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 [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Not a real update again, but it's at least something! I reviewed some runescape assets, and I have to say that it's possible to use them for a doom mod. However, its voxel/model harks back to the wood chip days of early game objects. It's not going to look good.

Now, don't worry, it's not just some Scotland Yard tightwad with a stiff upper lip.

I recent gone looking into the Meridian 59, and I guess say it's fucking good 3D FPS material!!! And it's from year what? 1995! Okay, so it's not too way back to blast Runescape from the past. Still, 90s material. Just check out this chineesey song! https://www.meridian59.com/music/Meridi ... Track2.mp3
Okay, so it's hit or miss, but it's still classic feel overall. Do I hear Ultima? Maybe, maybe not.

Best of all, it is said to be fucking open source! For fucking finallys! Now, I can just fucking ask the developers (the fucking original developers) for the assets, at price of free. Well, I guess I'm the only fucking modder who've kept eye on this development. I hope for the best, lest time takes a page of fate.

There's a frame of monster bestiary pages and stuff.
http://www.gilcon.net/meridian/

_________________

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Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
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Sun Mar 13, 2022 4:22 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
I checked on meridian contact a few weeks back (actually a month ago!), and apparently, they are not willing to share the media assets freely. Looks like they want people to play their goddamn game. It's a exe so it's a bitch for linux. I'll setup wine and see what it can do. It should work. Even then, I hope that I could copy media assets to readable and moddable format. Title branches off as Meridian59, OpenMeridian, and MeridianNext. Now that's a challenge!

I don't think that the monsters are so great, but I do see potential in the array of outfits/cosmetics for the playable character class plus npcs. It would be interesting. I hope sprites aren't 3d, but openmeridian got blender? Youtube shows otherwise though.

Still, I don't want to branch out, nor to burn out. I had just recently tinker with the linux setup. Won't be diving into the meridian for a quite a while (wine exploration and etc required). It does look cool as a traditional style DnD classic or some visual novel thing.

Since I am about done with linux tinkering, with the exception of wine, which has specific purposes, I will begin resuming the spritng of that sewer monster thing. Will also make myself finally comfortable after a series of OS brand moves. Feel like nomad!

---

If I ever dabble in meridian, I hope there's no incompatible garbage crap b/c it's definitely a windows product from the 90s so maybe later next time, maybe.

_________________

Link
Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
qareena/qareen/corea/camelot=tyherantno puppet/censorship/envious instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' moonie mein kampf machine/kal_flight_007 nonrefugee transgressors fraggers;
nsfw
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Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Mon Apr 11, 2022 10:21 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Okay fellow diablo doomer things, I am getting back on track on the spriting. It's been a fucking while. I have since migrated to linux. The problem is that the crash that started the linux migration, probably took down the spriting notes of the regu/sewer monster set. The only thing left is its partial publication of its finished work. I have to back track and compare with the base of the spawn/idle state.

Am currently making a main directory of the entire works. Separated from complete to incomplete poses directories. Wish me luck? It's summer, but it's still shit!

I have to get focused so I will lose out on unfocused. *shrugs*

_________________

Link
Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
qareena/qareen/corea/camelot=tyherantno puppet/censorship/envious instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' moonie mein kampf machine/kal_flight_007 nonrefugee transgressors fraggers;
nsfw
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Mon Apr 18, 2022 9:51 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
GREAT NEWS!

I DID MANAGED TO SAVE THE EDITED COPIES SO HELL YEAH!
I NEED A REPOSITORY BACKUP IF MY CURRENT BACKUP PLAN FAILS.

FAIR ENOUGH!

completed nothing07, angle01; on angle02

EDIT (20/04/2022):
completed nothing07, angle02; on angle03
oh, this is a remake/revision of the first edit draft, that's why it seems easier and/or faster
big news
z
z
z
.
.
.
z
z
z

EDIT (25/04/2022):
It's been just five days.
I have been linuxing and adjusting for a bit. Exhausting as ever trying to work out a dinosaur of a DOSBox beyond. Hey, it works?
Source code compilation is such a bit, since you have to rely on working parts, especially for offline copy and storage.
Repository installation is a bit of a standard, depending on how flexible it is. I went for the sandbox version, you never know what's up, you know?
The source port is now a GZDoom.
Hey, it's a graphical upgrade for sure, regardless of VGA or GPU. Could have should it sooner!
Colors should be more detailed so it's a cool thing. I might go back to animilation and give it the proper presentation value it deserves. The ironic twist in communication is enough to permit its optimal asset potential!

