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 [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52 
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48
v03+: Thunderian, godsend from the sky!
-Okay, no changes for the monster project (other than a few updates here and there). For the ally project, the thunderian is here to help out give that certain punch in a most desperate situation. However, he is slow so that means you should not throw him into eternal fire. Example be hail from the Blood Stars. He'll die for sure, they too painful. Your fellow barbarian can heal self, throw down a immediate (and fatal) smackdown, fling a sticky field of electric currents, and rain down deterministic bolts of area denial.
-I am not completely done with the damn thing. I need to fill out the text description, probably add in thunder rain chance in See state (since he's freaking slow!), and maybe other stuff.
-I will then resume onto the +SHADOW ally assassin. The next update of the monster project will surely be the marine gore. By that time, I would have the ally heroes (I definitely need to put that in the text description [okay, they aren't as heroic as I thought they would be! {some strengths, some weaknesses, overall, specialists}]) be final.

And here some media shit for those non-readers who can't comprehend to use common sense in understanding both topic and post! Nope, I won't post screenshots for this update, it's only partly amazing.

LO AND BEHOLD!
Image
Damn, there's too many Castlevania titles/mods out there (save for Rusty). Where's the Ghoul N' Goblins series? That's some hard bitch, bitch! Fuck, I even want to go bitter with Gargoyle's Quest/Demon's Crest or even The Demon Darkness series (GQ2)! Need to check out those instruments sometimes (GQOverworld.mid is quiet, but violent good; nevermind the GQ2, they lost the quality mark; DC is a bit depressive, I guess; Rusty got good songs, original systems, not much translation so it needs audio update; damn, GQ1 certainly got the flair! Probably good for my maps in the future). Fuck Wario and his other cos! Bring on the relentless hordes!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v48
And I must say, I am to embark onto the ally assassin module! Already done the sprite port. Now need to sprite coordinate.

There's the ally corpses (unit generator) to be done, but that should be quite easy after I get the ally heroes done (need to count for accuracy!).

I already did as much hazards as possible. Prop monsters should have already been done. After the long overhaul with ally heroes, I will start the real prop cycles (some breakable, some not). Then, items, which should be at least enough to carry you throughout the iwad maps. However, for items, when there's likely a powerup, it will remove any previous powerup from its user before instating its own. Eh, it's the costs versus benefits!

EDIT (23/10/2017):
-Oh yeah, I should have made a "Thunder, thunder, thundercats!" reference when releasing the Thunderian, lol. Thought I should put that down. Just a joke, not to be taken seriously. Too sci-fi for this theme! Maybe a bit too anthropomorphic/furry.
-Just tested the ally hero against the monsters in the zbludv41 tc. Quite the blast in dispatching the fucking thorn creeper nest sentries. I can even destroy the blood golem nests and dens of evil in the second sector! It's those wyrms that got too uncanny in its blinking into other realms. I might make the wyrms to just turn invisible, than blink (+NONSHOOTABLE, -SHOOTABLE, and things like that) if they are too hard. Nevermind what I just said, these guys are ninjas on ice skates! They can fucking ambush and run your ass over plenty times! Removed the invisibility and damage immunity from the wyrm. They do have no pain during missile state and pain state have no tic delay so run it! Other than that, I might just make they have a health of 15/20. Then again, that chainsaw might punch in that 50. They were never meant to be outside map31/32, but I won't let that oppose the gameplay. Seriously, I doubt that any item can deter against a monster with invisibility and temporary damage immunity, particularly in quick random intervals. How can you use eye-to-hand coordination to time your fucking accuracy? Impossible! You need plenty of insurance to whip the original wyrm mini monster. They are still quick melee units and I mean really good hostile chainsaws. Seriously, if anyone got an idea on which diablo monster ought to replace the WolfensteinSS in map31/32, let me know. I figure an jailer/torturer type would do. Not sure whether it be wimpy or brutal. I can let the wyrm pass to be solely a reziarfg spawn broodling.
-Just found out some errors in forgetting +NOPAIN in the last attack state. This is for the thunderian.
-Oh yeah, I'm gonna investigation if I can patch up proper d2 sounds. I had undefined ones before.
-Fuck, I fucked up on the upload! Process lagging. Need opportune time.

EDIT (24/10/2017):
-Wyrm seems to be passable, yet still a quick chainsawer. Nevertheless, I am still looking for another WolfensteinSS replacement let me know or something like that. That d2 spider/tick looks good for a prison. Any other domatrix/s&m/prisoner/jailer/interrogator/tormentor/torturer/executioner types? Pain does not slow this bitch down! That's good! :)
Whoops! Nevermind, apparently, these wyrm faggots make good ass shriekers. They fucking suck. Even the new downgraded wyrms still shriek. Once they see my ass, I am not able to prevent the aggravated mob set upon me. That includes skeletons and golems. Of course, they gliding in and stuff. I think I forgotten that the WolfensteinSS is supposed to be a joke monster so the wyrm will definitely have its original features back, but by reziarfg only. I need another d2 monster to fill in its shoes. d1 butcher is the only option. Good enough as a joke monster.
-Just figured out that the Werewolf's Raise state skipped the -INVULNBERABLE line or some reason. I guess it goes to say that the last line's command can be ignored at times for some reason. Maybe it is the fault of relating to the Death/XDeath actor state. Regardless, fixed. Tested, desired operation observed, performed as successful. v
-Oh yeah, I'm gonna investigation if I can patch up proper d2 sounds. I had undefined ones before.
-Yes, working on the d2:lod assassin. I need a stealthy like attack to think of. Let me know about ideas!

EDIT (25/10/2017):
-Working on implementing both d2 butcher/smith mostly, from scratch. I reviewed a part project I once did for a request. I do not like how it turned out. It definitely could be better. Now, the d2 projectiles only limit to me 2 axes and a mallet. The 2 monsters don't even wield them! Butcher has a cleaver, which no real projectile is made for a perfect animation. Smith has a hammer, which the mallet is for for wood. Since I'm dealing with implements involving meat and metal, I decided to let the blade sentinels be the projectiles. However, I might make use of the d1 meatball hork spawn monsters. They will actually become balloon floatable so I can cut off troublesome animations. Corny, yes. However, I noticed that the smith is actually better looking than the pudgy midget butcher! He will have chance to repeat fire, which the butcher might need to make a move before refiring. Since the butcher is smaller, I will allow lower health. Both will base their stats on WolfensteinSS, since they are technically considered joke monsters. No real theme except a fat trollish/orcish like monster is terrorizing the land. After I get thru this little problem, I will make the wyrm back to its original code and only allow it to be shown from the reziarfg. I will then make the announcement of the butcher/smith joke monster change.
-Will look into d2 projectiles to see if there's any other way to have them as monsters or something like that. The fat d1 stone dragonman might become a prop or its own monsters. I might try to make nakrul an available unit for the d2 serpent tail (although, he got cut animation so problems), I guess. Might consider d2 snakeman (although radius to accommodate tail will be large! [I won't do it to keep in line with gameplay mechanics and let the snakes slither around]) or rhinoman (big stomp boy!). Will investigate for fuller d2 sounds. Also work on d2 assassin.

EDIT (26/10/2017):
-Just got the butcher sprite set ported. Small evil guy he is. Damn, I got a lot of shit going on. I thought that I just got the assassin and ally corpses to lift. What a burden, to dust! Anywhom, I will do the sprite coordination job and fix the fucking wyrm (need to edit for reziarfg only).
-I'm putting the dumbo butcher/smith monsters as WolfensteinSS due to the prison maps. They are quite savage brutes, not magical auras. However, they know a bit of things after maiming up their helpless tortured victims. A bit of unholy science you can say. Yeah, these guys are the behind-the-scenes in some of the monster unit productions. Good story line, might put that into the monster description. Good ties for a potential total conversion.
-Projectiles for consideration: baaldeathghostie01_bmp (blue face ghostie thing, probably for Izazel or some blue demon) and VampireMissile_bmp (burning skull like hell angels, it, will, be, ALIVE!!! From daemon or fire entity, of course; AHAHAHA! Oh yeah, happy halloween).
-snakeman and rhinoman to be considered, bad ass animal men! Raining men! ;)
-Will investigate for fuller d2 sounds. Will also work on d2 assassin.

EDIT (27/10/2017):
-Just got the Wyrm back, but commented out WolfensteinSS replacement.
-Radio time, bitch! And happy halloween too! link
Okay, I will eventually upload some awesome j heavy-glam metal tunes too. One from a game, another from an awesome artist cover.

EDIT (28/10/2017):
-Working on the death state. A bit hard, blood pool ain't syncing correctly. Letter I before head hits the floor. Definitely a falling state is included.
-Working, updating, and fixing on sound definition list. Smith taunt sounds suck. I will use death illustrated sounds instead.
-Menlier crash sounds (may result in double of squishy psych_orb/crash) might change for thuddlier butcher/crash (that being the goatman; there was also the barbarian/thunderian, but both of them have a falling sprite imperfect [angled not to fall flat]; the crash was perfect for falling, but there's blood already [if not on floor, then the next sprite frame might show bounce]). The butcher already have blood already during death state so I'll watch the falling sprite as blood not yet touch the floor.
-As of now, setting sprite frames into angled sets. Then I shall continue onwards toward code.

EDIT (29/10/2017):
-I got my update copy uploaded so relief. Will move onto the code later. Been up popping in for the process. Until then, zzz.
-I am also reassessing the monster replacement behavior/role in order to pass gameplay experience for certain maps. It sucks to be boxed in, only to be magically beaten by teleporting iron golems (in zbludv41's map02, cemetery). There's a high number of prop monsters unlike the original iwad maps. They force you to do crazy things like going out in the open exposed to deploy allied units. You're open to psychic momentum and fatal poison bags. Nevermind about me downgrading the monsters, it's always about upgrading/adding the monsters! It's fucking magically Diablo, bitch! ;) (zblud map a bit broke in tight spaces and fat prop monsters, whatevers!)
-Since the WolfensteinSS monster is actually a rare thing in most maps, I decided to have both butcher/smith to also become replacements of the more common HellKnight/DoomImp (smith might base stat of HellKnight, butcher base stat of WolfensteinSS/DoomImp) of doom2. You won't see much of them in doom1, but that's because these two monsters are technically PainElementals. So yeah, if they are not to be missed, more appearances of them for sure! Probably will remove the teleporting behavior (for at least iron golem [specialty is seeker missile and a last stand bombardment]) due to more monsters being thrown against you as bullet sponge.
-Working on actor flags, will take a while. Hide! Halloweeners are here!

EDIT (01/11/2017):
-Damn, up late, bitch! Too much up! Anyways, I finally did the actor flag section. Working on the actor properties.
-Yes, continuing onwards with the butcher/smith plan. I hated fighting blinking worms all the time in map31/32. Too much distraction from the blood golem nests. Since they be a bit easier to kill than blood golems, they will probably be a rank lower than HellKnights. Probably DoomImp (too much psychic sometimes)/ChaingunGuy (maybe too much smogs/winged fiends)/Demon (I wanted to mix up from the usual baboon demon variety, too many funny munch despite possible infighting)/WolfensteinSS (no more wyrm bitches, please) for sure! Less likely to replace HellKnight, Revenant, BaronOfHell, Fatso, or Arachnotron. The stats to be final yet to be final.

EDIT (19/11/2017):
-It has been what? 19 days since the last announcement? Yeah, I'm back. I happened to do some other stuff along with a mini project (I won't say!). Got the actor properties checked out. Now to reference a bit from ally barbarian should I need to make a crash actor state sound. Just moving onto the states with the size dimension test.
-Size dimension test complete. Working on See state, will be a blast?

