comeback with even more resources! I can still use the flying skeleton ghost thingie and there's a possible running burning dude, although, I cannot see if there are other animations for it (alright, they corny, they are out!). Definitely, some of the objects are worthy enough for merit. It's d1 quality, but it's so cheesy good! (banner000 v, cruxsk1000 - cruxsk1014 v, skulstik000 - skulstik004 ?) -Currently testing break sound duration, yes, might take a break in seeing the new olde developments (noted in the op). EDIT (24/07/2017): -Got break sound duration down. It won't be too quick, but maybe it's a bit too slow. I decided to forgo the explosion and bullet fragmentation. I guess the winged fiend can break out of the statue, but I don't think it would be that explosive nor bullet fragmenting as a side effect. True statue is next. Will make jumpy winged fiend monsters next. No, no other variants. EDIT (26/07/2017): -I did it ya motherfuckers! I created the true statue, and it disappears upon breaking into rubble, dropping possible loot. Progress has been made. Excellent. For now, rest. Will resume, winged fiend monsta. Yes, good night. ;) -Yes, you can also try out the changes for yourself in the demo release. I would put a v47 link, but it will be temporary. See the default ShellBox actor for the demo test. Yes, the winged fiend monster is not yet implemented of course. EDIT (27/07/2017): -I have started on the winged fiend. So far, analysis blocks with dodging and bullet puff questions. On what conditions it should start dodging? Single or spawner of fiend puffs as bullet puff? Also, can working on the default stats. Tricky stuff, the imp is. -Actor flags completed. Still need to do actor properties, which will require some thought and time. EDIT (28/07/2017): -Actor properties completed. I believe it is quite complete, but who knows? Am starting actor states soon. EDIT (29/07/2017): -On actor states. I believe the dodge module would have to be last. I have to get the basic done. For now, I will have to work on the Winged_Fiend_BulletPuff and things like that. Oh yeah, I figured out that the necromancer could be a ice dude that A_VileAttack, but grinds down the player hard. This is to prevent manual movement. Maybe, I can also allow him to generate ice ripper explosion storms during See state. It's like you got bombed by artillery. Just like a world war. -I have already completed the monster code. However, it requires some testing for desired tic delay animation speed operation. I also need to make the Winged_Fiend_BulletPuff and Winged_Fiend_Fog. BulletPuff will require sound definition and emitting one winged_Fiend_Fog, an actor of its own accord. -GOD DAMN U! +AVOIDMELEE IS NOT HELPING IN MELEE RANGE! TOO WEAK! It appears that a bullet attack alone is not viable for poison damage, fuck you!!! I will appropriate for BulletPuff class variant. I knew my noob monster mod will come in handy one day. It still does, ah, the days of experimenting. I need to recuperate for my very well being. This week has been burden fighting against imperialism. A head on a pike! Your only warning! EDIT (30/07/2017): -And I'm making quick progress after the long damn intermission. Okay, before I go on, necromancer might get a shotgun or limited (random) chaingun attack. Bullet puff will result in necromancer fog. -News flash for winged fiend! It can directly replace the Shellbox actor. Also some various vague scribble scrabble. // TIC DELAY SPEED TESTS! See, Missile, Pain, Death, Etc? // Lack of vigilantism or initialism (or, I could just make multiple tic 0 instances to stack up a higher chance to shoot fire! [no movement though]). Missile state loop frequency might be allowed for maximum combat effectiveness, but by how much? // Fiend puff? I need to do this for get the real stress test going. // -NOPAIN change flag for raise state of viable monsters! (this one is something I should have fixed long ago, but raised monsters would probably be too pissed and busy killing off their killers before succumbing to their pain, sound good B) ) So far, the fiend is a rough test. Animation speed transition is left more to be desired. When attack mode is engaged, boy, it attacks continuously, and boy, do the poison + damage can stack up. Pretty lethal for a pip swik of 50 hp, and