Doom: The Golden Souls ["Even More Definitive Edition" OUT!]

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Ed the Bat »

Can't say I understand why, but very well. I can work around that with a patch. What I can't work around is the KEYCONF lump that clears playerclasses. That's a console command, so there's nothing I can do to patch over it.
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Batandy »

Ed the Bat wrote:Can't say I understand why, but very well. I can work around that with a patch. What I can't work around is the KEYCONF lump that clears playerclasses. That's a console command, so there's nothing I can do to patch over it.
Thing is, when i opened the editor, obviously i had to change every weapon spot in the game since the id was changed.
I'd suggest you to wait until this mod reaches its final version, you could help me cleanup stuff and it would be easier for me to change things like that


Reposting this since the page changed
Batandy wrote: Image
Spoilers, and no, it's not just a plain boring icon of sin
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Ed the Bat »

Batandy wrote:Thing is, when i opened the editor, obviously i had to change every weapon spot in the game since the id was changed.
No, you didn't. I already did that for you. In SLADE, it took all of two minutes.
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Batandy »

Ed the Bat wrote:
Batandy wrote:Thing is, when i opened the editor, obviously i had to change every weapon spot in the game since the id was changed.
No, you didn't. I already did that for you. In SLADE, it took all of two minutes.
I meant Gzdoom Builder, the weapons appeared as ? marks with just the tid
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Ed the Bat »

I can't explain that. They should've shown up as the vanilla Doom weapons. Such as this spot in Happy Gardens where the Over-Under is found:
Image
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Batandy »

I'm currently scripting the ending, i'm sad lol
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][BANANA BARRELS!]

Post by Captain J »

hope it's same as a SMB64's, showing the stages that all-cleared and eating or making a cake at the end. ;)
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Batandy »

Image
With all the main levels done, i think it's time to improve the hub (I'm also adding the extra areas)
Last edited by Batandy on Thu Aug 07, 2014 11:37 am, edited 1 time in total.
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Tormentor667 »

You are doing so well Batandy, I can't wait anymore to ply this piece of instand cacoward :)
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Captain J »

hope some of extra areas are full o' secrets!
Scuba Steve
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Scuba Steve »

You should use stacked sectors to make the top of the castle look more imposing.
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Batandy »

Scuba Steve wrote:You should use stacked sectors to make the top of the castle look more imposing.
Dat moment when you get a comment by Scuba Steve :)

Anyway, it's a great idea, i'll give it a try for sure!
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Average »

I really can't wait for the finished game now. I love the juxtaposition of the Mario aesthetic and Doom. Inspired stuff.*

*yes, I know there have been Mario maps before now but nothing anywhere near this. :)
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Batandy »

WIP
Image
Stacked sectors, like Scuba Steve said, i'm also going to add some texture decals like windows and flag props
User avatar
Batandy
Posts: 1277
Joined: Tue Jul 19, 2011 2:56 am

Re: DooM : The Golden Souls [Beta 1.6.5][THE END IS NEAR]

Post by Batandy »

Image
Aight, done.
There's a small fps drop when looking at a certain direction, which is caused by the stacked sector's line horizons, but nothing too serious
Post Reply

Return to “TCs, Full Games, and Other Projects”