EDIT (23/11/2017):
-Well, I am busy play testing my mini project. Should spend too much time on that. Got the See state prototype done. Now, need to get the right animation tic delay speed. Something that says his weight, lol. Will get to the Missile state, but need to figure out if there's a suitable cleaver projectile other than the hork spawn.
-Smith will be next. I need to remember the delay duration of See state tics and movement speed. Since he's bigger and heavier, he's slower. I do this for gameplay balance reasons. You see, he will be shooting one idle blade sentinel at a time (they will be initially idle, but their rash behavior makes them a tough contender). That is, of course, if there isn't a suitable throwing hammer projectile around. See state tic delay will be 5 (out of range 3 to 6 [6 will be too slow]). Speed value will be 5 (out of range 4 to 8). FastSpeed will be 10 (out of range 8 to 16).
-If I need to get proper enough projectiles, I will have to settle for scimitar and mace (no mallet, that's wooden material).
-Oh yeah, there's a possible VampireMissile_bmp (burning skull thing) and baaldeathghostie01_bmp (baal face thing) as possible projectiles/monsters. Since I am bringing back the hork spawn, I might put that into great use for the Blood_Golem_Nest. Now, I might lose out the poisonous blood rain, which can be a real bitch at times (you got to keep on running, you got to keep on running! [and watch out for horizontal blood rain projectiles from other nests]). I might make the nest to shoot out hork spawns instead of spraying blood rain, something which the Blood_Golem already does (still was a great tough turret design by the way); however, since its name is Blood_Golem_Nest, it will definitely spawn that golem by chance upon death. The hork spawns will definitely bleed/die out the same type of blood actor from the golems. That means watch your distance, and watch your fire when these guys get close on ya! Now if there should be a death animation before the a explode has not been decided.
That proposed vampire missile thing might be useful for the lich's minion idea. They are skulls on fire so that 2 flaming things from the lich's attack would be aesthetically appropriate (undead attack with fire? wow). Now then the lich will have two attacks then (still, leech attack first priority since leech and lich; no, the flaming skulls won't A_SkullAttack in this case [blade sentinel does that and is quite good at it!], they will float by sheer will to A_Explode anything within its way [+THRUACTORS])! I don't know about the baal face thing yet. Something blue? Something cold? Something clowny/genie demon-like? Maybe it will leave behind blue vapors and rain down icicles around its own vicinity?

EDIT (24/11/2017):
-Before I go thru with all of the proposed changes, I will surely investigate the required projectile name. I also need to get the damage rating for melee attack. I suppose he should be at least stronger than a barbarian, but weaker than a thunderian. Maybe half damage of thunderian's halberd?
-I already decided that there is no alternative weapon projectile. I'm sticking with the spawn monster projectile. Now, I need to get the revised hork spawn monster variant going before I proceed. First step, sprite/audio pick.

EDIT (25/11/2017):
-It just comes to my mind that I can make that vampiremissile monster to move and breathe smoke at yall! Instead of Wolf_Smog, it's VampireMissile_Smog (in name)! With DamageFactor "Poison",0.0, PoisonDamageType "Poison", Species "Skeleton", and DamageType "Poison". That way, the rest of the skeletonal crew won't get infighting damage. Now, the VampireMissile monster will not be a dodging bastard, it be a relentless dog like like a police dog. Its strength is to pin your ass down so that its lich master can target you. You'll have two against you. Its death will spell some puff of VampireMissile_Smog. Sounds like a good fiery butt raging monster.
-I am just complete with the actor flags list, same for the actor properties list (some properties might need a bit of testing [DamageType necessary? ItemDrop string value temporary?]). Then, the sprite and audio search will begin. It's for the Spawn actor state to say at the very least.

EDIT (26/11/2017):
-Well, lots of plans, but less getting done! I am done with the sound definition list. Still rounding up sprite frames. Will have to get to the actor states first. Only then will I know.
-Great news! I have managed to get thru the See state and am done with the Missile state. So far, everything is working great. Oh, this is a great time to test that DamageType versus +THRUSPECIES. I probably should have it in the first place? After that infighting intermission, I will get back to the Pain state. Until then.

EDIT (27/11/2017):
-DamageType not needed, removed. Finished Pain, Death, and conversation actor states. Even the dialogue lumps are done! Looks ready (after a bit of damage rating adjustment). Now, back onto the butcher! Will reread my previous edit blocks too.
-Okay, I did some species arrangement and its a hard crew! You'll most likely see the hork spawns and butchers in map31 and 32. There's a chance for them to appear in other monster replacement roles, but they will put up a summoner fight for sure! Okay, I just tested the liches by accident. So far, the skeleton theme is working out. I don't think I want to put vampiremissile with the skeleton crew anymore. Fiery whatevers, even skulls, are more like demons. Perhaps, I can get a demon skeleton from diablo1? Maybe a fiery monster/prop_monster? Example like fire summoning trap like genie lamp (maybe, an item can do something here? Or just a right red demon? The baal face can also be another type of genie. Might do a icicle, tornado, or something twitchy-like. I might finally use that blue smoke and other left-in-the-basement sounds. Oh yeah, I tested the blood golem nest, it definitely needs to tone down on the blood golem overspawns. Now, I can't take on a whole forest. Only on death state where it can be in good working order at a good pace. I have to reconsider the too deadly blood rain. Might remove. Will keep spray to keep consistent with blood golems. No hork spawns, that's too much float seeds then! It's a dead/undead/mutated fleshy tree for god's sake!

EDIT (29/11/2017):
-Just fought off the faggot spy agency. Okay, managed to get time in for finishing the Pain/Death/XDeath actor states! Quite simple, but still need to work on the conversations. Wow, the butcher is trimming along quite smoothly? As of now, I am testing the speed of both Pain and Death/XDeath animation (for both hork spawn and butcher, Pain state and frame animation issues). Hopefully, things go not as complicated. Other stuff I mention will have to be delayed for rereading.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v49+: Butcher's Delight
-From the dungeon, lies a creature of moronic evil. The butcher is here! Ah! Will get back to you on more details.
-Okay, more details. The butcher lies within the dungeons of map31 and map32. From the jail cells, prisoners become experiment for the delicate artist. He basically recreates life from carcasses. What they were, are now ascended. The butcher is generous enough to demonstrate his latest experiment called the hork spawn. Hork spawns are little meaty balls of hunger. Once they attach to their target, their appetite goes overdrive. Despite the animal instincts, hork spawns learn not to turn against their masters. The butcher is truly a prodigy in undead fleshly wonders. It is also theorized that he is responsible behind the blood golem nests and as well as the dreaded blood golems. While the butcher isn't considered the best monster, his mastery excels in drilling precision.
-Ok, now what next? (Hell) Smith is next. He is like the butcher, but shoots blade sentinels. Is also more robust with self-healing constitution. This is through years of working with metal craft. If they are close to him, use that to your advantage! Explode that shit in his face!
-There is supposed to be a reread in this section. I just remember editing the blood golem nests so they will be easier to deal with. It's not like they can rain down anything. Too much blood golem generation too. I did not foresee this mishap. Also, you should be able to pass map31 with these new changes. Again, will reread and put the details in the next post! Will also make some screenshots about the butcher too.

---
And the left text from the last post.

And I must say, I am to embark onto the ally assassin module! Already done the sprite port. Now need to sprite coordinate.

There's the ally corpses (unit generator) to be done, but that should be quite easy after I get the ally heroes done (need to count for accuracy!).

Hidden d1 props! Forgotten d1 sound proposals!

-Projectiles for consideration: baaldeathghostie01_bmp (blue face ghostie thing, probably for Izazel or some blue demon) and VampireMissile_bmp (burning skull like hell angels, it, will, be, ALIVE!!! From daemon or fire entity, of course; AHAHAHA! Oh yeah, happy halloween).
-snakeman and rhinoman to be considered, bad ass animal men! Raining men! ;)

-Since the WolfensteinSS monster is actually a rare thing in most maps, I decided to have both butcher/smith to also become replacements of the more common HellKnight/DoomImp (smith might base stat of HellKnight, butcher base stat of WolfensteinSS/DoomImp) of doom2. You won't see much of them in doom1, but that's because these two monsters are technically PainElementals. So yeah, if they are not to be missed, more appearances of them for sure!

-Smith will be next. I need to remember the delay duration of See state tics and movement speed. Since he's bigger and heavier, he's slower. I do this for gameplay balance reasons. You see, he will be shooting one idle blade sentinel at a time (they will be initially idle, but their rash behavior makes them a tough contender). That is, of course, if there isn't a suitable throwing hammer projectile around. See state tic delay will be 5 (out of range 3 to 6 [6 will be too slow]). Speed value will be 5 (out of range 4 to 8). FastSpeed will be 10 (out of range 8 to 16).

-Okay, I did some species arrangement and its a hard crew! You'll most likely see the hork spawns and butchers in map31 and 32. There's a chance for them to appear in other monster replacement roles, but they will put up a summoner fight for sure! Okay, I just tested the liches by accident. So far, the skeleton theme is working out. I don't think I want to put vampiremissile with the skeleton crew anymore. Fiery whatevers, even skulls, are more like demons. Perhaps, I can get a demon skeleton from diablo1? Maybe a fiery monster/prop_monster? Example like fire summoning trap like genie lamp (maybe, an item can do something here? Or just a right red demon? The baal face can also be another type of genie. Might do a icicle, tornado, or something twitchy-like. I might finally use that blue smoke and other left-in-the-basement sounds. Oh yeah, I tested the blood golem nest, it definitely needs to tone down on the blood golem overspawns. Now, I can't take on a whole forest. Only on death state where it can be in good working order at a good pace. I have to reconsider the too deadly blood rain. Might remove. Will keep spray to keep consistent with blood golems. No hork spawns, that's too much float seeds then! It's a dead/undead/mutated fleshy tree for god's sake!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
Okay guys, I apparently forgotten about the code comment clean up and sprite frame reordering for the butcher. Will take some time. Then I shall proceed to the smith. On sprite coordination process. Basically another butcher variant, maybe a bit better. Will take note of the past notes that I made too.

Oh yeah, wasted some time playing a really bad game. Well, hopefully, I learn about what not to do!

EDIT (04/12/2017):
-On See state, a bit weird in technique, remember to match new spawn state with p or v of See state. Measure to the (line up and) left horn by smith's view. Missile, Pain, and Death/XDeath actor states might be static.

EDIT (05/12/2017):
-From spawn state image frame a to see state image frame p and things like that in the animation order. Missile state base from the feet of spawn state. Currently done coordinating sprites. Onto sound definition list, interesting. Damn, it's so cold that I don't think I would ever get this done before the end of this year.

EDIT (06/12/2017):
-Sound definition completed. Now, onto the code. Damn, weather's fucked up, man!

EDIT (07/12/2017):
-On the Missile state in terms of coding. Having trouble implementing an random array of three colourful blade sentinel variants. Speaking of Missile state, I recall that the current jump function in the Hold_Missile state is instantly redirected upon the given parameter conditions. Because of this instant skip, I decided to add the Hold_Missile state's sprite frame to the Initiate_Missile state. A bit slower, but more flowing smoothly. Plus I read the jump functions for any monster that peruses/decides/executes Dodge states. Operation should be working there.

EDIT (08/12/2017):
-Okay, I forgot that the Area_Secured actor state doesn't cover the instant jump in the Hold_Attack state. Got the image sprite frame in the state to Area_Secured state. Quite a time passed by too! Oh yeah, I believe that I got the Missile state down for the smith. Fuck, I forgot to test the states, much less the size (radius and height). On the Pain state now, gotta go snooze. Cya laters.
-I just got the baal face idea as a random velocity thing that can A_PainAttack. Might include pain feedback so you can see more of that feature other than the reziarfg (boss monster). You can see an adversary that bites back to bullets. Projectiles help minimize damage, if you can hit!

EDIT (09/12/2017):
-Just got the size test done. Onto the Pain state. Damn, this mobile blade sentinel generator got some sentient relentless ammo! Boom for each stop!
-I just completed the generator, which means I already completed the class. I still need to do the dialogue as well as some unmentioned notes (blood golem nest needs to be fixed for easier time in map31 [too much of them at once!], testing butcher/smith for common monster replacement also in session, ally assassin/corpses [future], Hidden d1 props! Forgotten d1 sound proposals! [future], x/y/z velocity A_PainAttack and maybe pain feedback baaldeathghostie01_bmp [future], constantly floating and occasionally breathing and floating VampireMissile_bmp [future], maybe snakeman [future], and maybe rhinoman [future]). Since the smith is just a added clump with the butcher, I will reannounce +49 release in the next post. It's desired to get the unmentioned notes done fix-wise.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v49+: Smith's Reward
-Ah, the smith is finally here (had to do some testing, tried to make it ignore bullet attacks by blade sentinel, made it too ignorant, removed A_ClearTarget, whatevers, too much target switching if I did it right)! Coupled with the butcher within the prison of map31 and map32.
-Finally complete the wyrm replacement. That definitely took a long time. I also tamed a bit on the blood golem nests. At least you won't have to worry too much about any blood rain and any self healing (change might make gameplay for zbludv41 possible [although infighting with other prop monsters or hazards will be definitely limited {least you got some safe cover!}]). Still, you got to watch the occasional blood spray. One hit could fucking kill you! Back to the prison guards, yeah, it's a fucking prison riot. These demons definitely qualify for imprisonment. Blades and teeth fly fucking around. No, your super shotgun won't save you much. Can't put down these motherfuckers fast enough. Well, they aren't trained warriors, but their worker's expertise is a fucking given. Recommend using cover or you'll be running around in a swarm. Sure way out is a blast device. If you got enough rockets, give 'em hell or prepare for a dodge and hide fight. NEVERMIND WHAT I SAID! RUN FOR IT! UNLESS YOU'RE TOTING MAD, YOU GOING DOWN. NO ONE CAN FUCK WITH THE OVERLORD GANG! Oh yeah, will test if I can add these fucking fucks to the common monster replacement roles. Single, he nothing; together, they fucking hard balls though!
-I hadn't got to the ally assassin. I'm fucking doing it. Tired of loose ends. Will do the ally corpses too. I dunno, sounds ninjistic, Bad Apple!! (REDALiCE Remix). Also, I was thinking of the blade sentinels as hover bots as fucking flying disco balls. Now, that's the next Ascension!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
Well, tested the monster combo on the zbludv41 tc. Overly gothic, overly extreme!; bleh! Quite the experience, lots of near death experiences. The breach against the thorn creeper nests, thorn creepers, and festering appendages are still difficult to bypass. No more blood rain. However, those succubuses can be quite the commander in defending their evil demon hut. Psychic powers evil. Necromancers and their winged fiends prove to be formidable obstacles. Their red clouds deter advances and slow poisonous bullets also something to hide from. I got real trouble with the werewolves. One long inhalation and it's fucking over. The butchers/smiths prove to work for the WolfensteinSS role, but maybe, they can be a bit more aggressive?

