Canceled DOOM: Ultra-Violence

Project is halted prior to completion and will not receive further updates.
What up BesTie haven't talked to you in a while, just wanted to let you know that im glad to hear that you are still working on your mod. Good luck buddy.
 
@A.D - Sup, Cheers :)

@Bloodbane - Cool thanks xD , I'll PM you regarding it ASAP.  I'll need to setup a new demo for you to work from. 

Edit:
That sounds serious
Whoops, I didn't mean something bad has happened to MatMan, and I really hope something hasn't.  I just mean I haven't heard from him and he hasn't worked on openbor/openborstats related things for a while.  I shouldn't presume he's quit entirely, but I don't want to have to bother him further anyway. 

I had just hoped to get the copy he had because it seemed to work on his end.  I think it's a possible save related issue, once I didn't have his save files the mod had problems.

But there's been a lot of engine updates since and with the release of the new WebM version,  I'd rather try and get the mod up to date for the latest openbor.
 
Glad to see your project is alive.
Is your coding problem linked to the fact your work is not compatible with newer versions of Openbor? Or it's in another level?

Anyway, good luck guys.
And I'm pretty sure BB will do something great about it.
Particulary if he's totally involved in your project.
 
I'm not sure the version is a problem anymore, but there are newer scripts and features that I'd like to be able use anyway.  ;) 

I never abandoned the mod, but level design was kinda hard when the shotgun ammo wasn't saving.  Because it's like your main gun most of the time, at least in the early stages.  I also wasn't able to spend much time on openbor for a while.

I've still been tweaking enemies and sprites and started to implement other features or re-add things that were missing from the newer version.

Updates:

- various cosmetic fixes
- Enhanced SFX
- various code tweaks
- some script tweaks or updates
- recoding some enemies
- many alignment fixes and re-aligned sprites to better match the original doom animations (they had weird alignments in the original game to suit the 3d floor)  (WIP)
- adding improved marine sprites.
- adding improved enemy sprites
- weapon tweaking
- improved chainsaw attacks.
- improved bullets.
- GUI tweaks/fixes, menu tweaks etc.
- stage tweaks
- improved large fonts.
- updating in-game credits (WIP)
- random blood splats (WIP)
- Random Gibs, enemies explode in random pieces.  Multiple death outcomes for barrel and rocket deaths. (WIP)
- added new cutscenes (which will all probably be redone now for webM format to prevent any colour loss) (WIP)
- Re-Adding/tweaking Death screen overlays.  Depending on how you die different screen overlays spawn. (killed by shotgun, killed by imp/demon claws etc.) (WIP)



If Bloodbane gets on board thou, I will probably rollback some things to simplify the code until scripts are finished, and I'll only add things again as they're needed. 

There's quite a few things I've seen people post that solve some problem or add features I wanted.  It's worth revisiting a lot of things in this mod anyway.


 
Hey BesTie, since nedflandeurse brought it up about the compatibility problems I was thinking the same thing. The reason I say this is because i am using the same build as you are and when i used the random sound script from your Doom mod it crashes my game also. It may not be the script, but the version of openbor we are using, or maybe i need an updated script who knows. Anyway i don't know much about script, but i will try some different builds this week.
 
Thanks for the support guys. :)

@A.D. Vanderstein
Check the thread for the most up to date randomsound.c
http://www.chronocrash.com/forum/index.php?topic=1359.0

I think I can guess the problem thou,

There are TWO versions of the script, one uses DATA\SOUNDS\ one just uses DATA folder (check topic for details).  The one in doom mod loads from DATA folder, you probably need the other version. 

Otherwise if your sounds are in data\sounds you need to call it like
Code:
@cmd   randSound "sounds/1.wav" "sounds/2.wav" "sounds/3.wav"

If your files are in SOUNDS folder and u just had 
Code:
@cmd   randSound "1.wav" "2.wav" "3.wav"
it will crash.  typos in filenames will also cause it too crash (be wary)


You shouldn't have a problem using the latest version of openbor for your mod.  If you do, I can take a look of you want.  Probably just some old scripts you need to replace.

You can always check the scripts index,
http://www.chronocrash.com/forum/index.php?topic=1397.0
 
BesTie I been playing around with some Doomguy sprites, complete with shotgun, plasma rifle, mini-gun, and the awesome BFG!!

[attachment deleted by admin]
 
Was there ever a beta released for this game? I love DooM and I like the concepts of this mod. Is it still under development too?
 
sorry for the late reply, no there is no demo of this game, only the development builds I have.  I'm not currently working on it either...  there was too many technical issues that could never be resolved.  I did a lot of work on this spanning  over a decade, I would like to at least release something.  But to be honest I'm not sure I have the energy to continue anymore... but I never cancel things I just take a long break.



 
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