I didn't even implement dodging just yet! You can test the updated demo for yourself. I figure that this isn't quite the doom community (don't know the code, I mean scripts) so yeah. OH YEAH, I ALMOST FORGOT ABOUT THE FEMALE ASSASSIN! MIGHT MAKE THE NECROMANCER AS A GLASS BALL (WITH USE OF COLOR INVERSION) AND ICE MAGE TOO! FIEND FOG SPRITES ARE READY, MORE OR LESS. WILL REFERENCE FROM SKULL_FOG. EDIT (31/07/2017): -Okay, I just done the definition of actor flags and properties. I need to input the states now. EDIT (01/08/2017): -Happy August already? Well, the sunset is fucking burning! Lol, okay. Now, I have the states. Everything seems to be ready, even aligning to the correct term of Winged_Fiend_Fog, so that's good. -I complete the Winged_Fiend_Fog draft. Review is polished to final enough revision. I am finally getting to the winged fiend's movement tic delay phase. Delay review will include all actor states. As for attack rate frequency, I will put plenty of tic 0s before the final tic attack line. That way, it will increase the chances to tally up for a successful attack before the poison duration counts down to nothing. Among the current tasks, there are plenty others. Until then, I take a break before rerun marathons. EDIT (02/08/2017): -Yeah, okay, I got the demo release so see it if you want to. It's basically complete save for the speed and stress test. I will go over it and announce the final draft in the next post. OH YEAH, CONVERSATION TEST AFTERWARD OTHER TESTS TOO! |
Author: | RV-007 [ Fri Sep 01, 2017 9:21 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v47 |
v47 Update (Winged Fiends): -Winged fiends and statue variants deployed! -Winged_Fiend_Statue1 now can either spawn winged fiend, loot, or nothing upon death, therefore, more randomness. -no ally damage to the specified allies (look into the ally project, also more music [although I am missing the magic of the forest song, which is quite badass in a fairy/elf/folk/druid kind of way], no change in version number, not big deal). -Pile_of_Skulls# now like Wreck_Spawn actor state of Thorn_Creeper_Nest. It's basically dead in a way that allied monsters no longer see to kill them. Fixed! Whew! -I just found out that I can still drop items when I am dead. I will use the Drop actor state to my advantage in hopes of self-resurrection if possible. -Necromancer in progress, and in name. -Oh yeah, that d1 warrior dude. His sprites are too far off for me to edit shit. I can't see to cut from the blend. He's out for sure. Sorry about that. |
Author: | RV-007 [ Sat Sep 02, 2017 11:01 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v47 |
Well, since we are already on the necromancer module, I'll be telling you some things about him. He technically is a necromancer, but also a magic user. He can summon forth as much stupid magic imps as he possibly can. He can shoot a buckshot of poison and abysmal fogs. A full on hit is a slow, yet certain death. This sounds good? This monster is healthy with a 240. Quite large considering that I would need an average of 2 supershotgun buckshots to down this motherfucker. He got damage worth a super shotgun too so watch out. Oh yeah, since he's a necromancer he might raise himself back as a lich. Liches will also have changes in raising themselves back to unlife. What? They liches. If you say that the recent monster addition just raised the stakes of hell, guess what? They did, but don't worry. I will implement the super allies, items, and props too. EDIT (06/09/2017): -Well, got the conversations done. Didn't want to go super lengthy on it due to sound bites being a bit limited. Will be 25% chance to spawn in place of ChaingunGuy. -Am on tic delay testing, which would take a while. After that, lich variant spawning implementation during Raise state. Happy Halloween bitches! HAHAHA! EDIT (07/09/2017): -During the tic delay test, I made sure that the necromancer walks like a slow ass piece of shit, well in terms of comparing to his wolfen counterpart. I also made sure that if I died before his winged fiend swarm attack, the magic imps will awake from their A_SkullAttack trance after first failure to detect a potential target. Either way, there will be an initial random offset regardless for swarm like effects. The swarm is not really a storm as I