Okay, design stage. So far, I think the thorn creeper's needle attack can be quite useful for the festering appendages, even airborne monsters, should it ever happen. However, it can also kill off my allies too. Probably too often I fall succumbed to this anti-aircraft power. I was thinking to use more nature themed attacks. Something like annoying nibbling vines that (try to) spawn underneath to trap its target stuck (yes, you can kill them off). One at a time or more depends on how fast the vines can trap. If the target is airborne, no problem, I can just say that it uses magic spores fired from its underground pod. Now, of course, little ass vines ain't gonna cut it to kill of appendages during map07. At least you die less often from a said weak monster. I think that's resetting the bestiary balance. There be more appendages to take care of unless a variety monster change happens. Until then, I'll have to look at other nature possibilities. Perhaps, I can put the static needle attack with the baalface thing. I also have some ice storm, A_PainAttack while A_ChangeVelocity x/y/z, pain feedback, and tornado attacks to reconsider.

Succubuses, necromancers, and werewolves seem to be fine where they at. Although, I might mix up monster variety in the DoomImp role for much relief from psychic girl. The winged fiends might fart too much? They can be exposed too much though.

Butcher and smith do need to get more missile aggressive in the zbludv41 tc. However, I am not sure if things stay easy for map31/map32. Already, there's a bunch of them. More hork spawn and blade sentinel minions will cause fucking hell. At the moment, I am thinking to put the butcher and smith into the BaronOfHell role. It will explain the doom1's canon boss episode in e1m8. How all the fucking monsters came into place, starting with the little ones appearing. Baboon demons are like dogs or something like, so whatevers.
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Tested map31, turns out that I do need more item rewards for killing these fucks. Increase item value for killing hork spawn, butcher, and smith. You will get health, shells, and rounds. Blade sentinel is random array of ammo of course. Yeah, the loot is overrated, but these are the secret maps. The loot is just enough to kill the monsters, care is still required! Rare occurrence. Now, I can work my ass there, but I think I will definitely try to find a mix that even things out. I want to put these guys to more common occurrences. Okay, I hadn't gotten past reziarfg in map06 just yet, okay. Testing missile aggression for hork spawns, they can be tuff without the awesomely funny acid blood!

Okay, so things that will surely happen. Butcher/Smith to test out increased missile aggression. Butcher/Smith to replace iron golem in the BaronOfHell role for story purposes; makes more sense, even though they will definitely be weaker (balance to come with missile aggression test). As for the iron golem, it can be spawned by fiery pit's death in the hanged corpses role, although they would be a rare rare occurrence. Might reconsider to put them in HellKnight/Arachntron role (iron golem was not a good mix in map02 of zbludv41, too much unexpected death; however, they look fucking good with the current attack setup so no changes)? Also, hork spawn returning as poisonous bloody balloons will replace the blade sentinels in lost soul role. There's already fucking chest traps that spawn them. Too many fucking frisbees by then. If you got killed by a hork spawn ambush, you are just unlucky or too stupid to realize what's going around you. Lastly, I need to change that attack for the thorn creeper. That dude is fucking overpowered, even if its attack kill itself. Plus the sprite is a static laser beam, no nature theme. The nature themed attack will not kill off nature monsters, ever. Yeah, good luck with the appendages! If you see them, run like crazy! Haha! NOTE THAT THE REPLACED ROLES WILL ONLY BE COMMENTED FOR ARCHIVAL PURPOSES IN MIND. I MIGHT MAKE SURE OF THEM IN THE FUTURE, SOMEWHERE.

New monsters like vampiremissile, will probably appear from genie lamp or something like that. Can't say for the baalface. Might use ice storms/A_PainAttack/pain feedback. The tornado attacks might be of speed so it might A_PainAttack continually; sounds good for the ally assassin's attack. The snakeman might group with the baboon demons, after all, the are animal hybrid likes. Don't know what's its attack, but its claws will assure that it can climb walls? Maybe? The rhinoman (or even demon?) might either be in Fatso/Arachnotron role. He got that cart and magic armor so he might use a throw rock attack (damn, I been wanting to use those sprite sets in months/years!). Got stomp attack too. Will take note of the last announcement's post too.

Forgotten about the Crush state for both the butcher and smith. Found out a missing fact that slipped from my mind. Probably because it was a minor mishap detail. This got to be fixed first, then BaronOfHell replacement issue. Then it's something else like the thorn creeper's new attack. Finally, I am back on track to ally assassin module. Damn, I'm being put back, huh?
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On v49+, found out that (live, not prop) monsters perusing +/-DONTCORPSE and -/+CORPSE for falling and crash states (for sounds) cannot use the Crush state.
That means +/-DONTCORPSE + -/+CORPSE = Crash state + +DONTGIB (No Crush state).
There was never any Crash state for the Doom monsters in the first place.
There was Crush state though.
Damn, such limitations!
However, it was cool to see flying objects die upon crashing.
The only solution is to spawn -DONTCORPSE + +CORPSE dead monsters at the end of Crash state (no -1).
Each affected monster must have Raise state to +DONTCORPSE + -CORPSE for each dead monster raised.
Hope it works out.
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Okay, I think I can do this. Apply to all default dead monsters and any that peruses falling actor states.
I need to make another variant of the same monster, it will be called monster_name_corpse. I need to make a intially_corpse variable, -DONTCORPSE, and +CORPSE actor flag. In its Spawn actor state, I need to set integer value to intially_corpse variable and A_Die. In its Idle actor state, I need to copy over the original monster's Spawn actor state code for it. In its Death state, I need to A_JumpIf to read the value of the initially_corpse variable, which will jump to its Intially_Corpse actor state. In its Initially_Corpse actor state, change integer value to intially_corpse variable; I need to make it a Crash state with -1 duration at the last line. The Initially_Corpse actor state will then be the present Spawn state of monster_name_corpse. And of course, for original/all variants, I need to make sure that the Raise actor state to +DONTCORPSE and -CORPSE actor flag. For original/all variants, also need to make sure that the Crash state terminates, but allow to A_SpawnItemEx another monster_name_corpse before its self-termination (will comment out -1 duration line[s]).
Whether I want to inherit or not is up to me, but I will need to sort out the order for the DECORATE lump. If not, I need to sort out the subtle changes. Fuck it, monster_name_corpse is just like a referenced dead doom monster. Will inherit. HARD WORK COMING FOR ME!!!

DAMN BOY! BEEN TEST PLAYING ON MAP31; THE DAMNED SOULS, FUCK! I NEED TO TONE DOWN THE BLIND ATTACK OCCURRENCES! HELL, MAYBE EVEN A_CLEARTARGET CHANCE FOR EACH SEE STATE WOULD WORK TOO! THESE DAMNED SOULS GIVE HELL, BUT THEY FUCKING SUFFERING TOO! CAN'T REMEMBER JACKSHIT ABOUT SHIT!

EDIT (11/12/2017):
-Okay, allowed a small chance to get A_ClearTarget rolling for damned souls. At least they can forget about their targets due to excessive torture and torment. Yes, also reduced the damned souls's fire wall to one, under you. Even so, you still have to keep on running away. Your health withers while under attack so be glad there's a 25% chance that the damned souls forget about you due to extreme torment and torture. They are not supposed to attack often, but still healthy and strong. Plus, you take damage for each attack (also, another strong point!). Hey, at least you don't have to worry about moving firewalls. Those are from the fire wall sphere and that proposed vampiremissile. Then, I guess it's finding the right monster corpse for each right customized crashing monster. The edit could be a challenge. However, I am in concern over the fact that some of those customized crashing monster to be sliding! I don't want to have "it" stop suddenly! That would fucking suck! Also dead monsters replacing dead monsters will retain Skip_Super actor property. They are considered too long dead, too late to raise back to present existence state. ERROR LOG NOTED. Butcher/Smith to replace BaronOfHell role for much appropriate behavior of the original BaronOfHell. They will be much more easier to deal with though! No biggie. Iron golem could dorm with blood golem in the HellKnight role. The golem brothers, hooray! 30% chance for iron golem to spawn though. I have to look for a nature based attack for the thorn creeper. It probably be even weaker, but fitting. This is also excuse to potentially fit in four more monsters that I like. Damn, lots of monsters. Hadn't forgotten about the ally assassin and ally corpses.

YES, BITCH, THE REVISION FOR THE CHANGES ARE AVAILABLE, BUT YOU AIN'T GONNA SEE IMMEDIATE CHANGES UNLESS YOU GO TO MAP31/32. TUFF SHIT, IT IS! GOT TO CHANGE ROLE REPLACEMENT AND ADJUST THE THORN CREEPER FOR PROPER CAPABILITY. Next be the ally project or more fucking monsters.

EDIT (12/12/2017):
-Increased the chance of forget by 50%. I guess it's too relentless for the damned souls to kept for remembering their target. That should provide a safe distance. The damned souls are like defensive barriers. Oh yeah, reason for increase is sometimes there are monster generators too. The spawned monsters might open up doors for the damned souls to listen for target. Call the damned souls a audio detecting defensive barrier. That's their strongest strength, since they don't need to see you to attack! Due to a possibility of combined strategy/tactics. You get the 50% chance for them to forget you (and your allies [kills allies fast!]), barring potentially open doors. Either way, it's gonna be a long ride so get smart and getting running from the fires of temptation! Oh yeah, realized that straight up 0 tics in the Death or Wreck states might run off to cause a skip until the next control flow keyword. Whoops!
-Saved game sessions don't change the actors to the updated version. It's probably retain the original code layout. Will restart map31, with 25% 50% chance to forget. Sheesh! Hope I past will faster colors?

EDIT (13/12/2017):
-Am restarting with 50% chance to forget. Damn, it's gonna take a long time! I might as well start replacing fucking roles already! Would have been done by now.

EDIT (14/12/2017):
-It appears that any reserved actor state, including Missile (that's the one I forgot), needs to have at least a delay of 1 tic or else it reads all 0 tics and runs even the flow control. That's why every time I kill this thing, it keeps on burning target on at least sight. I was going fucking crazy wondering if there's a actor flag needed to be set! Well, wouldn't you know? There is actually two actors spawned in the very same coordinate! Why? Fuck! Okay, I'll fix out of them each and out of walls so that there won't be any more hiding anymore. Actually, the problem is the fact its height is freaking tall. So tall that overlap will not work with low ceilings. I just have to make it A_Wander until it detects a target. Should make grinding through map31 possible now, unless, it's blocking the doorway; pretty mothers if you ask me. A better strategy would be to make a smart generator to work with the bugs of map31. Only one would place in its place. Good as it is (damn, fuck those wolfenstein3d maps; wonder who made it that way? smart move, man!). :\ Also, I lowered the health value so it's a better chance to overcome the obstacle without getting all the monster generators pushing you away. 900 sounds low enough?

