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Author Topic: Ghouls vs Humans NES  (Read 44052 times)

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July 17, 2014, 10:00:42 PM
Reply #225

Offline Lego

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Re: Ghouls vs Humans NES
« Reply #225 on: July 17, 2014, 10:00:42 PM »
Alright, here's the next test build: http://www.best-ever.org/download?file=gvhbdm-v1b_pb3.pk3
Yes, I will eventually name it something not v1b.

Changelog:
Spoiler for Hiden:
Ghostbuster:
    Added sounds to the trap button, bone cannon, balls buster, and ammo recharging.
    Added a slight screen flicker to indicate ammo regeneration.
    Fixed a bug where he was given twice as much ammo as he was supposed to. [Max ammo: 200 ? 100]
    Balls Buster now has proper ammo bars.
    Bone Cannon now has proper a vertical ammo bar.
    Damage on Balls buster's large and small eyeball shots reduced heavily. [Big damage: 50 ? 30; Small damage: 10 ? 5]

    Now properly uses player colors.
    Increased ammo usage of Balls Buster

Marine:
    Grenade explosions radii are no longer randomized. [Splash radius: random(150, 170) ? 160]
    All bullet damage randomizations removed. [random(3,4)*random(1,3) ? 8]
    Machinegun's HUD position lowered.
    Obituary on the Riotgun changed to match the weapon name. ["pummeled by %k's shotgun." ? "pummeled by %k's riotgun."]
    Marine's grenade charge was given a bar on all instances. Orange bar means it's at full charge, red means it's about

    to explode on you.
    Pistols, Riotgun, and Machinegun now use slots 1, 2, and 3.
    Riotgun visual sprite updated.

Megaman:
    No longer receives Magnet Missile, Dive Missile, Homing Sniper, or Skull Barrier.

Arthur:
    His Lance, Torch/Axe, and Sword weapons now use slots 1, 2, and 3 respectively.

Sjas:
    Base speed reduced slightly. [0.69 ? 0.67 forward/back; 0.6 ? 0.58 strafe]

Eyesore:
    Eyesore's attack animations no longer get interrupted by being damaged.
    Eyesore was given a proper sound class. [Pain sound: nonexistant ? BOSSPAIN]
    Eyesore's pound changed. Aiming down makes you dash in the direction you're aiming.
    Slow on Eyesore's mainfire removed.[50% slow ? 0% slow]
    Landing damage scaling increased. [Splash damage per tic in air: 6 ? 12]
    Visual Scaling tweak [2.5 ? 2.2]

Jitterskull:
    Bite range nerfed. [78mu ? 68mu]
    Bite now has a cooldown if it kills somebody.
    Base skin visual update.
    Visual Scaling tweak [2.5 ? 2.2]

Frostbite:
    Now properly spawns with armor. [Base armor: 0 ? 200]
    Now properly makes use of player colors.
    Visual Scaling tweak [2.5 ? 2.2]

Choke:
    Now properly uses player colors.
    Visual Scaling tweak [2.5 ? 2.2]

Creeper:
    Visual Scaling tweak [2.5 ? 2.2]

Misc:
    Human player color usage improved [thanks Korby]
    Gibs were made 8 bit, with a hearty mix of guts and bones.
    Updated D_GWINNI and D_HWINNI, though they're still unused.
    Added GvH22, ported by Cutman Mike.
    [Hopefully] Fixed health bar-related issues.

July 18, 2014, 12:58:24 AM
Reply #226

Offline LeotheMage

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Re: Ghouls vs Humans NES
« Reply #226 on: July 18, 2014, 12:58:24 AM »
Eventually a nerf for Sjas's damage will go along with the speed nerf, right?