The current problem is that the code differs for some reason. For GZDoom, the dead actors are considered not really dead. A use, pain state, etc, could wake the actor and snap it back into see state. I have to consider about the use of source ports. Yes, I could stick with the updated ZDoomv2.8.1. It's been six years ago since it's discontinuation/decommissioning. Seriously, I would rather stick and harness my knowledge and skill rather than be shit for nothing. Plus, it's the vanilla and base of source port variants! The variants are practically relying on its core development in order to advance modding progress! However, I do like the sound of a sandboxed source port because it's the Linux security standard. If I want to get my mods out there, I could go accommodate the OS brand platforms, but I don't feel like doing it. I want to start up on the basics as the method of reach. Hence, I choose Linux. Linux now has developed enough as a OS for PCs, fair enough. I guess I should ask the ZDoom to submit for sandbox first before I have to jack around with fucking changes from the base set.

EDIT (30/04/2022):
No response to getting the zdoom installed or compiled on linux. Online service support had stopped. Looks like I am stuck with the latest and freshest. :( Well, it's not much of a problem, since the new source port derivative should not deviate from the base source code.

I had to get working on updating the code to the new source port's standard then. It's nothing to different, I just had to make reall good educated guesses about source port compatibility.

All I really have to do is to setup some custom code in the dead monsters set, copied from the original live set, and resume sprite presentation mode. Easy enough. Unfortunately, the same applies for all other monster projects. Sigh. Talk about strictness!

EDIT (01/05/2022):
Things to do other than spriting.
-Update and fix dead monsters being not automatically +NOBLOCK. Applies to all monster combo projects. Boy...
-Spleen might become a poison blood barrel, spewing random poison blood particles when lead is being pump to them. It might also be both a poison blood barrel and pickable item that may drop itself upon use. Again, this is abusive because you can literally reuse this spleen as item in indefinitely duration as long it doesn't die out. Of course the item will not be blocking or you can't pick it up and it will double as a barrier. It cannot be a health item due to its unhealthy properties. It's just a spleen anyways. I guess I could make it as a pushable barrel that may spill poison blood particles. Pushable or nonpushable poison blood barrel, that is the question. I may have to consider other properties for other organs lying around.
-Vine skull attack needs to be more apparent? Cuz it's a slow and dead bastard anyways. Yes, a flowerly indicator radius following the A_VileTarget indicator point within the range of 64, 128, or 256 map units. Don't worry, if indicator point doesn't strictly spawn on the floor, I will put enough followup indicators to cover the random equation of non-indication. If random doesn't work, then strict absolute/relative map coordinate placement is the next step for the followup indicators.
-Apparently, the monsters are quite the adversaries. I even think that succubus projectile set still needs an (tweak of) upgrade for extreme DnD gameplay value. Then, I will ensure that the light arrows from the rogue archers will bounce back even from the skies. There's a chance that open areas could be quite fatal, especially with open skies. Rogue archers will not have a chance so something of divine intervention is a good enough excuse to get the sky hark bounce back going.
-After light arrow fixes, I might slow down the speed of the shadow arrows. Apparently, the corrupted rogue archers have too fast of a shadow arrow before it can rain down explosive arrows like heil! I just need to slow down on that main projectile, sounds easy enough.

_________________

Link
Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
qareena/qareen/corea/camelot=tyherantno puppet/censorship/envious instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' moonie mein kampf machine/kal_flight_007 nonrefugee transgressors fraggers;
nsfw
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Tue Apr 19, 2022 6:52 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
EDIT (02/05/2022):
OK GUYS, I HAD TO MAKE A NEW POST SINCE THIS CHANGE IN DEVELOPMENT IS SO DRASTICALLY HARD, THAT I HAVE TO MAKE PUBLIC NOTE OF IT!!!
I check for musical crap and apparently, it's a hard find to replace that OpenMPT. I finally settled on SchismTracker, quite linux friendly, in a TUI kind of way (you will need to use the keyboard commands), but most of all, it can read up on the sequence audio file formats!!! FUCK YEAH!
Note that I could just use .xm or .it, but I want a common file format to see the damn sample. Actually, I haven't figured out how to edit the orders so I can save a cut, but maybe later. Yeah, I just used a Audicity, but it's on a linux and it clogs down until a few configs and loop tries. Talk about tough luck!
metalmaniac rip of woman choir as ceilingbouncesound attempt. ISN'T DIS DUNGEONS N DREAD COOL?! :D I KNOW IT MIGHT SOUND LIKE A FEMALE MOANING IN EITHER ORGASM, PLEASURE, OR AGONY, BUT THAT'S JUST SOME OF THAT GOTHIC THING GOING ON IN DIABLO.