EDIT (15/12/2017):
-Got the smart generator of damned souls done. Irons out that bug of map31. Also am lowering the explosion radius of blade sentinels to 16. Blade sentinels are technically naval mines, but they are very small compared to the ones that can knock out and sink ships. It should be able to do that. A bright pow, yes, but no a big one. Considering that you will see more of them, I will also lower the explosion damage of blade sentinels to 8. At the least, they take away around 10th value of your health rating. In case people forget, the walls can be your greatest friend in turning the blade sentinel's arsenal to deflect upon itself. The blood lord on map32 is too hard without the invulnerabilitysphere. I decided to test map32 with a bit of cheats. The rest of the monsters can be taken care of with some effort. Removed volcano assistance from Missile state. I wonder if Pain state left intact is good enough?
-I have to look for a nature based attack for the thorn creeper. It probably be even weaker, but fitting. This is also excuse to potentially fit in four more monsters that I like. Damn, lots of monsters. Hadn't forgotten about the ally assassin and ally corpses.
-Will get to testing map 31 and 32. Am loading the stuff at the moment. Yes, the HellKnight/BaronOfHell role replacement has been done with monster difficulty generation curve completed.

EDIT (16/12/2017):
-Map 32 can be passable w/o the need for invulnerabilitysphere! Well, that might make fighting blood lords manageable on a general level. Mission accomplished. Still, he got a bag of tricks so you still need to bring out the big gun and fight out a quick and hard fight. Your break got a timer.
-I decided to put back 25% chance to forget target for damned souls. It was a bit too soon to hide from sight and wait for the damned souls to forget about me. This decision was based on true one damned souls map31 testing. Decision is final.
-Will upload changes for backup purposes. Am getting onto the thorn creeper's attack redesign, implementing ally assassin/corpses, analyzing the four proposed monsters.
-Hidden d1 props! Forgotten d1 sound proposals!
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-New shit! If the thorn creeper A_VileTarget, it first must use poisonhit_bmp (which will damage by the specks), which then fires off Vines_bmp (am not sure whether these actors ought to be alive [-SOLID spawning projectile might terminate itself in duration {peruses sprite set of oak_sage_Aura_bmp sounds good (properties/flags based on vine actor for convenience)}]) by 360 degrees (no more vertical tree shit, it's a thorn creeper, not a tree!), the vines will hold onto their last sprite frame. During their active state, they can A_Explode with 0/1 damage. However, I believe that much more occasional A_SpawnItemEx of oak_sage_Aura_bmp sprinkles will do. I also think that's overdoing the lag limit. The vines will eventually give away (Vines_Death_bmp sprites set), +ISMONSTER actor flag or not. If the thorn creeper A_PainAttack, it will fire off one (+TOUCHY) -SOLID spawning projectile monster (peruses sprite set of oak_sage_Aura_bmp sounds good [properties/flags based on vine actor for convenience]). Vines might likely be monsters so you can blow away vine walls, including the -SOLID spawning projectile monster. A_VileAttack still applies to incur retaliation. Reference from necromancer's winged fiends.
-New shit! dethsentry02_bmp/dethsentry01_bmp might be the A_VileTarget attack for baaldeathghostie01_bmp. The dethsentry animations might be a A_Explode with 0/1 damage, while baal face can dodge around and shit like that. A_VileAttack still applies, but only as initialization for each attack, also incurs retaliation. The new animations might also serve as a good death animation. I might also allow the baal face to display animation and +INVISIBLE in order to deceive both players and allies, then it will instantly -INVISIBLE and resume its other normal functions. Reference from wing fiend puff hazards. I also imagine using icy/magical sounds for the animations or something like that. Death illustrated too?
-New shit! MoltenBoulderRoll_bmp, MoltenBoulderExplode04_bmp, and MoltenFragmentD_bmp, will be the projectile for the rhinoman. He will take a stomp, while will be a stability position before firing off a rolling molten boulder. Boulder will explode and fire off molten fragments in 360 degrees. Boulder will be slower due to mass and size. Fragments obviously faster.
-New shit! Snakeman might use that zvs1litnuhth.dcc red bubble thing. I did intend to use this thing. Will be like the blood star, but no stealing items. It might continue duration and damage in its death state. Probably more dangerous than a succubus. To group with DoomImp role replacement in order to reduce succubus redundancy (hey, got to make the game work and play right). I might even make a evil demon hut for snakeman and baboon demon, except for one thing and one thing only. I wonder if they are even smart or capable enough to construct a hut? The d1 sounds might have some other animations I might need to take a look into.
-New M-M-MONSTERS! Oak_Sage_Overlay_bmp and ShrineManaRegen_bmp. Oak sage is a green floating brittle star, but I consider it as a plant, fair enough. I was thinking to use the A_CustomMissile vine as its attack and death with multiple A_CustomMissile. ManaRegen is a blue sphere! Ice, vapors, rain, etc? I probably will use that glass version of zvs1litnuhth.dcc. Glass attacks, probably more proactive in accuracy and damage.

EDIT (17/12/2017):
-Whoops, mistake in date notes. Completed vine sprite coordination. Looking for sound definition. Commencing code. Requires base sample.
-Well, onto code for a bit somehow. Just telling you guys that vine walls are technically walls regardless of size. You just can't push them away either by push or damage. Got the actor properties and flags done. Still need to take a look into the sound definition. Will test size definition. I have decided that the thorn creeper ought to fire off one vine wall seeds (seed group name), which will -SOLID. It can be terminated either by damage or end of its A_SkullAttack (which will probably A_PainAttack a different version of vine wall seeds [with PAF_AIMFACING|PAF_NOTARGET] or A_ChangeVelocity [probably more easier to do! {maybe needs -SOLID first and switch later to +TOUCHY (the flag combo works with the A_SkullAttack hork spawn, which dies upon contact or hurts itself on walls/planes}] in another state that terminates the actor upon end; no targeting desired [okay, maybe, I just need a projectile that can be shot down? {Monster flag combo?/-NOBLOCKMAP/+TOUCHY with health rating? If that doesn't work, then I'll stick with a simple projectile and be done with it}]). Also, when the thorn creeper dies, it A_PainDie 3 vine wall seeds (seed groups). I believe things are speeding along, but I'm tired at the moment. Such a little thing, yet, such a large module of many many references! Upload complete for backup purposes.

EDIT (18/12/2017):
-Fuck dude! Fuck! +SHOOTABLE, +DONTFALL, +THRUSPECIES, +MTHRUSPECIES, -DONTOVERLAP, +RIPPER, and -NONSHOOTABLE. Those are somewhat the basics of a damagable projectile? Just kidding, I can't really mix up the two classes. Dumb ripper projectile it is! Moving onwards! Well, I can make the primary missile to be normal except for firing off three secondary missiles with +RIPPER. So it's like a bomb, but the fragments are definitely rippers. Mostly good for primary targets. Ripper is random then. I think letting the ripper lock onto primary target is good enough. The vine walls would lock into anyone caught within the orange seeds. After effects would be a wall that might need to be broken down. 1*random(0,2); that means a vine wall could actually kick your ass during a tangle. Will stick this to the attack and maybe death state of thorn creeper, you can't get too close. Damn, if I could make glided ripper missile trails that vacuum? It's touhou research then.

EDIT (19/12/2017):
-Okay, the vine wall projectile was tested for the thorn creeper. Sounds good as a weak little monster. Stupid slow walls can be quite the obstacle. Not hard, but on map07, oh yeah, you gonna need some fucking heavy ammo. Good thing that festering appendages can't raise themselves. The thorn creeper won't help you take out these mothers anymore, only to spawn more walls to block your ass (vines can hurt, but don't think they can take on the festering appendages).
-Somebody mentioned to make the d2 sorceress into a nature witch whatevers (herbalist, apothecary, folk healers!/cunning folk!, witch doctor?, granny women) with the vines.
-Well, glad I am able to fix this last undesired error. Bugged me for a long time. Those bullet thorns can be fucking hell when you're low on health. Not good. I just got an idea, those oak sage overlays can be a monster that lights up green shit under target (with A_VileAttack, of course), then A_VileTarget those vine_walls to trap targets (maybe even vine wall trees upwards [hopefully, the rocket won't be in the way]). I wonder if I can shoot them below me while standing? I also might make vine wall bulletpuff, vine wall splits upon contact (random movement variation possible and logical here), fast vine wall projectile(s) (no sprites), seeker missile vine wall projectile (no sprites), or even vine wall tree defenses for certain monsters's pain state.

EDIT (20/12/2017):
-Well, I'm uploading the fixes/edits @tm. Forgot to 0-180 degrees on pitch for random A_CustomMissile vine wall projectiles upon Death state. Might need to test explosion damage radius of vine wall too. Since I also got the vine thing going on, I think I can squeeze another attack for that thorn hulk, particularly for that right arm. FAST VINE WALL PROJECTILE THAT STARTS VINE SPREADING AROUND IN RANDOM DURATION! Eat your heart out, spaghetti man. Might also apply to Pain state and maybe random spawn of oak sage overlay in Death state. No biggie. I am to start the ally assassin (maybe cunning folk [although I would actually prefer a classic elven folk, fair folk sounds good too!]) module. Will keep in mind of potential ideas for other vine attacks. Also kept note of the new monsters analysis.
-New shit? In case someone forgot, smoke stack for the vampiremissile genie spawned from a lamp/bottle.
-New shit! dethsentry02_bmp/dethsentry01_bmp might be the A_VileTarget attack for baaldeathghostie01_bmp. The dethsentry animations might be a A_Explode with 0/1 damage, while baal face can dodge around and shit like that. A_VileAttack still applies, but only as initialization for each attack, also incurs retaliation. The new animations might also serve as a good death animation. I might also allow the baal face to display animation and +INVISIBLE in order to deceive both players and allies, then it will instantly -INVISIBLE and resume its other normal functions. Reference from wing fiend puff hazards. I also imagine using icy/magical sounds for the animations or something like that. Death illustrated too?
-New shit! MoltenBoulderRoll_bmp, MoltenBoulderExplode04_bmp, and MoltenFragmentD_bmp, will be the projectile for the rhinoman. He will take a stomp, while will be a stability position before firing off a rolling molten boulder. Boulder will explode and fire off molten fragments in 360 degrees. Boulder will be slower due to mass and size. Fragments obviously faster.
-New shit! Snakeman might use that zvs1litnuhth.dcc red bubble thing. I did intend to use this thing. Will be like the blood star, but no stealing items. It might continue duration and damage in its death state. Probably more dangerous than a succubus. To group with DoomImp role replacement in order to reduce succubus redundancy (hey, got to make the game work and play right). I might even make a evil demon hut for snakeman and baboon demon, except for one thing and one thing only. I wonder if they are even smart or capable enough to construct a hut? The d1 sounds might have some other animations I might need to take a look into.
-New M-M-MONSTERS! Oak_Sage_Overlay_bmp and ShrineManaRegen_bmp. Oak sage is a green floating brittle star, but I consider it as a plant, fair enough. I was thinking to use the A_CustomMissile (fast ripper or [A_SkullAttack, for a weak monster projectile that dies off after finish spawning] fast vine bomb [almost like glass attack, but more stuck and slow])/A_VileTarget (multiple variance) vine as its attack and death with multiple A_CustomMissile. ManaRegen is a blue sphere! Ice, vapors, rain, etc? I probably will use that glass version of zvs1litnuhth.dcc. Glass attacks, probably more proactive in accuracy and damage.
-How about 100%/200% tic tough health regeneration item? As long the damage, even poison damage, doesn't go beyond 100%/200%, you should be fine. Fuck, even a distant pain feedback won't dent you much for long! If you manage to collect over 100%/200%, well, you drank too much poison! As long the health regeneration is active, it's good.

EDIT (21/12/2017):
-Completed the thorn creeper fix. Can't fix the vine wall explosion radius damage for some reason, maybe I'm digging in too hard under? It is a small thing. Whatevers. I got the HHUTA1 for the thorned hulk's second attack. Might also apply to pain or death state. FAST VINE WALL PROJECTILE (MAYBE A_SKULLATTACK MONSTER [{FAST} SEED SPRITE REQUIRED!]) THAT STARTS VINE SPREADING AROUND IN RANDOM DURATION (UPON DEATH [FOR A_SKULLATTACK MONSTER, SEE])!
-Oak sage overlay will be grouped with the cacodemon role. Organic species, you know.

EDIT (22/12/2017):
-Toned down the chance of attack frequency for the thorn creeper. Now much easier. Thorn creepers are still most accurate in the vine wall projectile series. Completed the thorned hulk's second attack. A trap pattern of 3 vine wall projectiles. Yeah, I was trying to make a web bomb, but it didn't work. Shotgun sticky blast it is. Not much, but it's something.
-Did another vine wall projectile type. This one is squiggly. I think I can add that to the oak sage overlay's arsenal (A_VileTarget and sprout [A_CustomMissile/A_Burst?], blood drop growing into vines?).
-Monster stuff, ally stuff, things for upload. blah, blah, blah.

