I run a YouTube channel and like games. Games are cool I think. Yeah, they are cool.

Comment History
LudusRegard
LudusRegard - - 13 comments @ SuperDoom BETA2

Basically abandoned it but I might revive it soon unless I get busy again. The thing I really wanted to do but never got around to making was a gameplay mod version that would work with any vanilla Doom wad so if I come back to this anytime soon that will probably be what comes of it.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SuperDoom BETA2

Sorry for the late reply, currently I am working on redoing a lot of the mod for Zscript. I plan on reworking the sprites for the standalone version.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SUPERDOOM

What version of GZDoom are you using, use 2.3.2 if you aren't already.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SuperDoom HOTFIX

It might have to do with GZDoom since the hotfix only changed a couple variables in the enemy decorate files along with one changed enemy spawn on map 06. Maybe roll it back to GZDoom version 2.3.2 as it seems the only time these oddities occur have been on the 2.4pre version. If that still doesn't work, I plan on changing how melee works the next version of the mod (rather than using doom style melee, it would be a small short distance projectile like Brutal Doom; this would also fix the accidental weapon destruction when using melee somewhat near a weapon on the ground).

Good karma+2 votes
LudusRegard
LudusRegard - - 13 comments @ SuperDoom HOTFIX

Mantis.zdoom.org
Might be the cause. If not, then please give me crash details so I can fix any bugs that may exist. If that bug I linked is the correct one, turn of autosaving.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SuperDoom HOTFIX

It works for me and my testers, could you please provide more information (it might be a hard to replicate bug or a nonissue so the more details the better).

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ Superdoom beta 1.0 out now!

I encourage it. I plan on releasing ACS sources when I release the final version (I rather not release stuff up for change).

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ [casual mod] Doom craft

Most impressive.

Good karma+2 votes
LudusRegard
LudusRegard - - 13 comments @ SuperDoom: Devlog 1

Indeed it is, the thing I was considering was whether to make the bullet time based off of "is the player using any movement keys" or based off CheckActorProperty for APROP_Speed and have it go off when the player is under a certain speed.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SuperDoom: Devlog 1

If I can bind slow motion to a key function, I can for sure bind it to movement. Once I get slow motion working I'll release a tech demo test that'd have the hotkey for it.

Good karma+1 vote
LudusRegard
LudusRegard - - 13 comments @ SUPERDOOM

I'd say go for it. More variety the better imo. I look at it like this: Brutal Doom exists (ignore the controversy) as a good gameplay mod for Doom. Some people prefer the Sperglord version. More variety more or less translates to more people enjoying Doom the way they want to.

Good karma+4 votes
LudusRegard
LudusRegard - - 13 comments @ MODERNHOT visuals update

You guys are going to make me look for my old physical copy of COD4 again, this looks fantastic. If I had to provide any crit, the enemy model's head is a bit too oval-shaped for my taste and I hope you apply the fp hand shading style to the guns. I would use SUPERHOT's model as a reference for the head as it flattens the face and changes the proportions a bit. Also since you are baking the hard-edges via normal maps, I must inquire, does CoD's version of idtech force smooth shading on models. When I was planning on making a game for the contest in UE4 rather than DOOM I just had the model's smoothing groups set to flat-shading. If you had the model shading set to flat and exported from Maya to COD, it might've just threw the smoothing group shading from flat to smooth. In that case, I would make multiple smoothing groups so that it still shows up with hard edges in smoothed shading. If you send me a dm, I can try to see if I could get it to work.

BUT TO GET TO THE POINT: I like it, keep up the good work.

Good karma+6 votes
LudusRegard
LudusRegard - - 13 comments @ SuperDoom: Devlog 0

1,2,11: I already got a workflow for the art assets that translates DOOM sprites into a psuedo SUPERHOT art style. It's not 1:1 but isn't meant to be, more evoking the feeling rather than exact replication. Also Brutal Doom is more of way later on stretch goal than anything. If I did compatibility for it, it'd be similar to the Vanilla doom compatibility (making the game play off the time mechanics only, no art asset swaps).

3,4: My workaround (which I still need to test) was to use a mix of ACS and Decorate. Pretty much the same as yours but I will see how far I can push that trick. I think it should be fine for the most part but things related to physics will need a pretty big workaround. I plan on spending at least a week figuring it out, someone on the zdoom forums made a timescale console function that I am pretty sure eventually got completed so I know that it at least might be possible.

5,6,7,9: I've been taking a few notes from Hotline: Miami as the more I got into this project, the more I started noticing how SUPERHOT in fast motion is just fps Hotline: Miami. If I can't get slow mo to work as good as I want it to, I'll just amp up the pace to hit that visceral Hotline: Miami feel.

8,10: GLOOME is based of zdoom, as long as all the decorate/ACS stuff I use still works it should be seemless. If not, then either extensive workarounds or can't do it. Also I should've clarified "Vanilla" Doom. I meant the vanilla wads, not trying to make it DOOM95 DOSBOX compatible.

Anyways, thanks for your two cents and hopefully the mod will live up to any of the expectations it set up. Feedback is always appreciated.

Good karma+3 votes