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A member registered Apr 15, 2023 · View creator page →

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Ah I totally get, you, yeah. I'll keep it in mind, might add some doom-inspired armor next update/bugfix!

They'd require complete re-spriting, and I'm not sure how well they'd fit the theme anymore. Have you tried messing with the armor visual options? There's some practical ballistic armor that looks fairly similar to the vanilla doom stuff.

- or + should do the trick, if not you might have to go into the sourceport's HUD options and turn off "alternate hud"

Just occurred to me to ask if you've checked your load order? That's all I can think it could be at this point.

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Reporting back after trying it in UZDoom, the HUD works fine for me but it crashes when I fire a weapon lmao (seems to be a hardware issue with my old ass laptop)

Can you run zandronum on your system? That might be your best bet for now.

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Damn, that's bizarre. I'll look into it and hopefully get that workin for ya.

I haven't used uzdoom yet myself, all my playtesting is done on zandronum so there's very likely some kind of zscript hud fuckery going on there that's messin with my shit lol

Good question, unless UZDoom has changed the default keybinds the plus and minus keys should change the HUD type

Ah wait lmao sounds like you just don't have reload bound, just go to the controls menu and set it there.

Check your autoload, the Pvt Stone Options menu, and any other mods you might be loading alongside this one.

Nah lol that's just how LoR works, only way to prevent that happening would be to go into LoR's code and chop out the weapon definitions, which is probably more trouble than it's worth.

Try loading Eraser weapons after LoR, that should do the trick. Glad you're having a good ol time!

It only works if your movement speed is anything above 0, mechanically it's a series of short-range projectiles. Easiest way to use it is to walk toward an enemy and spin into em, just like closing a door when your hands are full lol

Well the armor overlay is displayed using SBARINFO to show the current armor's icon, and the extra blood details are added in a hacky home-made method based on how the face works. As far as outfit editing goes, I usually just slap down some blocks of color with a pixel brush in the general shape and then add shading later, that makes it easy to keep everything tidy.Just gotta make sure you leave her sleeves off if you want the extra damage levels to be visible (the blood splatters on her chest will be visible regardless)

In relation to arm sprites, unless it's a full-on arm out punch frame i just take vanilla arms, take off the hair, add some extra sinews and detail the gloves (doing this all in monochrome and then recoloring in slade helps). In Stone's case I make her look a bit beefier cuz she's built like a warhammer dwarf lol but for most other female characters it could help to shave off bits at the sides of the arm for a less brawny look.

Nah contacting me here is perfectly fine, I hardly use any other social media type sites anymore lol. What specifically do you wanna learn from the UI stuff- I don't have much to offer that isn't in the wad but I could direct you to some helpful learning resources if you wanna build specific skills there.

That looks like it should do the trick, yeah!

That all seems to work fine, I hadn't tried zmovement before so it was pretty nuts seeing Stone nipping around like that lol. Would you be ok with me crediting you and adding this to the main downloads?

Sure! 

I see what you mean, I tried it on GZDoom too and had the same result. I added some extra lines to the code and it works fine now, although it was working just dandy in Nugget without the extra lines. GZDoom is a strange beast lol

Are you loading the patch after the main wad? If not the patch will be ignored.

Chucked together a patch that disables reloads entirely, it feels SO much better without them god damn
Hope this does the trick for you!

It really does lol it was a valuable experiment, and one I learned a lot from (mostly don't have pistols reload after each shot)
I thiiiiiink there should be an easy way to overwrite the reloads, will look into it and get back to you.

If you're asking which level sets I recommend, read the description.

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Ah I don't know about that, some of the hud elements are tied into mod-specific gameplay stuff and a stand-alone version would lack a lot of features (custom armor/weapon graphics, additional facial expressions, universal ammo displays etc). Glad you had fun with the mod though! 

That's all good, you go right on ahead!

Uploaded a zip folder with that and a couple others in, have at it champ!

Which version in particular are you after?

Ah damn, I don't think I'll be able to do diddly dick about that unfortunately. Intelligent supplies sounds like a really useful mod though.

You gotta punch the demon when he's right up near you, if he gets you you lose 2 armor points. Hit him and get 1 armor point, hit him 10 times in a row and get bonus points. Its other use is as a grenade, just toss it using the grenade/rock button

Thank you!

They're all listed in the wad's credits file, if you crack it open with Slade it's the one right at the top.  

I don't think I left a link to that Death Grips mashup in the credits though so I'll drop that here:

Updated the mod's description, I don't know about having a dead marine replacer be part of the base code as some mapsets replace dead fellas with other stuff, BUT it's a good idea for another optional thing. I'll certainly keep it in mind!

I included an alternate laser sprite for this very purpose,  it's a little fiddly to get working and still covers the screen with a color, but translucent red is at least less eye-searing than white.

You'll want to open the PK3 with Slade, open the Players file in Actors. Hit ctrl + f,  type XBEM B in the first box and XBEM A in the second and hit replace all. Then head down to "laserbeamparticle2" and replace those two specific XBEM As with XBEM B. Doing it this way will be a lot quicker than manually replacing all 37 frames of the offending effect lol.

The way I see it, doom modding is all about the freedom to tailor the gaming experience to one's own liking, and thinking about which doom mod characters would get along with each other can be a great expression of that freedom!

On the topic of doom mod characters, if you haven't played LossForWords' mods yet I strongly recommend them. He's got some fantastic characters goin on, as well as some fantastic weapon mechanics, and if you're keen on the ol DBPs I know at least 3 of his weaponsets fit certain DBP themes to a T. https://lossforwords-atmo69.itch.io/

I like to think they exist in the same shared universe as other doom mod characters. Pvt Stone's custom level has guest appearances from Magwell and Eraserguy, there's a painting of Typhon on the wall as well as an ad for Dick Danger and DRLA water. The Artificer from Combined_Arms even shows up too, if you're quick enough to find him.

As for who would win in a fight, I'd say whoever the player is controlling lol

Ah, those are for Skulltag's weapons! You can either grab that sourceport and use em that way, or if you have Zandronum you could load skulltag_actors.wad to get em. 
That cyborg dude of yours sounds cool, I hope you do end up completing the mod!

It's like a remake, pruning out a lot of stuff that I felt didn't fit the character (and just contributed to feature creep)
and getting the rest of it running on more than one sourceport.

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I'd say so yeah, unfortunately. Although If I find a way to add em later down the track I'll definitely do it.

It's meant to be reflected light, I added it to match the pistol. If you're really not keen on it, I'd recommend using SLADE3's recoloring tool and hitting it with a "152:159=101:109", "9:9=110:110", "10:12=5:8" translation, that'll turn all "christmas tree green" areas to greyscale

"Teensy visual bug" is a very generous way to put it lmao that's a pretty heinous oversight on my part, thanks for bringing it to my attention! Will get that dealt with soon.

Much appreciated! I can't take credit for most of those weapon bases though as I edited em from both Breadbagfly and Tesefy's legendary work.