Doom: The Golden Souls 3 - Demo 1 OUT!

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: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby salahmander2 » Thu Aug 01, 2019 9:54 am

Batandy wrote:Is it planned? No. Is it a feature? Yes!


I can't wait to use that trick to get to some parts of the levels.

I did forget to say, enemies/items respawning upon re-entering a level was quite interesting, not a bad thing mind you.
salahmander2
 
Joined: 19 Nov 2014

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby StroggVorbis » Thu Aug 01, 2019 10:20 am

Two bugs found so far:

-The clerk in Thy Fries Consumed states she gives you 15 ray gun units, but you get 20, like from a pickup.
-If you have only one shell loaded and altfire the shotgun, it will still take 2 shells from you.

Suggestion:

-Either set the ray gun ammo amount to 15, or increase the clip size to 20. I'd be for the latter, because damage wise it's a pistol version of the plasma rifle :P
User avatar
StroggVorbis
Donut eat me pls!
 
Joined: 08 Nov 2017
Location: Germany
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Batandy » Thu Aug 01, 2019 10:59 am

DabbingSquidward wrote:Two bugs found so far:

-The clerk in Thy Fries Consumed states she gives you 15 ray gun units, but you get 20, like from a pickup.
-If you have only one shell loaded and altfire the shotgun, it will still take 2 shells from you.

Suggestion:

-Either set the ray gun ammo amount to 15, or increase the clip size to 20. I'd be for the latter, because damage wise it's a pistol version of the plasma rifle :P

Oh yeah, I raised the ammo count for that pickup right before uploading the build and forgot to update the text, doesn’t matter because ammo items will not be sold from that trader ( they’re there just to make them available in the demo)
User avatar
Batandy
"If it's not fun, why bother?"
 
Joined: 19 Jul 2011

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Captain J » Thu Aug 01, 2019 12:24 pm

I'm going to try the demo soon and tell you some thoughts and feedback afterwards. Again, you've done a great job making this demo and i surely can't wait for the completion. Glad i helped you as a playtester! :D
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby 3336655445 » Thu Aug 01, 2019 8:05 pm

GS3 can run on GZDoom 3.8.2a :D
3336655445
 
Joined: 24 Jul 2019
Location: Odessa
Discord: Счастливая трубка
Operating System: Other OS Not Listed Here
Graphics Processor: nVidia (Legacy GZDoom)

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Fairweather » Thu Aug 01, 2019 8:33 pm

I loved this so much I just HAD to make an account. It's quite funny though, since I had just finished Golden Souls 2 on Soaring Comet and was really hungry for more- and while gushing about it on Discord a friend posted that, just that exact hour, you'd posted a demo for #3!
Playing through it, I absolutely love what's been done with the concept. Especially some of the later scenarios had me wall jumping, long jumping and otherwise bounding around like a maniac with what are possibly some of the best FPS platformer controls i've played with. Gonna be honest I don't really have any feedback that isn't pedantic nitpicks that are probably already on the radar, just wanted to let you know that this little peek has already eclipsed my love for GS2. I love the move away from really arbitrary and basic platforming above death pits towards more a more grounded set of challenges on multi-layered and fleshed out island environments.
Cannot wait for this to fully release, I do miss Soaring Comet though <3
User avatar
Fairweather
 
Joined: 01 Aug 2019
Discord: fairweather#6969

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby King MagnaRool » Thu Aug 01, 2019 10:23 pm

I just played through the demo and... it's amazing. Now I do have a few complaints with the controls and such. the pistol's alt fire doesn't reload the gun which throws me off. the shotgun doesn't auto reload after ammo depletion like in the first 2 Golden Souls mods. longjumping throws me off because doomguy needs to be in crouch position to activate, which takes a few seconds from standing up. if there was a way to longjump with the combination of crouch key + jump key instead of needing to be in crouch position it would be greatly appreciated. but overall, I really enjoyed my time with this demo. thank you for making these projects, I can't wait to see what the final product looks like!
King MagnaRool
 
Joined: 30 Dec 2018
Discord: Dead MagnaRool#0746

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Spram » Thu Aug 01, 2019 11:16 pm

I played the demo and finished all the quests
Spoiler:


The hub area looks great. Reminds me of Traverse Town in Kingdom Hearts and that's a good thing. I liked that place.