would want it (I could make it happen, but the potential lag with making true spawnlings live is hell and live solid projectiles that puff into dust might be the only option for desired shooting operating in cone spray spread design [perhaps another monster that can deal with +TOUCHY projectiles will do]), but spawning these little son of bitches (particularly without quantity limitation) is like having pistol turrets flying around. I also made sure that the stop after the attack image frame to slow down with the reload attack animation frames. Much more natural, ah. -I still need to put in tic delay test of Death/XDeath actor states, whether I should have winged fiends flying from a dying necromancer at a random angle, possible lich-form resurrection (applies to both necromancer and lich [lich can have second chances]), put the necromancer into the ChaingunGuy placement role, and obviously test all this shit to make sure there's a compatibility and gameplay thing working. EDIT (10/09/2017): -Am implementing the lich-form resurrection code. It will be hard, it will be bitch. Applying to lich as well (they liches bitches). -Testing/fixing each revised/new class with the lichdomness. -Will then add in Scosglen_Werewolf_Tribe_or_Rathma_Necromancy_Cult_Unit_Generator to replace ChaingunGuy. -Then, testing the mixes! Hopefully, everything goes alright. Too much test runs, but that's life! -Oh yeah, remind myself to update the database item page information. Three weeks of catching up can lead to impatience, woo! That be done once the announcement has been confirmed. The release is already there, but no notice yet due to prolonged periods of testing. You can test and see for yourself too (if you can't see the upcoming release, find it). EDIT (11/09/2017): -Apparently, the ability to raise things is too leet for our fellow necromancer so I'm cutting it down and leaving that ability to the lich. Our necromancer would be an adept or novice, congregating/experimenting/possessing with the little fiends from the other realms (underworld/hell). He be perfecting his mastery over death. So far, the pact from the devil allowed him to direct demonic essences. It is up to the arbitrary whim of the satyr if the adept should be granted lichdom. However, at what cost to return as a vampire of a medic is unknown. Perhaps losing your mind, soul, and very freedom be it. Of course, should the adept learn enough, he can perform the extensive ceremonial ritual that would cost moral sensibilities (e.g. sacrifices, astrology, experiments, etc), ensuring his rise as a lich. But yeah, don't get me wrong. Being a lich in this game is not actually eternal life. You practically sign your spirit to service, becoming a puppet, a mere tool of the devil. How likely you return might be under whim, but perhaps there's a ritual for that. -So yeah, I'm weakening the necromancer so he can fit his role as a ChaingunGuy replacement. I commented out the last stand bullet hell discharge. Too much clouds to roam and blind in a small sector area. However, I did find it very useful when dealing with werewolves at map03: Gauntlet. Hopefully, my normal allies will stand a chance against a unexpected number of necromancers. I would just wait to put the super allies, but they are basically 2 more normal allies with a bit of extra firepower juice. Maybe, if I managed to weaken enough of the necromancer, I might make him 50% chance to appear as ChaingunGuy. EDIT (12/09/2017): -I finally put down damage immunity between lich and winged fiend variants. That way, when the necromancer does become a lich, the two fog types won't hurt the other source. Also applied to all skeletal type monsters/hazards. -Made lich transformation to be alert by source's A_AlertMonsters. -And yet, I am once again stuck on map06, but a experiment with the InvulnerabilitySphere gave me ample time to maim, call reinforcements, and crush the living hell out of the reizarfg. And yes, outlast this son of a bitch too! This is done only with the normal allies, but I'm going to put in super allies b/c I don't know how it works out. I have to do item configuration later. EDIT (12/09/2017): -I am currently pruning out the final module. Then, it would be ready, however, I have to say that there might be future changes in the future. Minor changes. -Once I have announced and publicate the new release, I might take a break before embarking onto the super allies modules. |
