[Re-Release] ReDoom Returns! Let's party like it's 2008!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

[Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Kinsie »

Image

Way back in 2008-ish, life was simpler, the sun shone perhaps a little bit brighter, and Brutal Doom had yet to become a glimmer in the eye of the milkman. I was learning Doom mods, and put together a little something called Doom Enhanced, which added Quake-style gore effects. People seemed to like it! A bit! About a year later, I made an update called ReDoom, which added Perkristian's improved graphics and sounds.

Earlier today, while trying to figure out how to solve a problem with a new project I'm playing with, I realized it'd probably be easier to just port stuff from this age-old mod... which was still a haphazardly-ordered PWAD. So I converted everything to a nice modern zip-based mod and added some bug fixes and Marphy Black's sprite fixes to the mix. And after that I figured... what the hell. Might as well polish it up a bit, see if people are interested.

As it stands, the code is a bit of a mess from before I learned to do things good dating back to before all the ZDoom actors had been ported to DECORATE. I'd like to bring things further up to modern standards and add new features without going beyond "Build Engine/PS1 era" visuals. If that makes sense.

Grab It:
Test Build (20/03/2016)

Changelog:
Spoiler:
To-Do List
Spoiler:
If you have any suggestions, fixes or ideas, please let me know! I originally wanted this to be sort of a "base" for a bunch of mods I never went on to make, if I can make this vaguely useful or helpful to someone that'd be great. Things are still super messy, but hopefully together we can make this mess sparkle again.
Last edited by Kinsie on Sat Feb 10, 2018 8:31 am, edited 1 time in total.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Oberron »

*gasp* Wow.. I'd party like it's 2008, too!
Gez
 
 
Posts: 17939
Joined: Fri Jul 06, 2007 3:22 pm

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Gez »

Kinsie wrote: * Readd the WolfSS? I swear I removed enhancements from that for a reason...
The most likely reason would be that the WolfSS is the most actor the frequently sacrificed on the altar of DeHackEd to create a more useful monster for some mod.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Kinsie »

Probably. That's what I was thinking, but judging by this code 2008-me was a fuckin' idiot so maybe there was a different, way dumber reason.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Viscra Maelstrom »

it could be an optional addon, for mods that does use the nazis in their unaltered form. otherwise, since this is just Doom with enhanced effects, i don't think you'd be losing much leaving the nazis unaltered.
User avatar
Redead-ITA
Posts: 439
Joined: Sun Dec 20, 2015 8:06 am
Location: At the Pizza Tower
Contact:

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Redead-ITA »

Heh in 2008 i had never was realy attract by doom mods i mean i know they were cool but i was not interested back then
But now i wander what appen in the past so im gonna see how mods were in 2008 i dont exept much so LETS DO THIS
Also
Spoiler:
Last edited by Redead-ITA on Sat Mar 19, 2016 10:01 am, edited 1 time in total.
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by leileilol »

flip your pistol handedness, so sick of that being "corrected"

also what's with the popcorn bullet sparks? You could stand out from the rest of the "enhancement" mods by not being one of those popcorn spark mods by reducing gravity and get them spawning randomly downward as well, same for blood

and finally wheres leon!!!!
User avatar
Janus3003
Posts: 57
Joined: Fri Feb 27, 2015 6:08 pm
Location: USA

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Janus3003 »

Glad to see this mod! I really enjoy Doom Enhanced, and somehow never discovered ReDoom.

I'd like an option to turn off the footstep sound effects, or at least control their volume. They're rather loud, and I never thought that "the pitter patter of little feet" would ever apply to demons.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Captain J »

long time no see there, mr. redoom. i sure remember your chainsaw that always makes sparkles on the air, hope it just got fixed.
User avatar
Wiw
Posts: 769
Joined: Thu Jun 11, 2015 1:58 am
Graphics Processor: nVidia with Vulkan support
Location: Everywhere and nowhere.

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Wiw »

I hear a blood-curdling scream every time I pick up a beserk pack!
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Oberron »

Wiw wrote:I hear a blood-curdling scream every time I pick up a beserk pack!
It's the scream by Howie Long.
User avatar
Wiw
Posts: 769
Joined: Thu Jun 11, 2015 1:58 am
Graphics Processor: nVidia with Vulkan support
Location: Everywhere and nowhere.

Re: [Re-Release] ReDoom Returns! Let's party like it's 2008!

Post by Wiw »

That it is. Anyway, it's a pretty cool mod; I like the nod to RotT, and how you've made a status bar without its background, like.
Post Reply

Return to “Gameplay Mods”