July 19, 2014, 04:21:55 AM
Reply #227

Offline ice

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Re: Ghouls vs Humans NES
« Reply #227 on: July 19, 2014, 04:21:55 AM »
Welp, I was looking around at the website most of the ghouls came from and other than a bunch of awesome stuff that I can't afford, I found a certain mask that might make for an interesting ghoul if it's possible to photoshop it enough into a suitable look

http://www.halloween-mask.com/viperfish_spfx.htm

August 28, 2016, 09:43:15 PM
Reply #228

Offline Samukle

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Re: Ghouls vs Humans NES
« Reply #228 on: August 28, 2016, 09:43:15 PM »
it seems it won't work for me

August 28, 2016, 10:07:36 PM
Reply #229

Offline GameAndWatcher

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Re: Ghouls vs Humans NES
« Reply #229 on: August 28, 2016, 10:07:36 PM »
Sorry i cant do it, FATHAX is not working for me. :cry:

This is an old topic. This probably wouldn't work anyway, since this is an outdated mod at the moment.

August 29, 2016, 12:37:17 AM
Reply #230

Offline bass44

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Re: Ghouls vs Humans NES
« Reply #230 on: August 29, 2016, 12:37:17 AM »
Oh yeah this one.

I miss this mod, along with Rage Roboenza.

August 31, 2016, 05:16:53 PM
Reply #231

Offline Samukle

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i think i need some help
« Reply #231 on: August 31, 2016, 05:16:53 PM »
is there a way to install another version?

August 31, 2016, 08:10:06 PM
Reply #232

Offline Lego

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Re: Ghouls vs Humans NES
« Reply #232 on: August 31, 2016, 08:10:06 PM »
I dug around some of my older stuff and tracked down the posted at the start of this page.

download
It runs with version 4c, to my surprise. I don't even remember which version this mod was built for.
Do not expect this to run flawlessly. Expect crashes, especially in some of the ported maps.

Have fun!


I'm unsure if I'm willing to continue the mod at this time, though.
It was a grand old time a while ago and it could be fun to have it resurface, but for now I'll just let it have a quiet rest.

If a reboot does happen, however, I'm gonna be doing something about some of those gnarly texture updates to those ported maps. Not the best things I've ever done.

September 04, 2016, 04:57:38 PM
Reply #233

Offline Samukle

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Re: Ghouls vs Humans NES
« Reply #233 on: September 04, 2016, 04:57:38 PM »
thank you!

October 01, 2018, 09:43:52 PM
Reply #234

Offline STU

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Re: Ghouls vs Humans NES
« Reply #234 on: October 01, 2018, 09:43:52 PM »
Teh link is broken, anyone know how to get this WAD without using the link provided?

February 05, 2019, 04:31:10 PM
Reply #235

Offline VVL

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November 10, 2019, 04:35:19 AM
Reply #236

Offline JaxOf7

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Re: Ghouls vs Humans NES
« Reply #236 on: November 10, 2019, 04:35:19 AM »
https://allfearthesentinel.net/zandronum/download.php?file=gvhbdm-v1d.pk3

Not sure what was up with v1c, but here is an update to b_pb3. (same as b_pb3-j4)
This is a sort of collaboration between me and BullGator.

b_pb3 -> d
ACS updated to v5d
implementation of darkness and fog and glows
works with ammo and health numbers
only megaman picks up weapons. period.
return of megaman's bow and cyborg weps
return of team winning music
FrostBite and Ghostbuster can invoke Ice Death
Player Setup Color sliders re-implemented
Horizontal bar fixed
Jitterskull: works with pain state. alt nojump bug fixed. jitterslide fixed.
Marine and Cyborg Icons.

(Jitterskull recode)
(implementation of classbase)
(complete implementation of dropitem)
(removal of weapon duplicates and WRF_NOSWITCH)
(ACS Checked. script 206->"creeperstun")
(DM: Health pickups cap at class health)

Known issues
elemental weapons don't freeze lava or ignite oil
ice death a little weird online
Jitterskull might be more janky online? he really should get ominidirectional warp too...
Eyesore uses NOPAIN. so can be 1-shot by Spread Drill & Flame Sword sometimes.