Author: | RV-007 [ Thu Sep 14, 2017 9:58 pm ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48 |
v48+: Necromancer from the Depths! -Alas, the necromancer has arrive! He's old shit, but he gots alot of pets to fuck you up. No, they not skeletons and he can't raise the dead just yet; however, he is called the lord of death for one reason. His army of summoned winged fiends will spread the red abysmal fogs where ever they roam. He happened to fire buckshots full of winged fiend fogs, poison included. These two scourges of the skies are immune to skeletal undeads and vice versa. He's a necromancer, so what? Oh yeah, there's a chance that he can raise himself back as a lich, becoming a true practitioner of the undead so watch out. Did I mention that the lich now can raise himself back alive? -I once did previously tried to make this dude as a ice mage, shooting solid ice cubes, but it's no good if the cubes can't go fast enough and I didn't make to break the game with lag. Slow cubes would be useless as shield for necromancer because dodging around would be easy. Ice cube around the necromancer would turn him into a stationary A_VileAttack turret. The ice cube design prevents me from utilizing winged fiend swarms properly. I always had the swarm idea in mind so I like that and sticked with it. -Health drop item of necromancer is currently Medikit, but so far, so good. -Up next, d2 barbarian hero is coming as more likely an ally than monster, but pretty ugly dude enough to be a monster. d2 assassin ain't always looks, but bad enough of a bitch to serve a definite ally role. Then it's the props and maybe some missing hazards. Items are next. I should be done from that point unless there's other ideas coming along the way. Till then, break time. |
Author: | RV-007 [ Sun Sep 17, 2017 3:02 am ] |
Post subject: | Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48 |
GOD DAMNIT BITCH! BREAK TIME WASN'T AS GREAT! WASTED! RAWR! BACK TO FULFILLING THE VOIDS! EDIT (22/09/2017): -Well, finally getting back to the mods. Oh yeah. Okay. First starting with the sprite importing, new module news changes, and sprite coordination. It will be quite the week. By the way, I'm gonna dl some new touhou doom by someone new. Hopefully, there are fucking fixes. I'm probably not going to prefer its style, but a look-see. EDIT (26/09/2017): -Okay, I'm calling the barbarian hero the "thunderian". You should already know of his specialty by now. Some of his attacks can be A_VileTarget of a seeker lightning with sparks/sub-lightning out of it. I think the sub-lightning would be a bit too laggy and possibly over-powered. I'll try to add it somewhere. The other attack is a variable summoning of multiple lightning rain. The thunderian would have at least 5 health regeneration and a healthy set of health value. He's gonna be a big tank with big guns. I need him to be fucking essential to whip the reziarfg on map06. This is going to be a challenge. Maybe one dude is overpowered so I'll add in the assassin later. Maybe that megasphere secret could be more allies, health regeneration, damage feedback, time freeze (those damn succubuss), damage reducer like armor?, damage amplifier, vampire drain, or just invulnerability? -Oh yeah, need to add this module to both monster/ally projects. Corpses might be a thing. EDIT (27/09/2017): -Total load of shit, I tried a d1 monsters d2 palette convert. Well, the graphical errors are still there thanks to time constraint on that project. No fixies, what a bitch! -Back to the slow venerable. -Sprite naming complete. Next is sprite coordination. This will be a bitch. EDIT (28/09/2017): -Oh, it hurts. I got a shitting episode from something weird. I also wanted to eat, but the shits shit on me. Oh. -I'm sprite coordinating as I can. Gotten some chores to need some balancing. -I still feel hurt, acid burn, sort of, EDIT (01/10/2017): -I stay away from the spicy taco then! I also have no more greens. -LO AND BEHOLD, BITCHES! SPRITE COORDINATION COMPLETE! Audio testing is next. EDIT (03/10/2017): -Commencing the sound definition list. Oh yeah, what a bitch! Plus it's winter. I got the cramps for some reason. I think it was