Current Download: http://static.best-ever.org/wads/m12-hdoom-techdemo7.pk3
2 new “weapons” I’m working on for HDoom’s new arsenal - probably utilizing some sort of arousal-laser/ray or something of the sort. (don’t worry, the squirtguns will still be an option for those who want them)
With this release, Doom 1 Episode 1 is fully playable as HDoom 1 Episode 1 - Balls Deep in the Damned.
Expect a hotfix soon, will add a couple extra things (like the ending CG, and hopefully the new imp scene for the colorswapped versions) as well as fix whatever bugs might come up.
- Cacodemoness and Cyberdemoness are now implemented, currently 1 h-animation each
- Doom 1 can now be played completely in HDoom with the exception of (I believe) E3M8 and E4M8, which still require the Spider Mastermind to be replaced
- Player color now transfers over to player in H-Animations
Current Issues:
-Cacodemoness H-animation is still quite sloppy - I was too exhausted today to get as much polishing done as I would have liked.
-Player colors carries over to the cacodemon’s eye - this will be fixed when GetUserCvar is implemented in Zandronum.
Additional Credits: -Raymoohawk, for doing a huge chunk of the Cyberdemon’s walk-cycle
- Cacodemoness and Cyberdemoness are now implemented, currently 1 h-animation each
- Doom 1 can now be played completely in HDoom with the exception of (I believe) E3M8 and E4M8, which still require the Spider Mastermind to be replaced
- Player color now transfers over to player in H-Animations
Current Issues:
-Cacodemoness H-animation is still quite sloppy - I was too exhausted today to get as much polishing done as I would have liked.
-Player colors carries over to the cacodemon’s eye - this will be fixed when GetUserCvar is implemented in Zandronum.
Additional Credits: -Raymoohawk, for doing a huge chunk of the Cyberdemon’s walk-cycle
for some reason it wont work keeps saying so kind of error when I start it up. can you help me out? thank you
Ah, what error are you getting - can you screencap it or copy it down?
From sketch to finish, I dunno I just really liked this position and how it turned out. Green haired Imp-tan More for the mod HDoom by Hdoom-guy: http://hdoomguy.tumblr.com/
More CG-work by Kleinvoimond, this time for the green-haired imp. H-CG this time, too!
First off, just wanna say - I passed 1,000 followers not too long ago, but I didn’t wanna announce that until I had something to give back for it. If you read the title of the post, you probably know what it is now.
Seriously, thanks a ton to everyone who supports and follows the mod so far. It means a ton to me, and it really does do wonders for motivation.
Important: If you’re using Zandronum to play, make sure to grab the Zandronum 2.0 devbuild from their site. It’s required to play this update. GZDoom/ZDoom users are not affected and can proceed as usual.
Changelog:
- New monster! (Lost Soul): If you wanna try her out right away, just type ‘summon lostsoul’ into console.
- Sex has been completely recoded to be smoother to work with
- VN Framework has been greatly enhanced, which will soon allow for much more advanced VN capabilities
- A key to activate climax at any time during an animation, (Make sure to go to Options > Customize Controls in order to bind the key!)
-Keys to switch between different speeds, different positions, and even special interactions unique to certain scenes - and best of all, they can be done at any point during an animation! (Once again, make sure to bind these keys in the Customize Controls screen!)
-Episode 1 Ending H-CG
-Enhanced Freedoom Compatibility: If you don’t have any of the commercial Doom iwads, you can now run H-Doom using the Freedoom Iwad without visual inconsistencies or glitches.
-New VN standing cg + test dialogue integrated into the test map
-Many other more-subtle and minor updates/fixes/tweaks
Credits can be found within the pk3 file (you can open it up with WinRAR if you don’t have any Doom-specific tools)