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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.
* Ported everything over from an old PWAD to be a Good PK3 Citizen with a folder-based development environment.
* Fixed the bug where the Chainsaw would make puffs in the air.
* Removed an invalid GLDEFS definition for a non-existent version of the player actor
* Converted all sounds from a mixture of WAV and Doom sound lumps to Ogg Vorbis.
* Moved all the obsoleted KEYCONFS stuff to MAPINFO as appropriate.
* Twiddled with the LANGUAGE strings to make them a little better and remove the Skulltag stuff because lmao skulltag
* Fixed a naming conflict with one of the actors from ZDoom's rarely-pondered support for the Press Release version of Doom (PlasmaBall2).
* Converted all art from Doom graphics lumps into Doom-palleted, crushed PNGs. This should hopefully make them play nicer with mods that change the pallete.
* Integrated Marphy Black's Minor Sprite Fixing Project and with it, the additional rotation frames that John Romero released.
* Adjusted GFX offsets of shell casings.
* Changed the pistol pickup sprite from the bad Wolf3D rip to the "official" one from GZDoom/the Romero filedump.
To-Do List
Spoiler:
Quality Of Life
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* Add CVARs and menu for configuring certain gameplay changes (boss explosions, teleporter line projectiles)
* Add CVARs and menu for configuring certain visual changes (lens flares, for example)
Art
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* Add some A_SetScale trickery to randomly flip actor sprites on death
* Add additional rotations to player stand and jump frames
* Survey all art and fix/adjust as needed - I know some things have been improved over time...
* Rename enemy altdeath frames to not conflict with old xdeath frames, to avoid load-order graphical issues
Code
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* Now that the NPC Marine actors haven't been hardcoded in years, go back and give 'em a lil' love.
* Survey the code and bring it up to, well, code, with existing GZDoom modding standards.
* Readd the WolfSS? I swear I removed enhancements from that for a reason...
Bugs
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* Fix red gore coming out of Hell Knight/Baron upon death
* Adjust offsets on lamp flares
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.
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.
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.
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:
Lodicrous Gibs
Last edited by Redead-ITA on Sat Mar 19, 2016 10:01 am, edited 1 time in total.
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
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.