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[BETA] RE: MSPaintDoom (Current Version: beta 5.3)

Posted: Sun Feb 23, 2014 12:36 am
by Cruduxy
did you just confirm mspaint strife?

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

Posted: Sun Mar 09, 2014 5:55 pm
by Combinebobnt
Released 5.4, here is a link.

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

Posted: Sat Apr 12, 2014 10:28 pm
by MotorWülf
Still play this pretty often when I do deathmatch.
Only complaint I have about mspd is the loud armor piercing and chaingun/minigun sounds. I usually delete the Unreal minigun sound (that's where that's from right?) and just use the default Doom chaingun sounds for both.

[BETA] RE: MSPaintDoom (Current Version: beta 5.4)

Posted: Sun Jan 11, 2015 2:09 am
by Combinebobnt
Ok after almost a year here is beta 5.5: https://www.mediafire.com/?o9y640u5zjvh4sk

Sorry about the huge release time but I managed to finish ALL the doom2 textures and make a ton of new deathmatch maps for the wad. Releases should happen more often now

edit: I apparently forgot to put the big skullswitch and its gore textures in the wad, oops. I'll just put them in for 6.0

[BETA] RE: MSPaintDoom (Current Version: beta 5.5)

Posted: Mon Jan 12, 2015 7:16 pm
by Ænima
I might want to make a DM map if I get time.

[BETA] RE: MSPaintDoom (Current Version: beta 5.5)

Posted: Thu Mar 05, 2015 9:57 pm
by Combinebobnt
I'll make another update some time after 2.0 is released.

edit: aka more than over a year, but hey it will happen

edit2: omg so close to finishing I can feel it

[BETA] Re: MSPaintDoom (Current Version: beta 5.5)

Posted: Thu Dec 29, 2016 8:34 am
by Combinebobnt
Image

DOWNLOAD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
i tried to test so hopefully no gamebreaking bugs

more changelog explained:
Dynamic lights for everything. Much closer to vanilla doom without the randomspawner loaded: Monsters won't drop spoonfuls of pretend healthbonuses anymore. Weapon spreads and decorations and all that crap is more vanilla. Bfg does vanilla damage again! Weapon sprites improved, new sonic rifle. Sonic rifle was stupidly op in coop but nobody used it, balanced now anyway. All the textures now look sexy so the monsters will stand out from them. Wolf3d bricks now original shape. All the doom2 textures are actually in now along with some new ones, especially all the liquids. Mspddm09 was finally made smaller, and 2 duel maps were drastically changed. I learned how to spell and optimize pngs for smaller filesize. 5.5 was very stable so the only bug fixes were small things that didn't matter.

EDIT: updated vanilla mode to v3 for all the textures and a few weapon and item sprites (have fun zdaemon). Vanilla mode will get a proper rehaul after the whole wad is done lol



I'll finish mspd by the end of 2017 I hope nice try, myself
Ænima wrote:I might want to make a DM map if I get time.
there is 1 year left that should be enough time
Combinebobnt wrote:I'll make another update some time after 2.0 is released.
I agree

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 4:04 pm
by ARGENTVM
finish

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 4:50 pm
by Ivan
You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 5:38 pm
by ARGENTVM
Ivan wrote:You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.
Damn he got you time to retire :((((((((((( finish

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 6:46 pm
by Dranzer
why did it take so long for your little sister to finish drawing the little monsters

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 8:02 pm
by Combinebobnt
Ivan wrote:You didn't add the glow effect in paint so it's not mspd anymore gg bob you refuted your own project back to gvh ship poopdeck.
i drew every pixel by hand
Dranzer wrote:why did it take so long for your little sister to finish drawing the little monsters
because she has to exist first. still waiting...



thank you keo i love finishing

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 8:55 pm
by Ivan
where are proofs u use msp huh

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Thu Dec 29, 2016 10:37 pm
by Combinebobnt
Image

attack my ideas not my identity?

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Sun Jan 01, 2017 6:56 pm
by ARGENTVM
Btw not all of the Mancubus replacements trigger the MAP07 actions - make sure to double check those (I think it was the albino mancubus) and those spooky spiders too.

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Mon Jan 02, 2017 1:22 am
by Combinebobnt
UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!!

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Mon Jan 02, 2017 11:58 am
by r4z0r
Combinebobnt wrote:UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!! UGH!!!!!!!!!!!!!!!!!!!
lets go

[BETA] ERROR WHILE RUNNING MOD

Posted: Fri Jan 20, 2017 12:40 pm
by anujsalwan
I HAVE FOLLOWING ERROR WHILE RUNNING MOD WITH latest testing build for 3.0 is 161030-2038.
Script error, "mspdbet6.pk3:decorate" line 29840:
Unknown rune type 'DoubleDamage' in 'NewStrengthRune'

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Fri Jan 20, 2017 3:11 pm
by Combinebobnt
That's just great. I'll look at it soon (please 3.0 don't break this mod).

2.1.2 still works fine so you can use that

[BETA] Re: MSPaintDoom (Current Version: beta 6.0)

Posted: Wed Apr 19, 2017 10:33 pm
by Combinebobnt
heres a version that works with 3.0 no red lines or nothing http://allfearthesentinel.net/download? ... bet6hf.pk3