Review of the first level (Spoilers so I don't ruin it for everyone else):
Spoiler:


So thanks for the demo! I can't wait to play the rest of the game.
Spram
 
Joined: 01 Aug 2019
Operating System: Windows XP

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby thedeathrunner123 » Fri Aug 02, 2019 9:29 am

the long jump feels a little finicky to me. some times it works others it doesn't.
User avatar
thedeathrunner123
Slowly helping with the demon infestation.
 
Joined: 18 May 2018
Location: Somewhere at the Gates of Hell
Discord: thedeathrunner123#1366
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Batandy » Fri Aug 02, 2019 12:54 pm

Fairweather wrote:I loved this so much I just HAD to make an account. It's quite funny though, since I had just finished Golden Souls 2 on Soaring Comet and was really hungry for more- and while gushing about it on Discord a friend posted that, just that exact hour, you'd posted a demo for #3!
Playing through it, I absolutely love what's been done with the concept. Especially some of the later scenarios had me wall jumping, long jumping and otherwise bounding around like a maniac with what are possibly some of the best FPS platformer controls i've played with. Gonna be honest I don't really have any feedback that isn't pedantic nitpicks that are probably already on the radar, just wanted to let you know that this little peek has already eclipsed my love for GS2. I love the move away from really arbitrary and basic platforming above death pits towards more a more grounded set of challenges on multi-layered and fleshed out island environments.
Cannot wait for this to fully release, I do miss Soaring Comet though <3


Really appreciate it! Wanting to mess even more with platformer mechanics (and also a full fledged mission structure) is the reason why I decided to work on a sequel!

3336655445 wrote:GS3 can run on GZDoom 3.8.2a :D

I'm glad it does! Though I can't guarantee support in the longrun, especially if i'll keep up with other new Gzdoom additions. (I'm kinda eyeing that sprite offset thing at the moment).
Shaders might not work correctly already on your version, not sure though because I haven't tested it.

King MagnaRool wrote:I just played through the demo and... it's amazing. Now I do have a few complaints with the controls and such. the pistol's alt fire doesn't reload the gun which throws me off. the shotgun doesn't auto reload after ammo depletion like in the first 2 Golden Souls mods.


Thank you very much, and yes, don't worry, weapon behavior will be consistent across the entire loadout, once i'll put the Assault Rifle in I'll rework certain aspects of the previous weps.

King MagnaRool wrote: longjumping throws me off because doomguy needs to be in crouch position to activate, which takes a few seconds from standing up. if there was a way to longjump with the combination of crouch key + jump key instead of needing to be in crouch position it would be greatly appreciated. but overall, I really enjoyed my time with this demo. thank you for making these projects, I can't wait to see what the final product looks like!

thedeathrunner123 wrote:the long jump feels a little finicky to me. some times it works others it doesn't.


You gotta hold ctrl first and then jump, as the tutorial says, you can stack multiple longjumps by keeping the crouch key pressed (just tap space as soon as you hit the ground again).
Having to fully crouch before performing a longjump is a spam prevention mechanic, since in previous build you could just longjump by holding those keys, and the player would basically drift through rooms like in a Mario 64 speedrun, while fun it was pretty unbalanced, trust me.
User avatar
Batandy
"If it's not fun, why bother?"
 
Joined: 19 Jul 2011

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Korell » Fri Aug 02, 2019 4:20 pm

Batandy wrote:You gotta hold ctrl first and then jump, as the tutorial says, you can stack multiple longjumps by keeping the crouch key pressed (just tap space as soon as you hit the ground again).
Having to fully crouch before performing a longjump is a spam prevention mechanic, since in previous build you could just longjump by holding those keys, and the player would basically drift through rooms like in a Mario 64 speedrun, while fun it was pretty unbalanced, trust me.