_________________
Regurgitator monster in progress.
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see website)
Metal tracking mods


Sun Dec 10, 2017 3:44 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v49+: Monster behavior fixes
-Damned souls generator fixed for map31. You can now pass.
-Blood lord's meteor rain volcanoes now spawn less often (on condition of defense). The butchers, smiths, hork spawns, blade sentinels, fire wall spheres, lightning jolt spheres, and iron golems are enough as fucking barriers. Game balance, man. For map32. You can now pass.
-Thorn creepers now fires slow vine wall projectiles in four consecutive times. Rips with zero damage, but lays waste for a vine wall/bridge. Quite obstructing. Thorned hulks have the option to fire off three fast vine wall projectiles of a similar nature, buckshot style. Not a iron curtain reference, lol.
-Upload process completed! Oh yeah, it's under (a bit of fix and) upload process. Other than that, nothing much to see here (that means no screenshots) unless you want a revision, not final, of a challenge (trust me, right now, you can't outlast the festering appendages on map07). I'll announce the change if I get this obstacle passed.
-Now, I am finally back onto the ally assassin module! Took out much of my free time! Least it's better... HE!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
I just remember that a certain song needs to be fixed. I hope I fixed it. Didn't test it. Tested it, didn't work. Maybe I should convert it? Nah, original is fucking best, don't give a shit about how it runs on the source port; oh well. Working on ally assassin/corpses. Then more monsters, items, and props. Props are basically dumb barriers. I need to get the testing of more active things going!

I am entertaining the thought of placing some corrupt rogues in red hues. Just a thought! Oh yeah, I might forget the cunning/fair folk ally. Something off region about it. As for that snakeman, I might call it a yuan-ti should I miss its original name (oh, it's Claw Viper). Am I lazy!
As of now, just started the base of sprite coordination.

Oh yeah, and a happy fucking new year to you too!

EDIT (27/12/2017):
-On the See animation. Have to use the hair bun as the base from Idle animation.

EDIT (28/12/2017):
-See animation completed! Onwards to the attack animations, four in total. A bit of a pain. I am afraid that tampering with the temperature controls will render my current machine inoperable. It was a good machine while it lasts. Unfortunately, I cannot use the same development/test build environment. However, the next/new build will be quite similar or even beyond current obsolete hardware testing standards.
-I got intervening spiritual inspiration that the claw viper or yuan-ti should be an ally. You would have 3, maybe first kit will summon 3 at once. The dropitem will just be one? That is definitely going to happen!

EDIT (29/12/2017):
-About the additional ally, the claw viper/yuan-ti will be replaced with a suitable red hot corrupted rogue instead. Why? Cuz she's hot, man! We'll call her demoness, she-devil, consort, connoisseur, hot stuff, hot bitch, lots of fuck, sex addict, drug addiction, mary jane, j lady, something something. You know, it's a funny pun. Why, there are actually different shade, even green! Green is a much whiter variant than the darkish red. Maybe, with green tone, she can be called as cunning/fair folk. Big magic time, bitch! She's definitely gonna have self healing and pain feedback so watch your friendly fire, bitch! As for the spiritual inspiration, I decided to forget about it. The project is strictly for recreational and fictional use. There won't be any additional allies as they are off the human relations table. The palette change is too fucked up to begin with. There's areas can become deformed for the proposed corrupted rogue ally. The claw viper doesn't look too reptile, darn, I wanted for it to bite! Would work for my proposed radiating red ball projectile attack idea. I think I will include leaper to replace the now forgotten claw viper for DoomImp. He's just a climbing melee flunky. Regurgitator might have a place in Fatso. He can spit hork spawns much more aggressively at a further distance. The red ball and the huge boulder remains at debate. I think I'll use the red ball for the rhinoman due to the wooden material of its magic box. Molten boulder would be a different story. Maybe, I can finally use that frog demon for use. Might also need to use melee kickback for the thorned hulk, just to push for setting some barriers between player and thorned hulk.
-Am getting back onto the sprite coordination as well.

EDIT (30/12/2017):
-Godamnit, it seems that there are some really way off pixel errors. Definitely errors. I must some some pixel corrections to those way off pixels. To be done right after sprite graph coordination.
Okay, nevermind, it seems to be everywhere. it's a shoe spike so it happens. Whew!
-Well, I completed the sprite coordination. As much as I want to get a whole lot things done, fucking holidays fucking shorten my time! Even though I got break, my free time was fucking eroded to waste! It's like ceremonial work, but it's not ceremonial at all! It's just a matter of finance and shit like that. Only good thing is to take some time off due to the fucking cold. Anywhom, I will get onto the audio testing. Testing, testing, 1, 2, 3. Oh yeah, fuck the new year cuz it's fucking cold! And fuck the fucking faggot spies/jinns that try to get at me for no fucking reason. Fuck you, bitch! Fuck you and go to fucking hell!

EDIT (31/12/2017):
-Hello everybody, I can say that the audio definition is complete! Now, onwards to the code, which will be based on the ally rogue archer. I assume that the ally assassin will be slower/faster. Probably slower as to prevent a high risk of friendly fire from happening. Okay, assassin is definitely taller like shit. I need to make sure that some classic or unique ninja skill occurs.
-Attacks? Still open to debate. Launch arrow(s)/bomb(s) that spawn rocketsmokes or wolf smogs in random duration array? Launch bomb(s) that explode like a rocket? Launch bomb(s) that A_VileAttack like that tornado shit? That's call paralyze movement (works very well w/ +PAINLESS), sounds good. I really need an Asiatic type of attack to absolutely convey the clawness. A_VILEATTACK.
-To allow a set of balance and a sense of variety (when I need to make amends that is), I also might reduce the arrow doubles to single for the ally rogue. Their arrow will double in (also poison) damage and maybe speed at the very least.
-As I recall again, claw viper is gone. I have to fix the melee kickback in thorned hulk (which is just A_Explode again, don't get close to the hulk!).

EDIT (02/01/2017):
-Belated new year everybody. Now, onto no business (yes, you can fuck you to me for fucking reason). I fixed the melee kickback to the thorned hulk's new attack, don't go near or you in hulking hurt! Okay, I have tested the size dimension and sprite scaling of the ally assassin. I have completed Spawn, See, and No_Target actor states. I am to do the Missile state; need to assert DamageFactor. This new attack will be very different to me, but I believe I got a reference card from a previous weapon combo of mines. Wish me luck? Whatevers!
-Keeping tabs on putting climbing and drop abilities due to claws; if the attack(s; I might need more than one to keep it a bit interesting [dependent on how many moves, which I will check back, godamnit!]) can work with it, okay.
-Keeping tabs on porting draft to ally project.
-Am keeping tabs on changing the 2 to 1 arrow for ally rogue archers. If they are sufficient enough with one, and the assassin can balance out with them, yes.
-Keeping tabs on ally corpses.
-Keeping tabs on potential monsters.

EDIT (04/01/2017):
-I have found a drop down animation, but it looks like setting up a trap then attacking so no.
-The tornado (or maybe already developed [flying {watch it!}] poison smokes cloud, that's good to know! [one silent poison arrow at a time; might be even more effective in downing really healthy monsters than the thunderian's lightning jolt, overtime at least; not sure about crowd control, some hits here and there, attack definitely for single target] the tornado or continually vertical crowd blast, is based on the projectile's vicinity; I came to realize that a player within the zone then cannot move him/her/itself, rendering the situation too late to evade) module is now in session. The ally rogue will keep their two arrows since the ally assassin have stealth elements anyways. The ally assassin will obviously shoot one projectile per attack state. DamageFactor applied.
-The shield thing might trigger when Pain state initiates, includes pain feedback of a higher degree (A_VileAttack/A_VileTarget in about four melee attack damage ratings in total, continually).
-Researching melee damage balance between humanoid allies/enemies.

EDIT (05/01/2017):
-Just set up the smog arrow projectile. Took make smog arrow reaction hazard, which will make assassin smog. So it's like in sexy ninja foxy ally combo, but with a better ninja, without much sex appeal, lol. Yes, it's true, I speed up the busty and banging (corrupted) rogues to prevent human visual rendering.
-Will get to the melee, will get to the unique pain feedback initiation. As of right now, I need to rest. Spend the week a bit late and it's fucking winter.

EDIT (06/01/2017):
-Just completed the smog arrow, smog arrow reaction, and assassin smog. Now I need to get onto the melee, attack/arrow, hit, and miss sound. There's going to be a lot of test for sure!

EDIT (07/01/2017):
-No, you bitch. It's just a bunch of shit. Sometimes, I get the animal instinct urges like it's a part and curse on my whole being. I have to drag it out in some fucking re-programming. It's a hard budget of a schedule!
-Well, end of the day, got the hit/miss (plus some miss corrections [I need to test the sound play in baboon/werewolf sample {tested, all sounds work; damn, need to use my custom miss due to skeleton/swing being only on doom2}], melee (the initiation of [melee/ranged] combat sound), and attack (the ranged sound).
-Of at this moment, testing if I would need some fixed coordinates to shoot arrows. If all attack animations are too centered, then yeah center. Damn, am I going slow! The holidays can be a pain sometimes. Will use my junk notes to see a media asset reference list (of sounds) for that "shield/painfeedback" counterattack. There might not even be invulnerability either, too over powered anyways compared to a slightly faster and most stealthy thunderian that can accurately direct fatal projectiles of nearly immediate death. Okay, maybe given some time, but targets do die off. If I let the ability to climb and fall off cliffs/ledges, it's definitely an ninja! Plus with the kung fu fung shui, that's mystical ninja magic right there!

EDIT (08/01/2017):
-Ladies and gentlemen, I have figured out how to determine source of arrow trajectory by aligning the player's reticle with the projectile's center and the source of the projectile discharge. Right now, I am summing up the reload state. And will copy these methods with the other 3 ranged attack states. I will retain the Poison_Arrow1 until all ranged attack states have been done.
-I need to put in A_ChangeFlag ("NOPAIN",0) for all monsters that use this actor flag, especially those that can hold their attacks, those can't go into pain anymore. Holy hell! At least the game just got a bit more manageable!
-FUCK, I'M DONE PLAYING WITH TURN STRATEGY GAMES! THE LONGEST CHESS SESSION EVAR! I'M FUCKING FAGGOT! WASTED TOO MUCH @ DIRE MOMENT! FUCK MYSA! CLOSING, DONE! ZZZ! :P

EDIT (09/01/2017):
-Got railed off busy to other things, but found a bit of time to prod along. Am working on stab right. Made sure that right/left have a chance to transverse to left/right. Now working on arrow's point of origin.

EDIT (10/01/2017):
-Okay, checking the x axis in terms of projectile's point of origin is aligning its center with the player's reticle. Use the map cheats for a more accurate measure. Checking the y axis in terms of requiring noclip to see where the projectile starts/hits. Weave in and out to compare projectile coordinates and its place from the shooter's area. Then, summing up the average of the pixel measurement of each projectile's front angle sprite, change the y axis by that value in mind. The pixels are not ruler measurement, but the very subject in observance. Repeat methods if necessary. THAT'S A LOT OF FUCKING PROCEDURES, HUH?
-So far, I am satisfied with the new results! Excellent! I am thinking to just reuse the poison arrow from the ally archer. She's just going to fling one arrow at a time, probably 75% chance to do that so yeah. Figure that too much smog arrows will load up a crap full of lag in no time. I will use the smog arrow in the shield state, which is now just another mode of attack. So it's either arm flinging poison arrows or a slow (tic delay speed of 10s as raise, another 10 as warmup, another 10 as fire, another 10 as cooldown, tic delay speed of 10s as lower) smog arrow launch. Hey, smog arrows are already accurate and fucking powerful shit! They are the rocket without immediate death. There will not be shield given the fact that she is already stealthy! That's overrated! I can't say how often the chance of firing a smog arrow turns up.

EDIT (11/01/2017):
-I decided on a custom poison arrow whose damage and poison is either stronger, slower, or both. With the enhanced change, the arrows can be 75% of attack and smog 25%. This is fair due to the smog being potentially laggy.
-Oh yeah, nothing happen. I just got my ass adjusted to work out for my mental and physical capacity for the project. Sometimes, I need a break, but I need one that helps smooth out my mental and not fuck up my physical, lol.