junk food, shit. EDIT (04/10/2017): -Okay, no more junk fast food then. Makes me go shit shit shit! I said too much, lol. -Pumping the volume and defining their initial values! -d2 barbarian is like d2 druid in terms of sound list. Just found out. EDIT (06/10/2017 - 07/10/2017): -I made it through the ambient, sight, and active (active done in the morn of 07/10/2017) sounds. Total hell with complications! -Just got through ataunt, ktaunt. Am around figuring out how to make the multiple cast functions work. One for seeker lightning jolt with sparks, one for thunder rain, and one for A_VileAttack in down (to kill those fucking blade sentinels and slam them to the ground! Hopefully where enemies are at). I did wanted to put in a A_VileTarget tornado to fuck up monsters and projectiles since the d2 barbarian hero is technically from the wind tribe according to d2 lore fiction, but it doesn't sound too Thor popular. link for reference (POWER! HAHAHA!) -I figure that I should put in a bullet spray potion, one that might explode and then bullet spray in random directions. Which monster/ally should have it, I don't know, but it would be a clumsy situation among friends. -Damn, diablo2 can have some (most of them crappy, [ -OKAY, GOT THE SOUND DEFINITION LIST DONE! NOW FOR THE CODE!!! ===|| @_@ PONG!!! EDIT (08/10/2017): -Ah, the coding begins!!! Easy peasy stuff with the stats. Getting onto the states! Oh yeah, I need to update those ally monster modules in the monster project with the ally project. I will do the gore section and when you can raise these ally corpses, they will peruse the ally monster modules set in the monster project. EDIT (09/10/2017): -Yes, the dead ally monsters will be updated, but will have the conversations uncommented. Forgot about that. -Just completed the Spawn state! It consists of walking as deployed allied units. EDIT (11/10/2017): -Completed both See and No_Target_Yet state! Onwards towards Missile state. Will be very difficult! Will start with melee attacks as basics. Testing size dimension next. EDIT (12/10/2017): -Size dimension tested. -Just tested the walk animation. Yeah, big guy, slow stuff. Ironic since his attuned powers are of thunder that clasps (that means usually noted as fast, but definitely striking). He's gonna be a slow unit, but for sure, will have high enough health (to withstand a direct rocket attack!) and a bit of self healing regeneration. He will have very strong attacks and might evoke them during Pain state. I will make sure he be a specific and strong situation to overcome adversaries of great outcome. Oh lord, the angels have come! -The assassin to come might be faster than the ally rogues. I hope that the two ally heroes, along with the other ally units, might be enough to bear the pain feedback and all of the relentless hellish attacks of reziarfg, the abominable (map06, I think). Even better if at least both/one alone! EDIT (13/10/2017): -Tested and succeeded the melee range with loop and game session! -Will bring seeker lightning jolt attack design into fruition! Bzzz! EDIT (14/10/2017): -Damn, all those previous ground foundation works worked! I got the lightning jolt sticking by the thunderian's command. Had a summonfoe to test on myself as target. Not too lethal at times so it's quite a good attack. Variable damage, instant accuracy. Still, I would like to add in some Psych_Orb discharge (ripper with Damage (1*random(0,1))) variant in there too. Maybe, I would copy the Psych_Orb Pain state, but with the suggested variant mentioned above too. EDIT (15/10/2017): -Okay, maybe cut out the ripper actor flag. I don't need extra damage when constant explosion radius damage is active. -And... I made a electric current to spawn from the lightning jolt and lighting jolt shock. I will say that it's variable damage is fair. Lethal to normal humanoids. Can phase out and break at times. Can alternate within its shock wavelengths. The ultimate worse lightning jolt ever. You can't see it much, but its currents are all around. A ancient gift bestowed by primordial/ancient gods/pantheons. -Did a test with the currenty lightning jolt, much more semi-effective as a -I will allow raisable ally corpses to concert with ally monsters. If you hit the tele, you can tele an entire army or more likely conserve your dispatch