Hocusdoom RELEASED (/idgames pending)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: Hocusdoom (new version 04-08-2018)

Postby Marisa Kirisame » Sun Apr 08, 2018 6:22 am

This is great news! I'll give it a roll when I can.
User avatar
Marisa Kirisame
ZScript Crimester
Joined: 08 Feb 2008
Location: Vigo, Galicia
Discord: 霧雨魔理沙#1666
Twitch ID: MarisaDOOM
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Hocusdoom (new version 04-08-2018)

Postby irukanjji » Tue Apr 10, 2018 3:58 pm

Hi Ravage, great work as always, can you tell us what version of GZdoom to play this update ?
Joined: 28 Feb 2014

Re: Hocusdoom (new version 04-08-2018)

Postby ravage » Tue Apr 10, 2018 9:41 pm

Latest stable version on the website should work.
User avatar
Compassionate Cryptid
Joined: 03 Sep 2003

Re: Hocusdoom (new version 04-08-2018)

Postby IDKrisis » Sat May 19, 2018 4:24 am

I'm anxious to see this mod completed. The level designs are incredible.
User avatar
Dreaming in Pixels
Joined: 08 Jan 2018

Re: Hocusdoom (new version 07-28-18)

Postby ravage » Sat Jul 28, 2018 2:36 am

Getting close to being done. Still have one level to do, and other stuff to tidy up.

Current playable version for 07-28-18
https://www.dropbox.com/s/yqn8rwghreuec ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

changelog for - 07-28-18
  • fixed conflicting sprite names for bombs and smartbombs
  • remade mushroom minibosses.
  • lowered base damage for bombs from 10 to 5
  • increased resistance to bombs for minibosses
  • added +DONTSPLASH to various traps that explode like the volcanic vents
  • added terrain effects for sand
  • added healing oases in egyptian levels
  • switched names for 'Shifting Sands' and 'Mirage'
  • fixed more portals and hopefully fixed a lot of framerate issues around them
  • on a side note, a LOT of fiddling with map16 to ease up on the framerate. Tried to cut a bunch of extraneous stuff out, especially sand dunes you can never actually see anyway.
  • added a 'particle limit' for heavy effects like rain and snow to try and speed things up a bit
  • added a particle limit for basic particle effects too--mostly particles that get used the most like the basic square particles. the limit scales with particle gen scaling
  • added larger, more detailed snowflakes that occasionally spawn on map05. All this work for a weather effect that's only used on one map.
  • does anyone read these?
  • changed music for map35 and map36 to m_meso instead of m_gloom2. Whoops?
  • more brightmaps!
  • bug that caused thrown bombs to inheret a player's color flashes no longer happens. somehow fixed itself?
  • more changes to bomb damage
  • revamped power wand, hopefully for the last time
  • ammo icons for alt hud
  • changed projectiles for flamethrower powerup
  • added vertical lightning traps for later maps
  • reworked some of the skyboxes to make easier to change later on
  • updated graphics for powered up ammo bars
  • added +NOBLOODDECALS to all enemies and shots, as even though everything has +NOBLOOD, sometimes they'd still splatter on walls
  • renamed particle options to be less confusing
  • bug where ricochet projectiles will get stuck in corners. No idea how to fix this yet.
  • finished map36
  • finished map37
  • finished map38
  • finished map39
  • gave power wand its own damage type to tweak it for boss use.
User avatar
Compassionate Cryptid
Joined: 03 Sep 2003

Re: Hocusdoom (new version 07-28-18)

Postby RedoLane » Sat Jul 28, 2018 7:43 am

The anticipation is real! Can't wait for it to finish!
User avatar
Joined: 08 Dec 2017
Discord: #7295

Re: Hocusdoom (new version 07-28-18)

Postby RichterBelmont12 » Sat Jul 28, 2018 9:51 pm

:O Ohhh man bring this back for this years Doom December that is for sure too.
User avatar
Gardevoir Belmont Knight
Joined: 07 Jun 2017
Location: Armpit of the USA
Discord: RichterBelmont12#4276

Re: Hocusdoom (new version 07-28-18)