EDIT (12/01/2017):
-Got the stab by left attack done! Looks a bit badass with the fucking move after move after move. Since I decided to amp up the damage value, I think increasing the PainChance by base value of ScriptedMarine code is fair game. She traded speed and pain tolerance for stealth and better poison arrows. Although the attacks themselves should suffice, I will determine if the ally assassin is good enough off with the normal poison arrows. That means to let her pepper her opponents; however, I might need to tone down the pain sensitivity. Originally, I meant both sloth and frailty to be the cost for stealth. The stronger arrows would spell out a mega difference between the rogue and the assassin. I don't think that just a repeat fire of arrows would do enough, especially if its facing off a way stronger monster whose accuracy against stealth is not a problem. Peppering weaker arrows with a short poison duration is not gonna cut a health of around 500. That's why I am considering using the new arrows with a high damage caliber as well as a longer poison duration (higher in damage by total compared to old arrow's formula). Besides, the stealth mechanics does not cover against seeker missiles so the new arrows will catch up against that liability. A risky move, but I might allow the assasssin to climb up and jump off cliffs/ledges as the ultimate sniper whatevers. Yes, she can die while at the top, but she does have stealth and health regeneration. The only negative is the much higher PainChance. If your assassin walks (or wounds up) into a death trap of an eagle's nest; sorry, it was an unfortunate incident. As of now, currently testing PainChance (and I didn't even do the Pain state yet!) and then to chop left attack stage. Yes, I haven't forgotten the smog arrow attack (I think I would allow a 25% chance to smog arrow as retaliation move). Remember that this ally can repeat fire with +NOPAIN. PainChance exposed otherwise.

EDIT (13/01/2017):
-Got the chop by left attack done! Onto the smog arrow attack. Current testing shows that with the given PainChance value, she don't stand a chance against repeat fire and pain spammers like the succubus. The only good news is that the ally assassin is great for distance use despite the fact that she got great melee damage rating. Should she get close enough for monsters to actually shoot much accurately, she runs the chance to initiate Pain state. Now, I could increase the tolerance trading another chance to occasionally trigger the smog arrow attack after Pain state. I'm trying to make the assassin much better with ideas like a stream of arrows, arrows buckshot, or even instant smog arrow reaction (than smog arrows) occasionally after the Pain state (instant retribution? Not like she was aiming in the first place). I could even make a chance to shoot smog arrows instead of poison arrows during the fury of arrows attack; however, I know of the chance of smog spam being more hurtful than helpful and possibility of lag.

Yes to smog arrow reaction change. Yes to (still accurate) arrow streams, but it's too deterministic. I want it random like the first always spawn, the second 75% spawn, the third 50% spawn, and so on if possible. Sadly, I think I could only get a maximum of two arrows so the new arrows will stay. Since it's a low number for a stream, I'll reconsider the percentage chance. Fuck it, I decided to smog arrow all the way. It's the only way to down the occasional LEET flying monsters anyways. THIS IS PARTICULARLY TRUE FOR THE FUCKING SPHERES! I have to figure out the shield animation and its relation to smog later. A_VileTarget sounds good since it's instant. I think that succubus is missing the gore actors. Yes, the lovely girl, but the corrupted rogues are something too.

EDIT (16/01/2017):
-Sorry guys, got distracted with other games. Got complicated. Break got unbreak. Was playing some rls, realized that I can't carry much unlike doom. Ironic since I need to hoard like hell. Blame the stat sharing, motherfucker! Damn, Doom is great! Focus faggot bro, focus!

EDIT (17/01/2017):
-After several usually disappointing gaming mishaps with new map submissions, I go back to my project. Spend quite a few hours nigh my sleeping time, but I managed to make the smog arrow reaction attack. This one got about four (immediate, no sight/aim required) of them to equal four consecutive hits from four smog arrows. You can see the poison damage and duration stacking up high (300 - 400 damage max rating estimate)! Now, it's not as hard as the thunderian's fizzing and electrostatic lightning jolt of sparks, but it's medium enough damage with quick enough initiative and retraction for the next attack/move. I did try to make a monster detection code by radius or blast, but it got too complicated and I believe it will unintentionally hurt the player more than I would think! Poison, you gotta to be careful! Back on topic, no, I did not introduce the +/-NODAMAGE. It's a fucking claw anyways. I even thought about making single/multiple A_VileAttacks with assassin smogs or a variant like that. Got too complicated and I did not want to hold down targets in agonizing pain. That's more like for the cultist, demonologist, witch, and the like. Sounds like a good curse cast; I'm gonna do that some days. As an assassin, she is stealthy, but sensitive to sensations, thus sensitive to pain at times. However, there is amount of quick moves too! I figure I might need to perform a smog arrow reaction upon Pain state. Good countermeasure and defense to the high PainChance. Maybe that's too instantaneous. I can at least make her switch to Missile state after Pain state. She is +SHADOW, after all. Can't get too close to this girl! That's what you call an assassin! ???I just might allow the reaction attack state to happen during See state as well. Makes the assassin like a radar, much more helpful. Maybe, that's taking away much of the artillery role from the thunderian??? I used to want an assassin with much more normal weapons taking down one target at a time. However, I realize that she's gonna be a super hero and I need to amp up the ninja-ness to ridiculous proportions. Now, at least she can definitely take on the monsters in still ninja-ish style!
-As for the new monsters, will test unused d1 sounds for them. Was thinking to make a slow winding ripper seeker projectile that spawns vine walls. Its purpose is to continually ensnare and grip the target until it phrases out.

EDIT (18/01/2017):
-Alright, fixed the Pain state. Testing the attacks in their complete forms. Looks wicked, like a witch or false cunning folk. Smogs relentless in all direction, fucking evil; truly double-edge sword! Might get to work a bit on Death/XDeath/(Crash)/Raise/Crush/etc states, but am too tired @tm. Till next time.

EDIT (20/01/2017):
-Took an extensive roguelike break. Yeah, some heavy role-playing right there. Anyways, I'm doing the death state, but it's hard to see which sequence is cool. I was thinking to do a epic disembowelment move, like samurai honour suicide. Can't figure it out though. It will be ethnological, it will be cool.
-My fair sirs and ladies, the Death/XDeath/Free_Fall/Crash/Raise/Crush actor states have been complete! Will commence onwards to the conversation module. Soon enough, a equivalent for the ally project will be done.

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Tue Dec 26, 2017 2:04 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v04+: Assassin, warrior of endless nights!
-Okay, no changes for the monster project (other than a few updates here and there). For the ally project, the assassin is here to help out give that certain punch in a most desperate situation. However, she is average in speed and most sensitive to pain so that means you should not throw her into certain death. Example be hail from the Blood Stars. She'll die for sure, they too painful. Your fellow assassin can heal self, skew trajectory of normal projectiles, fling a flurry of smog bombs, and plant a storm of bombs.
-The next update of the monster project will surely be the marine gore. By that time, I would have the ally heroes (I definitely need to put that in the text description [okay, they aren't as heroic as I thought they would be! {some strengths, some weaknesses, overall, specialists}]) be final.

And here some media shit for those non-readers who can't comprehend to use common sense in understanding both topic and post! Nope, I won't post screenshots for this update, it's only partly amazing.
Image
SAYONARA, BITCHES!

Last time from the v03+ post, I talked about the game music of being potential in a Diablo map demo. While it's good as a nostalgia level, I decided to add in some other new game music, the ones that definitely click and nod to the fantasy genre. I also have been listening to some chip music outside the staple game genre as well. It's fucking good as well. Nevertheless to say that they'll fit into the visual novel idea I have lingering around. As for the extra Diablo music, so far, I can't get some game music to at least groove with the combos.

-So right now, I either have marine gore, new monsters test out, prop module, and maybe some other shit. For the marine gore, I'm going to be just realistic and left the ally corpse stay dead. They are dead for too long! Also simplifies my time a bit. Then again, I think I'll just make another version where these camped allies can't be warped (they don't have the necessary warp equipment). That way, there won't be abuse and control over the number of allies is exerted. The camping allies will be either dead or alive. Technically, I won't mind having a few more allies, but it does ruin the Diablo atmosphere.
-I might another ally, one with a repeater crossbow. It's like a machine gunner with arrows. The class is Paladin, but I am willing to change that name. The dude is practically too dark for the stereotypical European. He's like either a peasant, Arab, or even J00z! Only if I run into true technical problems with the gameplay, then it's a job for consideration. Other than that, I am embarking onto the thematic corpses. There's other gore too. I might need to inspect the items department to fill the thematic sprites. Now, I could skip onwards to the new monster proposals, but yeah, I think I'm rustic in the other departments even though the development has been mainly monsters. Props (maybe missing hazards) and items to be done.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
The marine corpse actors are under way! I also found that gore actors (BrainStem, ColonGibs, Gibs, and SmallBloodPool) might need sprite searching. I'll search for the proper variants, hehe.

And... they're done! However, the set angle is too static so I'll try to make sure that I move the angle by a random degree before flow control to the right Death/XDeath/Crash state line. So far, the allies/heroes are capable, but you still need to know how to deploy them. Each hero is a specialist, even the most basic can be very useful compared to their superiors. For instance, the thunderian is actually much more safer to have around than the assassin. While slow, he is resilient and his attacks are less likely to hurt you. They can be instant to holding down an area. Even so, they are more deterministic in predictable behavior than the assassin's. The assassin is medium speed and her attacks can actually kill you. Should you ever reach in the line of friendly fire, you can be dead in time. Attacks can be random in either angle degree with a certain medium range. They all can rip though damageable actors, particularly crowds or even the incoming onslaught of hordes. While this fact makes the assassin the ultimate floor sweeper; however, there is no care to hold back against anything, even the dispatcher. Despite the wild unpredictable pattern of being careless getting killed, the matter of grave danger ensures that the assassin can take down a formidable boss (but probably get killed in the process, it's a boss monster, what the hell do you expected?).

Oh yeah, one more thing, I was testing with doom1 iwad, and I figure that those fucking faggot blade sentinels are going too fast and too dodgy. What I can at least do is to implement and test slower speeds. Just enough for you to eventually outrun these bladed machineries. I have to make sure that the speed assures the quality of relentless chase.

OH, I DIDN'T FORGOT ABOUT THE GORE! THEN NEW MONSTERS COMING UP!

EDIT (23/01/2018):
-Gotten the A_SetAngle 0 to 360 angle degrees chance for dead monster actors. Looking pretty awesome. Next, search gore sprites for BrainStem, ColonGibs, Gibs, and SmallBloodPool. Hopefully it comes out alright. Then, it's the easy adjustment of the blade sentinels. If that doesn't work, I have to rewrite the chests with a different monster. This change will also allow the summoned monster to walk thru monster blocking lines. When I finally got the fixes done, I am to embark to introduce the new monsters. These monsters are to add variety and versatility to tough monster placements (particularly if plenty) such as the succubus and the fester appendages. Hope it works out fine. Oh yeah, here is the list of monster proposal. I didn't have the monster production in ordered sequence.

Leaper, but no creative idea outside the melee behavior?
Regurgitator, spits out hork_spawns (SWARMS!)|MoltenBoulders/mud/shit with more aggression!
y/z|A_VileAttack/Target|?painfeedback (?y/z [maybe invisible and chase|y/z|blink]?)? BaalGhostFace!
Constantly floats and breaths BurningGapingBlackSkull!
Randomly linger BloodStar_alternative|MoltenBoulders/mud/shit RhinoMan!
DemonFrog spits MoltenBoulders/mud/shit (look other m)?
x GreenFloatBrittleStar shoots/explodes/A_VileTarget vines?
GlassSphere shoots/explodes glass ball grenade fragment!

GOT THE GORE SPRITES DOWN!:
BRAINSTEM = invbrnz_bmp
COLONGIBS = invsple_bmp
GIBS = invhrt_bmp
SMALLBLOODPOOL = as DIMOBLOO, sprite ALSLA0 ([no] code inheritance, [direct sprite use], not really a variant of actor group?)
|
Now, which actor goes first?

EDIT (24/01/2018):
-Okay guys, the last remaining gore actors are completed, easy, but I wasn't too organized. Underestimated the task at hand. Where was I? Oh yeah, the blade sentinels and the chests it spawns from. I need to do some game testing. I believe the speed is the core factor in too many unavoidable deaths. I need to make sure that it's (at least) possible to outrun the blade sentinels given space and time. Wish me luck on this one!
-Yes, this is a fix problem at hand. After, back to monsters/hazards/props/items/etc?
-JUST A AFTERTHOUGHT, INSTEAD OF SKULL_FOG_GENERATOR, VINE_GENERATOR? EITHER STATIC OR SEEKER (WITH OR WITHOUT DEATH/REPEAT PROBABILITY), IT BE HELL!!!

