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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/

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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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.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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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*

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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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.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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;
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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.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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;
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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!

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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;
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Fri May 27, 2022 6:54 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Another recap in exploring some good dark_ages/medieval songs fit for the ages, back to back. Well, it's not going to be in the game as it may not be befitting for the game experience. If copyright isn't a concern, of course, :pirate lol

My Mother Told Me - LEGENDADO PT-BR
http://youtube.com/watch?v=Okkmqf5eXls

Гаухартас- "Казагым-ай" (клип 2015) || Gauhartas- "Kazagym-ai" (clip 2015)
http://youtube.com/watch?v=_FlBCJbb2oo

'Büyük Turkiye'-Turdakun Niyazaliev- Аltyazı var/ "Улуу Түркия" Турдакун Ниязалиев! الكليب عن تركيا

Link

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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;
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Thu Aug 04, 2022 10:42 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Woo! It's so hot that open vents are required for computing to get back in gear. That means it's a compromise in public view so it's probably a good idea to stay on a public profile.

As for now, yes, I can getting back on gear in terms of modding for this project. However, I found a dominatrix monster (one comes with a whip and the other a crossbow) from a old abandoned Marathon project. I feel I cannot let this go to waste.

I also have some real life shit to go though. One of them happens to contribute to communication. It could at the least, have valuable potential in publication of my projects. Still, it's a lot to go for, plenty of costs plus exertions will come hurting and I have to hesitation and think about jumping in which bandwagon. Yes, one of the real life shit happens to figure out cool ventilation in the applied situations.

EDIT (05/09/2022):
-Yes, I am still postponing the sewer/worm monster, but for good reason.
-Turns out that I am lazing it up so I decided to pursue the dominatrix ally from Marathon's Arx Immanis mod. The whip wielding dominatrix is the only one monster that is acceptable in passable aesthetics as well as walking animation. I will allow numerous amount of dominatrix ally items so you can go with a frenzied whip army. Careful, the whip is bullet attack reloop (yes, can wind up whip reloops) based, I have both miss and hit sounds. If I want to gave the dominatrixes different attacks, I guess I need to apply some visual properties as indication (e.g. recoloring the color palette of the outfit [black for bullet attacks, blue for ripper rails with damage as same as normal bullet damage so that's a ping per tic within the monster's mass {can reloop as very due to the likelihood of overwhelming opposition fire}, and some other color for explosive bullet attacks {can reloop as very due to the likelihood of overwhelming opposition fire}]). I do have some magic sounds that can go well with the standing or ready attack poses. Death state will incur a slow fade out. Due to a lack of themed monsters to fight against, I decided that I need to match the numbers with the quality of the item drops. A horde of dominatrixes should suffice in replacing InvulnerabilitySpheres, but I could be wrong in the case of a sudden death experience! This project will go to the general allies project topic/thread. Will be stress testing the dominatrixes after sufficient project implementation.
-So yeah, I will get spriting on the sewer/worm monster. It's hell. In the meantime, when I don't feel like it, I will proceed to introduce the earlier jrpg sprites into my visual novel project. About time things get moving. We're talking about ready assets like some jrpg sprites (rpgmaker95 and dragon pink) in first person perspective and granblue fantasy (advanced form of the same, including full body view). The monsters/characters/npcs will probably be more like npcs, given that I need to provide some background to monster coded jrpg sprites anyways. Visual novel and monster mods will be strictly separated in order to avoid complexity and confusion until both are polished and ready to integrate with one another. When I get grinding on monster girls encyclopedia, it be on the last burner with something else to tide me over, hopefully it exist by that time.
-As for meridiannext, yes, it would be its own monster project, if enough number suffices. Thankfully, the pieces set can arrange a monster/npc/ally as well! As for its npcs, I will probably just dump the shit in the visual novel project. Hey, vn is basically rpg with dialogue. I need to figure out the vn-ness and rpgness. Items can go monsters and visual novel. The map textures and music are obviously for the visual novel rpg demo. I think this project can mend with the monster girl encyclopedia spriting well enough.
-Other rpg sources can may compete with diablo and meridiannext? Well, I haven't yet forgotten its superior quality to stand on its own too! I think this project can mend with the monster girl encyclopedia spriting well enough.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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...)
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sfw
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https://archive.org/download/for_jihad_monsters/Lightning%20Exclusive%20Nasheed%20By%20Ahmad%20Al-Muqit.mp3


Sun Aug 14, 2022 5:57 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
I'm done with the ally dominatrix project. I will herald back to diablo soon enough after some linux compatibility code updates with my projects.