Postby ravage » Sat Jul 28, 2018 10:18 pm

Just to let you guys know, I probably won't be working on this a whole lot within the next couple months. My dad had a heart attack last week (he's recovering fine), but we're going to be moving several states away soon. I'm not exactly going on hiatus, but I don't know what's going to happen in the next month or two.
User avatar
Compassionate Cryptid
Joined: 03 Sep 2003

Re: Hocusdoom (new version 07-28-18)

Postby Tormentor667 » Sun Jul 29, 2018 1:20 am

Oh dude, best wishes for your father and your family - take care!
User avatar
needs more detail
Joined: 16 Jul 2003
Location: Germany

Re: Hocusdoom (new version 07-28-18)

Postby Valken » Fri Aug 24, 2018 8:24 am

Sorry for the late reply but wanted to say I love your and good luck with everything.
Joined: 08 Jun 2015

Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Sun Sep 23, 2018 1:24 am

Current playable version for 9-23-18
https://www.dropbox.com/s/eot6fpp1bffp6 ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1

So, after a very very long time, I've finally got 40 maps that are more or less set. Now, before I can release this I need help thoroughly testing everything. I want to make sure that everything runs on the latest stable version of GZdoom without breaking, and that I didn't miss anything.

Things to take note while testing:

Texture alignment - Rocks I'm less worried about, but bricks and decorations are important to catch.

Skippable areas and shortcuts - Many of these I've discovered in testing myself that I decided to keep in. If its difficult to do, is not glaringly obvious, doesn't let the player out of the game space (like skybox), and doesn't land the player in an unwinnable state I'd like to leave it in as a bonus for speedrunners. (A notable one is E1M2 where you can skip getting the keys and jump onto a window and SR50 jump onto the crystal platform.)

Things that still need done before release:

* menudef highscores table from menu (anyone good with Zscript, is it possible?)
* testing testing testing
* decide how to do difficulty levels
* brightmaps for models? (I heard it was possible but I never got it to work)
* find a better way to pause the game when talking to terrexin (something that doesn't pause music)
* tweak par times (are they too easy? too hard?)
* tweak treasure locations in earlier maps (probably fewer groups with more in them so they're not as difficult to find)
* do sprites for projectile enemy in the secret map (damn turtles)
* still noticing blood decals on occasion even though everything has +NOBLOOD and +NOBLOODDECALS. I may just blank out the decals themselves to get around this
* need to raise the volume on map40's music (I just put in the direct .S3M file rather than a rip so I don't know if I can alter that)
* implement default automap settings

I'd like to release this sometime before December if possible. If not, there is next year. :P
User avatar
Compassionate Cryptid
Joined: 03 Sep 2003

Re: Hocusdoom BETA (new version 09-23-18)

Postby Gez » Sun Sep 23, 2018 4:08 am

You can adjust music volume in SNDINFO with $musicvolume.
Joined: 06 Jul 2007

Re: Hocusdoom BETA (new version 09-23-18)

Postby worldendDominator » Sun Sep 23, 2018 4:20 am

You can't raise volume that way, only lower it. Nevermind, that's sound volume.
User avatar
Joined: 17 May 2015

Re: Hocusdoom BETA (new version 09-23-18)

Postby QuakedoomNukem Cz » Sun Sep 23, 2018 9:14 am

Personally, I'd suggest converting the original file to ogg and raise the volume in audacity, which is what I did, while trying to polish up tracks for Jill Of The Jungle and Electro Body: http://www.mediafire.com/file/srrasmjlmuopy5b/Fixed_music_for_secret_levels_%28Minus_Darkwolf.zip/file
User avatar
QuakedoomNukem Cz
Grammar Nazi and Graphics Whore with a kind heart.
Joined: 30 Nov 2015
Location: Smržovka; Czech Republic
Discord: #2091

Re: Hocusdoom BETA (new version 09-23-18)

Postby ravage » Sun Sep 23, 2018 1:42 pm

Actually $musicvolume worked fine.
User avatar
Compassionate Cryptid
Joined: 03 Sep 2003


Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Cherno and 6 guests