EDIT (25/01/2018):
-I got a various skull items that could be a sentient voodoo skull relic monster. Angry and not forgotten, the spirit of the deceased/damned wrecks its cursed upon the living. A_VileAttack for triggered aggression, but zero damage to avoid detection. A_VileTarget like Skull_Fog_Generator. Not a on sight attack entity; however, each time its health goes down a unit scale, it changes its health sprite. The lower, the damner. Sound perfect as a hazard, but really a prop monster. Alright, it's like the bone walls, but much smaller and more frequent blind sight attacks. Maybe, I can make a Vine_Generator something (related to the Skull_Fog_Generator) instead. It's still technically voodoo. Somewhat like zombies. Deva Ju!
-Working on the blade sentinel speeds, rounded down to 6. Tested, can be outrunned, but nevertheless furious (technically fixed, although you can lose a -20 health rating value with a run though; yes, you can lose bit by bit with each blade sentinel encounter so take them with health as needed, they no pushover). A bit less smooth, glitchy like a fucking stroke, but still relentless. +NOBLOCKMONST too so watch out.
-Speaking of fixes, I decided to upload the update. UPLOAD COMPLETE, CHANGES INCLUDE THE GORE AND BLADE SENTINEL FIX, MAKING GAMEPLAY ONE STEP TOLERABLE IN DOOM1 IWAD. The next monster is the voodoo skull relic thing, see you at the next release (there's also ui\WIDGETS\optskull_bmp\00 as happy gold skull too, too happy to be hostile? Maybe as funny selector?)! GreenFloatBrittleStar will not be appearing as a monster at the least due to the attack being perused by voodoo skull relic thing. BurningGapingBlackSkull and BaalGhostFace next cuz they are the very first in the new monster proposal bill. Also the longest and hardest in brainstorm. Btw, those mgq music is like the true arcade renditions of the 80s music! One reminds me of Rocky 3.

EDIT (27/01/2018):
-Getting onto the thing, yeah, okay, I first need to have a role picked (probably props than items [don't give a shit whether tech or hell, roots still grow strong], can't be too often). Okay. Sorry, I distracted myself with outside useless entertainment. I thought the going was good, but it became quite of a metaphorical grind. Time is not what I have. It's been a week on and off developing the fucking fixes so fuck you. I'll get to it, but I'm not feeling hot as of right now. I don't feel anything, I'm hurt, I'm hurt, I'm hurt. Till next time.
-I was just imagining Boogie Fever or Vida a Loca while playing my jiha monster combos. Sounds cool. Also, was listening to some metal stuff while playing hellband, pretty hard/grinding shit, but still fun. Shops hardly do a thing, but shop's shit anyways. And there's a new map that does not work for my combos! :( STILL WORKING ON PICKING MY NOES!

EDIT (28/01/2018):
-Below is the list of not filled roles. I could use a fill role, but then it would be a mix of things crammed into a place. I rather to have plentiful of interaction going on. I did plan to have props defined to certain roles, but as far as I can go, the prop monsters and hazards go first. I was thinking to have a shop, but it is diablo and shops there are in usually safe places. So far, I think the candelabra is middle ages and can be placed in tech map environments. It will do.
Column // Mini Tech Light
?BurningBarrel // Barrel Fire
ExplosiveBarrel // Exploding Barrel(Doom)
TechLamp // Large Tech Lamp
TechLamp2 // Small Tech Lamp

BlueTorch // Large Blue Torch
!Candelabra // Candelabra
GreenTorch // Large Green Torch
RedTorch // Large Red Torch
ShortBlueTorch // Small Blue Torch
ShortGreenColumn // Short Green Pillar
ShortGreenTorch // Small Green Torch
ShortRedColumn // Short Red Pillar
ShortRedTorch // Small Red Torch
TallGreenColumn // Tall Green Pillar
TallRedColumn // Tall Red Pillar

-Oh, I got more to say; the vine perpetuated by the skull is obviously something not of undead essence, but rather something sentient and sinister enough to be classified as a demon. I was to confer this prop monster as a part of voodoo, but technically, we are talking about vines, not African folk/shaman magic, not zombies or the like. Sorry on my part. I will name as vine demon skull, vine seed skull, vine sprout skull, uproot skull, vine uproot skull, or something like that. There will be several green paranormal lights on the ground before it disappears to make way for one or more slow vine projectiles (with orange seed for visual and possibly helpful effect). On much lights and projectiles spawned depends on how threatening the green skull should be and how often candelabras appear in the canon iwad maps. Till then.

EDIT (31/01/2018):
-I decided to call the skull vine wall skull. Sounds generic and compliant with the rest of the vine wall class instances. Hopefully, it works out in the end. I am currently testing the size ratio @tm so relax.
+CANNOTPUSH, I think.

EDIT (04/02/2018):
-Completed both actor flags/properties in terms of statistics. Requires variable definition and behavior code compilation. First, need to test size definition.
-Tested the size definition into appropriation so oka! Went too far into health rating measure detection, but satisfied with the results. And I was supposed to check the sound definition list! Oh well. I really digress too far from progress. I guess I was stricken by an illness of some sort. Once I get back, I'll make steadfast pace. Over and out!

EDIT (05/02/2018):
-I finally completed the sound definition list as much as necessary. Am implementing copy of Skull_Fog_Generator variant in hope to see a beautiful, yet prickly thorn I mean rose bush garden. Hopefully. If not, peruse Bone_Wall variant.
-Just wrapped up the See and Missile state. Need to get the Vine_Wall_Garden and Vine_Wall_Shoot (requires that glowing green light sprite set somewhere I lost). Shoots will be in aerial position as to target flying victims. There will also be a last shoot underneath the vine wall skull's target. Need to figure out the radius of garden as well as how many vine walls per shoot (3 sounds good).

EDIT (08/02/2018):
-Been a while, figured that I need to find the shoot sprite set. What?

EDIT (09/02/2018):
-And the name is PoisonSparks! However, the visual presentation is a bit lacking. Maybe bright would do it.

EDIT (10/02/2018):
-Just completed porting the sprite set as well as name ordering. Still, I need to do the graph axis coordination. It will take a while. Then, I can finally start the garden and shoot actor class codes.

Oh, an epic song, bitch! link

-I just completed the Vine_Wall_Target_Radius and Vine_Wall_Shoot. I will let the shoot fire off Vine_Wall_Projectile2 without any changes to its sprite set. I mean, you talking about setting off wild vines from a accursed skull, not flower power at all!
-So I did a lot of fixing and so far, the attack is dense, yet effective. Only problem is that there is almost no way to indicate the warning save for the audio. The visual is too small to take notice. If I kept the way it is, I only have the Death state and conversations to do. Btw, I forgot about a golden skull icon? That sounds like promising ideas.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v49
v50+: Vine wall skulls, vines of misery
-Lowered the health of the blade sentinels because fuck it, they already fast and relentless and that's good enough! so far, they easy to kill in a short amount of time.
-Vine wall skull is out, but might need more testing and fixing in the future after stress test (that really happens after some time from this point [like, for instance, I might need to remove the extra death sounds just because it's not a underground eruption happening; the skull shoot is already out anyways {TO ADJUST THIS CHANGE IN THE NEXT INSTALLMENT!}]). See Candelabra to see it in action, they are not really active monsters though!
-There's a firestorm emitter firework thing that I can use for the gold skull icon sprite?
-Description text to be added to the organ actor class VARIANTS. Up next, vampiremissile monster thing! However, it's not going to be the final name. More like fiery/black/burnt skull genie thing.
-Upload available! Screenshots pending!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v50
Damn, I'm tired! Will get moving much later!

EDIT (15/02/2018):
-After playing that mayhem17 megawad, it's definitely a throwback on the 80s arcade hardness. However, it's a bit clashing with the music. Bad music, man, bad music. It's supposed to be like old skool, but you fails. Golden souls tc is definitely more faithful to the original series (well, as far as it can go in copying some of the mario64 mechanics). I saw that the intermission text is a bit flavourful, but I see no boobies or banging appeal, lol. Well, at least have some easter eggs? I mean you talking shit and dirty and p0rnz, bitch. No way you can write shit like that and call it clean. Fuck, gameplay is definitely geared towards the default cast. Advanced custom monsters might overkill ya alls. Uses alot of teleport surprises, that's like gay. Ambush traps are fair though. So yeah, it's pretty gay and default is a bit boring in the early stages. Maybe I'm too used to the Doom theme aesthetics after all. Oh yeah, I have to give props to the 80s arcade hardness, jumping puzzles, jumping puzzles. Maybe when I'm geared for it like the original Mario Brothers, but not this excuse, sorry about that. Least you can still play it like it's the 90s girlfriend.
-Okay, I'm back and running onto the skull master monster or ifrit genie skull thing. Where was I? Oh yes, working on the organ prop description. Screenshots and death sound fix complete. Then it's the skull master. Probably over the weekend. Damn, I don't feel right. Hmmm.

EDIT (17/02/2018):
-Okay, I got serious and buckled down for some hard coding, experimenting, and fixing session. It really sucks. I was about to make it a nonsolid actor with description press. Took a while, but I really have to get my discipline going on. It's only one flag that greatly affects the game. Then, I got unsatisfied and start changing things in terms of making destructible organs like destructible props. Holy hell, then I wanted to add it a custom death thing to enhance the flavour. Woo! It's some bitching hours. Fucking tired! It must be the non-convenience of certain living utilities going on at the time. Anyways, stay healthy guys.
-Oh yeah, I will update information in the download directory soon enough. Will have to get some rest due to unexpected delays. Then, I will start hummingly on the real new monster modules. I haven't got to brainstorming props and items just yet, but it seems like the creativity groovy train is nearing its final stop. Time for a 60s Cream "White Room" song.

EDIT (18/02/2018):
-Nothing much, but I finally got through an ordeal that will resume my free time with probably unrelated timed consequences. Anyways, I would like to say that I am continuing the project with the skull master monster. I will attempt to use any d1 missing sounds. At the moment, I am sprite coordinating. Size is fairly small. Wanted to add it into the Cacodemon role replacement. Was thinking of a genie type of monster, you know, it pops out of a lamp or something. Not sure if it would have a default monster role assignment, but right now is just convenient. Probably copies LostSoul's statistics. Idea on behavior is definitely unrelenting air tank (despite size being too small) pacing and breathing poisonous smoke. Probably +NOPAIN. Will emit, not fire off, stream/burst of poisonous smoke. I want a fiery afrit skull jinn rampaging and raging like retard. It's fucking hell! The death is supposed to be a majestic-like wisp of smoke singing into the open air, like Aladdin, Sinbad, or something like that! You get my drift!

EDIT (19/02/2018):
-Well, it's fucking cold. Temperature dropping like flies. I am attempting to get the sprite coordination done, but quite the head effect. Screen time might fuck me up and I can't afford the situation. However, some blind eye open ear tune can help alleviate for peaceful sleep.
link for oriental mediation

EDIT (20/02/2018):
-Just got through the third angle rotation degree. Harder than it looks due to the flame aura being murky. Angle matching can be a real bitch.

EDIT (21/02/2018):
-Mirror flip match complete. Searching for audio definition list.

EDIT (24/02/2018):
-Okay, now, I want to say that looking for fire-based sounds can be quite the pain. Lots of them! Shit.
-Okay, just collected enough. Need to assert definition and importation. This, will, be, hard.

-Sprite and sounds complete. Now, need to find a class base along with fitting role placement. I should have done those two already, but no, no can do. Back to thinking! Okay, the freaking thing is as small as LostSoul. However, I would like it to inherit the qualities in the mass of Fire_Wall_Sphere as well as the size of Skull_Fog.

EDIT (25/02/2018):
-Actor flags complete. Will not +SKULLFLY nor any of its derivatives/variants. Will make the skull master look too stupid. Got too many of charging fuckers anyways.

EDIT (26/02/2018):
-Now, which is the best placement? DoomImp to mix in with the succubus (classic roading style; lore-wise [hardly, but okay], but gameplay balance might suffer), LostSoul as homage (will conflict with hork spawns though), or Cacodemon as a heavier aerial unit (can work stat-wise).
-Just getting around the actor properties, but am writing up description and thinking up arranging monster ideas. I think I should put that red bubble thing as the new sprite set of the glass ball sphere, should the bubble sprite set don't match up. The rhinoman can at least fire off at a wide buckshot of plenty FireStormEmitters. Am not sure of the effects to go along with it, but I am tending towards a classic fireworks show than a lingering Blood_Star variant with a set random duration. And if someone gives a damn about how safe wood crates are, it's coated with anti-flammable paint or something like that, it's magical. That's all you have to know!