I just thought of making lightning with improvised lightning made out of jagged rail-attack and its sub-rail attacks?
Maybe I failed before, but who knows? I did made linux compatibility so anything is possible. This post is just a reminder of a thought I had before. That's all.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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;
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Sat Dec 10, 2022 11:45 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Whew! What a mess!
Took about a quarter estimate of the day! I also managed to cram in other fixes along the way. I didn't think it would take too long to implement linux compatibility fixes, but fuck, I was wrong! Oh yeah, will not forget about the rail attack firing off sub-rail attacks like a jagged lightning chain. Could be a good idea for that alternative yellow lamp lich monster (there's that lightning ball as a base for another alternative attack, but this is the lich we're talking about!). I didn't plan to use this sprite set, but a little of a variety (and devil's surprise [necromancer may raise himself as one of the two lich types, each lich may raise itself as one of the two lich types {get ready to change tactics!}, talk about surprise, huh?]) wouldn't hurt, would it? >:)

This post noting the semi-update, is not a true announcement. I haven't done anything obviously new/special in the eyes of normal users/players just yet. If you do want the fix right away, check v53.

Anyways, here are the list of (linux compatibility) fixes!

v
projectile_puff class group definition differentiation from bulletpuff class group definition, if necessary (if defined else than the standard bulletpuff requirements; exception is when bit class group definition is regarded in consideration; if so, then bit and its subsets are considered blood classes to some extent). A linux compatibility fix.

v
decal definition check for bulletpuff and bit type class groups.

v
acid blood2 for organ props, thus become fearsome (and respectable) hazards!!!

v
moved dangerous prop actors (organs, semi-trap chests, and semi-trap winged fiend statues) to the correct curse section's hazard sub-section.

v
Blood2, or the XDeath gib for diablo monsters, have been fixed for linux compatibility. I never knew, but now I can see why the linux users are telling me that the XDeath gib is falling down for some fucking reason! Yes, the linux compatibility fix works with Windows too (or at least for the Wine compiler version?).

!
!
!
zero tic duration during actor state loop, causing infinite loop (break) of zero.
fix this for zandronum variant's outdated, but operable network sharing functions.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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


Sun Dec 11, 2022 3:59 am
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
It does take a while to get not only that sharp and focused eye, but also mind, to sprite each frame to transit smoothly during sequence loop of one angle per pose/animation/act/action.

Tell you what, I'm sick of the slag. I'm going to get active in coding the Regurgitator's Spawn and Idle state. The monster will be in alpha state. A change in routine wouldn't hurt for this type of drag of a situation. I say I have to place this monster to replace Arachnotron since he's smallish and fat.
The Rhinoman, or Rhino Demon, would have to wait for a longer while. I know he's sounds more lively than the sewer Regurgitator, but I assure you that each monster will bring out his/her/its own contribution to the game play experience.
I APOLOGIZE, NO OFFENSE INTENDED FOR CORONAVIRUS PATIENTS!

!
!
!
zero tic duration during actor state loop, causing infinite loop (break) of zero.
fix this for zandronum variant's outdated, but operable network sharing functions.

!
!
Special effects or just extra flashy spawning of projectiles and A_PainAttack.
Application with gangstagrosse.wad's maps and monster placements will result in spam and lag, leading to server disconnect of players and freezing the server to its perpetual state. I guess I should have put up a warning. But for regular maps, not slaugtherfest maps, the monster combo should work out nicely. Obviously, diablo monsters is not so fine tuned friendly for zandronum, especially for open areas/slaughterfest areas with stupid placement of large armies! I'll do what I can to reduce the redundant spawning of projectiles and A_PainAttack for a zandronum version.
The affecting monsters include:
succubus
butch
smith
thorn hulk
fire wall sphere
and probably more to come with new monsters and etc!

Oh yeah, will not forget about the rail attack firing off sub-rail attacks like a jagged lightning chain. Could be a good idea for that alternative yellow lamp lich monster (there's that lightning ball as a base for another alternative attack, but this is the lich we're talking about!). I didn't plan to use this sprite set, but a little of a variety (and devil's surprise [necromancer may raise himself as one of the two lich types, each lich may raise itself as one of the two lich types {get ready to change tactics!}, talk about surprise, huh?]) wouldn't hurt, would it? >:)

EDIT (02/01/2023):
-I am just sprucing up on the regurgitator's script base start. Nothing's in ignition just yet, but a few cogs here and there needs to fixed into the right places. Right now, on size adjustment and then actor properties. Then, I will go back into stasis on the walking animation/pose sprite set. If I manage to surpass that phase, I will implement the See state script module with the newly rendered walking animation/pose sprite set. And so on and so on...
Hopefully, this focus in change in project progression is the right type of organized non-office project completion.

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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


Sun Jan 01, 2023 4:07 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
Thought you guys need an update during the beginning of the year. The sprite progress is coming along, but I am talking my time to oversee the details. It's just some music and spriting like a real artist, in a way. Look, I'm Vincent van Gogh! lol

_________________
https://www.youtube.com/watch?v=IoFD-c740Y0, Must be the_washington_times/moonie anthem
link <- this as well!
Regurgitator monster resumed!, pixel by pixel...
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


Wed Jan 11, 2023 12:07 am
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