kits. Actually, I am not really sure about raising corpses. Some of the monsters can raise your ally against you. Teleporting the tid will bring the infight that you need to dispose quickly. Allies make formidable friends and foes. Ally corpses will have conversations, that is the difference. -Oh yes, almost forgot. Ally project will have the final copy of the ally thunderian. Monster project will have their own allies updated once gore section over deadmarines begins. Probably right after doing the last two allies. -RIGHT, NEXT STEP IS THE A_VILEATTACK OF GREATNESS! THAT MEANS TO HAVE A TIC 0 A_JUMP LOOP AS REITERATION OF A_VILEATTACKs ONCE THE ATTACK COMMENCES. SO FAR, THE DAMAGE FORMULA BETWEEN 120+ AND 1000+ (HOW FAR IN MAXIMUM, I WOULDN'T KNOW, BUT WILL TEST ON BOSS MONSTERS). CURRENTLY TESTING TIC SPEED OF RELEASE_SWING_DOWN ATTACK (CHEAT REQUIRED). IT'S BE BALLIN' BITCH! :D EDIT (16/10/2017): -Okay, got the speed tuned in right. Got the thrust factor correct (or at least good enough). Thunder man can blast away a max of 1,100 hp in one turn (200, 500, 700 round estimate)! Anyone close enough will bite that damn number! What can I say? He's artillery support, bitch! :D -Alright, I'm bringing, thunder rain! It won't be as hard, but will suffice as area denial or at least attempt stun-locking a dude (or even more) in one place. Still, the lightning jolt is the better lock besides being mainly for a single target. The currents help a bit in catching others, but they are frying that one guy. Still, if you need keep down a dude/mob down in place, the rain will help. Jolt is not so deterministic in locking except for just one. VileAttack is a better instant attack, despite its slow warmup. As the numbers say, boom! Like a instant rocket launcher (target within sight required)! I will try make the thunder rain more useful in initiating it during See state. When you got a target (got hurt by a monster), you can deploy the thunderian behind cover. He might unleash the rain without need for sight! Or at least I will try. The pain state might also activate one of the three attacks (although VileAttack is probably strictly for Missile state). Most likely thunder rain as to incur the wrath of the gods. -Damn, a bard ally would rock! Oh, I might make electric currents flow out of the thunderian when an attack occurs. EDIT (17/10/2017): -Lightning_Rain_Projectile_Up#, in progress! Oh yeah, I was supposed to have electric currents flow from the VileAttack attack, since it is the less lag, but the attack itself is more explosive than electric, so yeah. Logical and lazy, lol. -Testing speed of lightning rain attack. How slow/fast in certain poses? We'll see. Then I add in the lightning rain! EDIT (17/10/2017): -I guess the summoning the thunders animation speed is fair enough. I decided that just one thunderstorm ain't gonna cut for the ritual. You get sequential strikes trying to hit the enemy. And then, it might loop once again. How's that for thunder? Anyways, I'm moving on to get the Pain state going. EDIT (19/10/2017): -You know, that Pain state frame set is too short. I'm gonna have to call off putting in the lightning rain. Pain animation doesn't look dramatic enough to rein in the thunder. Pain animation looks still buff like he didn't even flinch too much. -Pain state tic delay looks fair in speed. Onto death state. Then got Raise, Crush, Greeting (see Necromancer for code reference), Active/Inactive, and Conversation states. The damn thing should be ready. However, I need to transfer the guy to the ally project. Even then, the update for the monster will not be finally announced until I get the marine gore completed (which I will do after completing actor definition [better to clean that up first]) for both ally heroes. Ally project will get two update releases. EDIT (21/10/2017): -Got Death, XDeath, Raise, Crush, and Greetings actor states done. Need to fiddle around with Active/Inactive and Conversation states in terms of audio and text usage. Then, I would need to figure out the port towards the ally project. Update the ally corpse set in the monster project (some extra code going on in the updated allies of ally project!). Might add in the thunder rain chance in the thunderian's See state. |
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