-Things to do other than spriting.
-Update and fix dead monsters being not automatically +NOBLOCK. Applies to all monster combo projects. Boy...
-Spleen might become a poison blood barrel, spewing random poison blood particles when lead is being pump to them. It might also be both a poison blood barrel and pickable item that may drop itself upon use. Again, this is abusive because you can literally reuse this spleen as item in indefinitely duration as long it doesn't die out. Of course the item will not be blocking or you can't pick it up and it will double as a barrier. It cannot be a health item due to its unhealthy properties. It's just a spleen anyways. I guess I could make it as a pushable barrel that may spill poison blood particles. Pushable or nonpushable poison blood barrel, that is the question. I may have to consider other properties for other organs lying around.
-Vine skull attack needs to be more apparent? Cuz it's a slow and dead bastard anyways. Yes, a flowerly indicator radius following the A_VileTarget indicator point within the range of 64, 128, or 256 map units. Don't worry, if indicator point doesn't strictly spawn on the floor, I will put enough followup indicators to cover the random equation of non-indication. If random doesn't work, then strict absolute/relative map coordinate placement is the next step for the followup indicators.
-Apparently, the monsters are quite the adversaries. I even think that succubus projectile set still needs an (tweak of) upgrade for extreme DnD gameplay value. Then, I will ensure that the light arrows from the rogue archers will bounce back even from the skies. NOPE, DIDN'T WORK (SKY IS PROBABLY A HARD CODED PLANE OF THE UNKNOWN/VOID SECTOR ANYWAYS) SO MAYBE TERMINAL/LOOP STATE WITH SOME TICS OF A HOMING OR SEEKERMISSILE ACTION ON EITHER A PERIODIC OR RANDOM CHANCE OCCURENCE. There's a chance that open areas could be quite fatal, especially with open skies. Rogue archers will not have a chance so something of divine modding intervention is a good enough excuse to get the sky hark bounce back mitigation going.
metalmaniac rip of woman choir as ceilingbouncesound attempt.
-After light arrow fixes, I might slow down the speed of the shadow arrows. Apparently, the corrupted rogue archers have too fast of a shadow arrow before it can rain down explosive arrows like heil! I just need to slow down on that main projectile, sounds easy enough.

_________________

Link
Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
qareena/qareen/corea/camelot=tyherantno puppet/censorship/envious instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' moonie mein kampf machine/kal_flight_007 nonrefugee transgressors fraggers;
nsfw
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Mon May 02, 2022 2:36 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
I am currently messing with the meridiannext exe variant. So far, it somewhat, works on the flatpak. Okay, so the gameplay went splat. Still... partial is something, right?

Oh yeah, here is the wiki page showcasing the monsters and npcs.
https://m59wiki.webmaus.net/Creatures
https://m59wiki.webmaus.net/NPCs

UPDATE:
Modwise, I had successfully converted the unknown media file into the common/standard format. Used the bgfeditor as mentioned. Doesn't look like everything though. GLAD THAT I DIDN'T GET TO PLAY IT. COULD BEEN A SHITTING EXPERIENCE! *SHUDDERS*

Look!
I extracted some oggs as proof!
[1]
[2]
[3]

Yes, here's the pile of images in textures and sprites lumped into a single lump.
[4]

What magical dnd crap will happen next? At least text adventures, gamebooks, and roguelike olde schools shall finally happen!

_________________

Link
Must be a moonie anthem
link <- this as well!
Rhinoman n fireworks to come
Regurgitator monster resumed!, pixel by pixel...
Infernal_Pit spawn difficulty test?
qareena/qareen/corea/camelot=tyherantno puppet/censorship/envious instigator/arrogant usurper/pretense/warmongering/anti-neutrality embargo/siege fallen cheonson-ilminismist/ilminazmist/merciless 'they live' moonie mein kampf machine/kal_flight_007 nonrefugee transgressors fraggers;
nsfw
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
sfw
Spoiler: show
https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Fri May 27, 2022 6:54 pm
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