EDIT (27/02/2018):
-Cacodemon demon role is it! Given the matter of threat level, it should be in higher queue. I just fixed up the current actor properties build and some real life cold crushies versus time. *roll eyes*. I will get to actor properties scan procedure, just to see if anything needs to be done. Over and out. Cold shit, bro; cold shit.

EDIT (28/02/2018):
-Actor properties scan completed. Now, will start on the code soon. Loosely based off of Fire_Wall_Sphere. However, I plan to couple it side by side with the Psych_Orb. I think there might be problems regarding infighting or just friendly fire. Different demon lords, oh well.

EDIT (01/03/2018):
-It's been three days already? Holy hell. Well, finally decided on the BloodType. Skull_Master_Smog that is! Can now decide on what damage/duration value. Longer to fizz out for sure (2, just long enough, but short enough to kill; skull can't continuously breath smog despite its simultaneous strafe-fire; if a stream of smog hits before the timer is up, this is a good catalyst for a chain-reaction). Might make damage as 2.
-Also am relying on Damned_Souls for actor jumping. Lich for smoke/smog emission.
-Currently working on RenderStyle, Radius/Height; I got the Spawn state done at least. Whatevers.

EDIT (03/03/2018):
-My host is fucking up on certain sections for some fucking reason. Fuck you.

EDIT (04/03/2018):
-It just been a day, but I made significant advances to create the attack behavior as relentless as mad afrits of old. Need to get the Pain, Death, and other actor states in gear. As well as placing this old fossil of evil in the Cacodemon's placement. Got a bit of bad luck like Satan really gets down on perceived obligated threat agents. Continued progress will be daunting.

I don't know if it's off-topic, but this got some Wolfenstein3D music deriving, lol. It's what I presumed when facing off a bunch of skull masters. link Quite good still.

-Whoa, it's been under a day, huh?
how loud the death/death_smog sounds should be? v
how long to delay right after death_smog ends? v
copy code to crush state. v
lich's smoke emission? v
conversations?
Cacodemon placement?

Well, I'm getting around done. I need to think up of witty conversations with a bit of Shakespearean skull. To be or not to be, that is the question. Generator will probably be the name like Cacodemon_Replacement_Unit_Generator. Host operational, hope that things pan out right.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v50
v51+: SKULL MASTER!
-Skull master, a damned demon skull whose soul got its skeleton body, forever to burn and burn and burn. Is now here this release. Can be found at Cacodemon role replacement. Screenshots and information still pending. Download is currently available. Hopefully, I don't have to do anymore fixes cuz I did quite a bit of singular testing with this one! Quite the bitching monster and am satisfied with the current build. Will fix sprite name ordering later, maybe in next release? lol
-baaldeathghostie01_bmp is in session; Regurgitator would be after. I think I might add in pinhead, diablo, and baal into the mix. They look quite good enough (and I am running out of monster/hazard ideas to cover the potential projectiles). This new monster addition proposal will definitely take a while and so will the baalface. No leaper, too ugly and too small (also a bit unimpressive in presentation) and it got a little tail that too dicks.

EDIT (08/03/2018):
-This ain't the baalface changelog just yet. This about the newer monster proposals.
So far, I have about three official monsters in order. However, I have some projectiles (firestorm emitter, [red glowing] crystal ball, lava boulder, and golden happy skull) left. The emitter is already a projectile of various results. Was about to make a golden happy skull monster to spit fireworks, but too small. Rhinoman does that. Red glowing crystal ball cannot be placed yet on the current work order; doesn't make sense. However, that bubble monster still might have a use. Crystal ball can also be either monster or item. That boulder can be spit by the worm man or rhinoman. However, its hot properties might be too much for the box, I mean whose box hold hot rocks as normal? Worm man can spit acidic shit, but this attack will change from the hork spawn vomit to poison bomb variety. I was thinking to make the skull either a monster, projectile, item (looks too evil though), or hazard/prop. Only one STATIC image though. Maybe it can be a item/genie lamp. Not exactly a lamp, but can be sentient or not. Awesome.

Now, that's just junk. I did mention pinhead, diablo, and baal. Diablo is definitely fire and looks better than the fire golem. Still, hate too much horns despite justification for unique look. Can throw those damn rocks. Baal is quite jolly, can use the red magical ball (maybe spawn spheres [ball pun], gaming will get too hard). Is also aesthetically unappealing. Pinhead, might throw a rock or something; maybe the lava boulder can work. Lava sweat, lol. That rolling boulder sure looks too good to pass up!

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v51
Ok, I'm back on the baalghostieface; for reals. However, I can't decide on a perfect name. I first was thinking to use jann cuz it's like a snake and spirit thingie. However, I don't think that D&D (as common gimmicks/diversion standard) sees jann as some spirit snake thingie. They just clump the name as genie, and that usually how the West commonly sees Arabic demons regardless of knowledge of cultural stereotyping. I was pretty dismayed, but I remember that I thought of mystical Arabic creatures as either genies or carpets when I was young. Even if the genie was evil, they are still just evil genies. Turns out that they are called afrits. There's also ghouls, furries, and things like that. Of course, there's the Satan in the orthodox teachings, but I won't thread too far off-topic.

However, we are talking about a ghostly head! Something that flies and is non-corporeal. I did tried flying head, but that's solid and fucking hairy. Jann is considered the least harmful and primitive. D&D definition state that they are primitive like the elements of nature, neutral in alignment, and are humanoid in form. Can also wield a scimitar or bow. Jann as a monster doesn't sound imposing compared to what I had in store for design. Skip that. After thinking about this snake definition, I know that the baalface is like a snake so I researched and eventually found the word naga. Nagas are like giant magical snake familiars associated with deities. Still, just a snake in form format. The D&D definition is much more I can inclined for. Snake-like creatures with human heads. Now, to some depictions, it's more like a mermaid. Half human, half snake. For our concern, both human and snake depictions is good enough (yuan-ti don't have definite human phenotypes). Although the characteristics of the Ha-Naga can be conflicting, the flight abilities fit perfecting in what I had in mind. There's spirit naga, but they don't even fly nor hide!

Winding down, it's something naga. I also researched a Naga the White Serpent reference (nice aesthetics revamp). Yes, I won't name exactly after this fictional character. Maybe something like "Ha-Naga's Familiar". Okay, technically we are talking about strictly a flying head. There's hardly anything snake-like about our ghost head friend. Only of its essence trailing after gives its snake-like appearance. Filing this monster as a demon would be out of the question (we had already define as definitely ghost). Back tracking onto the monster Baal, I guess I can use the word, "effigy". Effigy technically means copy and I would rather not have no origin to copy from! Okay, it's technically a ghost due to its tendency to fly around, become invisible, become non-corporeal, and things like that. I'll make sure that at least monsters and players can walk through this dude. Energy drain be its attack. The name would have to be spectre head. Got a brain so lawful evil would work. Sounds perfect.

EDIT (11/03/2018):
-Got the sprite graph coordination complete. Got enough of sound definition list done. We speeding up soon. Now, I will get into gear on the Cacodemon base. Sounds stellar.
-Didn't I mention before about screenshots and information update? My apologies.

EDIT (17/03/2018):
-It's been a while, huh? I have been on a collection hunt and it's quite enduring. Once I am done, I am sure that my normal levels will clock back up. I just found some more potential visual novel assets and whoope doop. Not that I would start up on the project any time soon, but it's definitely prepared and ready to go. That's why I am relieved, but not in that kind of way! Hope to get this done as fast as possible.

EDIT (18/03/2018):
-Back onto it, my friend. Finished both the actor flags and properties. Onto the behavior section, this will get hairy. And the screenshots/info about the skull master is complete.
-And too fast onto the Missile instances! I will step back and test my currently revised code drafts.
-Okay, am somewhat satisfied with the size and see movement speed. Didn't check idle speed just yet. Working on the Concussion_Blast! Grinding down the actor flags/properties. Then, checking surface area of radius damage in how large. I'll time the tics so I can make a terminate sound in the Concussion_Blast_Target_Radius. Whew!

EDIT (20/03/2018):
-Got the concussion blast done. Actually important milestone despite the fact it's a few words in a sentence. Am getting a readily referenced A_ChangeVelocity shift during Missile state read. Reference project prepared. After that, invisibility where?
-Didn't forget about the pain, death, and conversation actor states. Where to put the monster should come last, but most likely in Cacodemon role. Testing this unstable monster too, I don't think there's enough accuracy, but it's a ghostiefag anyways. You'll see.

EDIT (21/03/2018):
-Okay, got the velocity thing going as far it is currently tested. Hopefully it works out. Will resume onto actor states, then apply invisibility/visibility somewhere. So far, it is quite bitching in the damage department. So lethal that sight is required for balance. The dodge behavior ain't as stellar (quite cripply) so that's why I put in the invisibility.

EDIT (22/03/2018):
-Fixed the velocity change as turning A_FaceTarget first to effectively reroute around the target. Pretty evil, more evil than the Skull_Master. You have to fucking aim fast and hard to whip this ghost shit to nothing. Got the Pain state done too in the similar fashion. Getting onto the Death state. Probably like spawning concussion blasts one tic by one tic until the end of the death sound. I do like the tremor action like something psychokinetic as shit like that. Might also mix the suicidal kamikaze dive as well. Will get to invisible code before conversation states.

EDIT (24/03/2018):
-Got the death state going on. Need to spawn coordinate variability of target radius in death state. Might add in tremors or suicidal kamikaze. Conversation and invisible code to be done. Good nite yall.
-Got the tremors and suicidal kamikaze implemented! The widening variability ain't as lethal despite its wide spread and range. Need to think about the invisible code for a bit (includes concussion blast sprite transition). Conversation code and role placement last.
-Finally got the thing done, but unfortunately some people who suck dicks, got a little too surveillance outside individual rights! I'm going through legal issues with fucking censors. These motherfuckers can get the fuck out of rights and freedom land! Prison ought to do it, where your unfree mind and soul can get fucking comfortable in iron solitude. Ported my site to a more solid host, where I don't accidentally delete shit. I think I'm missing some things (random images? okay, more like iconic images like stay^2 dprk, lolz), but it's not a top priority. Missing some rl shit to do too; update of notification required, whoops!

EDIT (25/03/2018):
-Still waiting on what's the hold up. It seems that this hold is making me to resume other projects? Maybe. I have moved away from my old site host, I believe there would be problems since I take for granted in the online copy backup (none existed there). I accidentally deleted one of my unimportant folders, but maybe some files still have a use somewhere. Damn that box interface for lack of navigation. There was no safety lock either. Come to think of it, maybe starting offline copies is a good exercise.

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Post Re: [ZDoom_Mod/WIP/NSFW] Diablo Monsters v52
v52+: Spectre Head Demon/Ghost Busting!
-Some magick shit gonna try to stop meee! You can't, motherfucka, you can't! You can eat my dickkk! You can eat my dickkk! Whoa! Wassup now, bitch! Eat it, bitch, eat it!
-Okay, I think, I think; I calm down. Okay, muthafucka psychic ghost shit trying to rain down on your ass. This, actually, one of the motherfucking monstas that will have your ass screwed royally. In english, you fucking die.
-Basically, the ghostie head phases in and out and lays down concussion blasts around you in a possible cycle. Gets fidgety during attack. Getting close to phases is harmful. Killing this muthafucka will have it ghost chasing your ass with concussion blasts all around it. Now, that's a evil ass ghost rite there (technically not one as it can project energy at a distance and fly as well as float)! You can find this slick devil on the Cacodemon role, but it's a probability roll; just summon Spectre_Head and see it try to kill you off. 0% Satisfaction and gratification guaranteed! Hahaha...
-Up next, after some diversion break, Regurgitator, or the worm man barfing up those fucking hork spawns or something like that, lol. *VOMITS*
-Okay, I know, these last revisions hadn't drastically change anything from the get go. However, it's bringing up as much variability as much so the experience and tactics won't get too stale. I will probably find a genie lamp thingie and maybe a restricted change will make it more authentic in cultural horrors while keeping it fair.
-I also want to say that I don't think I could really switch between projects as the focus is way too different. Maybe if I slow my pace a bit, but progress will slow down!

_________________
Regurgitator monster in progress.
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see website)
Metal tracking mods


Sun Mar 25, 2018 10:24 pm
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