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

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Re: DooM : The Golden Souls [Full Version Released!]

Postby Beed28 » Sun May 10, 2015 12:30 pm

MJ79 wrote:What's the exact song name that plays during the 'Dark Side of the Moon' level? It's pretty upbeat and catchy.


I'm pretty sure it was a remix of the Moon theme from the NES DuckTales game, but I haven't played this for a while now, so apologies if I remembered wrong.
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Re: DooM : The Golden Souls [Full Version Released!]

Postby Jeimuzu73 » Sun May 10, 2015 12:46 pm

Thanks, first thought it was a Super Mario Galaxy song or something. Dang, the original Moon theme's even more upbeat than this one.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Batandy » Fri Jun 05, 2015 9:39 am

*Explosion sound, Revenants Dancing*
Image


Golden Souls Full 1.2 "Definitive Edition"

-Optimized PK3
-Better aircontrol
-Plants have less health
-Weapons switch faster
-Unique Red Coin sound
-Fixed Icon of Sin bugs
-Fixed being able to detonate space mines with the Cannon

Download:
http://www.mediafire.com/download/osfqb ... ll_1.2.pk3
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Average » Fri Jun 05, 2015 12:34 pm

Too fecking cool! Downloading now for some Friday night beers and Golden Souls. :)
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Ed the Bat » Fri Jun 05, 2015 2:12 pm

Code: Select allExpand view
clearplayerclasses
addplayerclass GSPlayer

:cry:

Also, close to 2MB could be saved by using the spc files of the giant Cacodemon's music instead of ogg files.
And why is there an ACS library changing the AirControl in addition to the MAPINFO property?

Also noticed the guns all still have NOAUTOAIM on them...
Last edited by Ed the Bat on Thu Jun 18, 2015 9:05 pm, edited 1 time in total.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Batandy » Fri Jun 05, 2015 2:23 pm

Ed the Bat wrote:
Code: Select allExpand view
clearplayerclasses
addplayerclass GSPlayer

:cry:

Also, close to 2MB could be saved by using the spc files of the giant Cacodemon's music instead of ogg files.
And why is there an ACS library changing the AirControl in addition to the MAPINFO property?

Since the pk3 was ported with a scripted bat, i may have forgotten something since i was busy working on GS2, but it works fine, and that's what matters.
Anyway if there are other bugs related to the pk3 i'll release a new version as soon as possible
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Gez » Fri Jun 05, 2015 5:12 pm

The promise of fireplants being less annoying to kill made me try it again. There's still some problems.

During loading, the console logged these warnings:
Error in translation 'Red':
Script error, "Translation" line 1:
Expected integer constant but got identifier 'Red' instead.

Looks like it's from MiniGargoyleFlameFar?

Missing a space in "Picked up a big coin,nice job!"

There are three flying pickup coins in an unreachable part (above the big 3D bridge) of the "Crayon Creek" throwback part of the final boss map. Also found some ammo out there, but it's less important than items.

In the "happy gardens" throwback part of that same map, there's an annoying invisible guy who's stuck in a tree. Since we can't seem him and he can't attack, he's pretty easy to not notice. All he does is go "hahaha" when you're around.
Spoiler:


The rainbow citadel map seems broken? After climbing the tower, there's a rainbow field that propels me forward in a window. I guess it's supposed to throw me into the big floating star, which would then boost me into the next, and so on, but it falls short, and so does my player pawn. Splat! If I use the turbo cheat I can go fast enough to reach the first floating star, but then nothing happens.

In the Space Ghost House there's a cacolich in the cemetery that's dormant and never activated by any event.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Batandy » Sat Jul 04, 2015 2:33 am

Gez wrote:The promise of fireplants being less annoying to kill made me try it again. There's still some problems.

During loading, the console logged these warnings:
Error in translation 'Red':
Script error, "Translation" line 1:
Expected integer constant but got identifier 'Red' instead.

Looks like it's from MiniGargoyleFlameFar?

Missing a space in "Picked up a big coin,nice job!"

There are three flying pickup coins in an unreachable part (above the big 3D bridge) of the "Crayon Creek" throwback part of the final boss map. Also found some ammo out there, but it's less important than items.

In the "happy gardens" throwback part of that same map, there's an annoying invisible guy who's stuck in a tree. Since we can't seem him and he can't attack, he's pretty easy to not notice. All he does is go "hahaha" when you're around.
Spoiler:


The rainbow citadel map seems broken? After climbing the tower, there's a rainbow field that propels me forward in a window. I guess it's supposed to throw me into the big floating star, which would then boost me into the next, and so on, but it falls short, and so does my player pawn. Splat! If I use the turbo cheat I can go fast enough to reach the first floating star, but then nothing happens.

In the Space Ghost House there's a cacolich in the cemetery that's dormant and never activated by any event.


Aight, thank you, i was quite busy with my final exams so progress has been slow for both GS1 and GS2, but finally, i've fixed every issue, and also added coin drops to some enemies that didn't drop coins

Golden Souls 1.3 is out
Download here:
http://www.mediafire.com/download/unbpb ... ll_1.3.pk3

Code: Select allExpand view
-Fixed gamebreaking bug on Map19
-All the enemies drop coins on death
- Fixed some bad actor placements on Map15
-Fixed Translation errors
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Tapwave » Sat Jul 04, 2015 5:08 am

The hud is displaced and nothing seems to fix this. I changed res, screenblocks, hud scaling, still displaced.
Image
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Batandy » Sat Jul 04, 2015 5:26 am

Tapwave wrote:The hud is displaced and nothing seems to fix this. I changed res, screenblocks, hud scaling, still displaced.


That's really weird, it never happened before, could you give me your hud settings?
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Tapwave » Sat Jul 04, 2015 5:50 am

I've just reset my INI and it works now, so no idea of what was causing issues.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Project Dark Fox » Sat Jul 04, 2015 9:47 am

Tapwave wrote:I've just reset my INI and it works now, so no idea of what was causing issues.

I'm going to take a guess and say it was something you were autoloading, given that the numbers on the HUD aren't even the "right" ones.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Tapwave » Sat Jul 04, 2015 12:36 pm

Project Dark Fox wrote:
Tapwave wrote:I've just reset my INI and it works now, so no idea of what was causing issues.

I'm going to take a guess and say it was something you were autoloading, given that the numbers on the HUD aren't even the "right" ones.

That's entirely possible, though the things I autoload are the footstep ACS mod, and HQ sounds.
Guess I should check better, then.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby Ed the Bat » Sat Jul 04, 2015 12:59 pm

And one again, clearplayerclass and weapon.noautoaim still have not been cleared out.
I've taken it upon myself.
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Re: DooM : The Golden Souls [Definitive Edition Released!]

Postby mghavelock » Thu Jul 09, 2015 7:23 am

I've been lurking on these boards for about 3 or 4 years now, finally needed to register in order to ask one simple question. WHERE ON EARTH IS THE LAST RED COIN IN LUCY IN THE SKY WITH COINS?!?!?

Thank you
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