I have to say, the longjumping caught me out too. The tutorial says to press crouch and jump together (which I understand as being pressed at the same time), which I tried doing and it made no difference. Only when I crouched first did I notice that it caused the longjump to happen. Maybe a better description on how it works in the tutorial would help?
User avatar
Korell
 
Joined: 28 May 2017

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby TDRR » Fri Aug 02, 2019 11:46 pm

Wow i'm suprised i didn't notice this before, looks awesome!

Man i can't wait to download and pla-
Batandy wrote:GZDoom v4.1.3 or newer only!

...Oh well i guess it works at least. Let's play at 5fps, it will be nice to explor-
Batandy wrote:Minimum:
CPU: AMD FX 8320
GPU: Nvidia GTX 760
Ram: 8 GB DDR3

...Watching the videos will be fun at least!

EDIT: I gave it a shot anyways, not really expecting any playable framerates at all. However, using LZDoom 3.82, software mode, wall cull distance set to 1000 and sprite cull to 2500 i got more than 30fps on average and everything seems to play fine (relatively speaking). The only large framerate drop is that touching a checkpoint completely and utterly destroys the framerate to around 3 seconds per frame, but only if i touch it after having activated the checkpoint. If you could take a quick look into what's causing that, i would greatly appreciate it.

Specs:
CPU: Intel Celeron N2805
GPU: Intel HD 3000
RAM: 2GB DDR3
Last edited by TDRR on Sat Aug 03, 2019 12:53 am, edited 1 time in total.
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Batandy » Sat Aug 03, 2019 12:23 am

TDRR wrote:Wow i'm suprised i didn't notice this before, looks awesome!

Man i can't wait to download and pla-
Batandy wrote:GZDoom v4.1.3 or newer only!

...Oh well i guess it works at least. Let's play at 5fps, it will be nice to explor-
Batandy wrote:Minimum:
CPU: AMD FX 8320
GPU: Nvidia GTX 760
Ram: 8 GB DDR3

...Watching the videos will be fun at least!

Man, just because it’s Doom it doesn’t mean it’s not a modern game. I tend to support all the latest features and also like to work with big maps which are very cpu intensive, besides, it’s not like i’ve put a Ryzen 3000 as the minimum settings, those are from a 5 year old build.
Still, keep in mind that those settings are the recommended minimum settings for a good framerate, but some people managed to play this on laptops.
User avatar
Batandy
"If it's not fun, why bother?"
 
Joined: 19 Jul 2011

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby TDRR » Sat Aug 03, 2019 12:56 am

Batandy wrote:
TDRR wrote:Wow i'm suprised i didn't notice this before, looks awesome!

Man i can't wait to download and pla-
Batandy wrote:GZDoom v4.1.3 or newer only!

...Oh well i guess it works at least. Let's play at 5fps, it will be nice to explor-
Batandy wrote:Minimum:
CPU: AMD FX 8320
GPU: Nvidia GTX 760
Ram: 8 GB DDR3

...Watching the videos will be fun at least!

Man, just because it’s Doom it doesn’t mean it’s not a modern game. I tend to support all the latest features and also like to work with big maps which are very cpu intensive, besides, it’s not like i’ve put a Ryzen 3000 as the minimum settings, those are from a 5 year old build.
Still, keep in mind that those settings are the recommended minimum settings for a good framerate, but some people managed to play this on laptops.


It was actually mostly a joke post because i know that my PC is just utter garbage that shouldn't run modern Doom mods. But after trying it, i actually found out it was quite playable but there's an issue with the checkpoints. Now, this isn't a demand and if you really don't care enough to help out a guy with slow and aging hardware, that's fine and perfectly understandable. Just wanted to let you know about the issue.

Specifically:
TDRR wrote:EDIT: I gave it a shot anyways, not really expecting any playable framerates at all. However, using LZDoom 3.82, software mode, wall cull distance set to 1000 and sprite cull to 2500 i got more than 30fps on average and everything seems to play fine (relatively speaking). The only large framerate drop is that touching a checkpoint completely and utterly destroys the framerate to around 3 seconds per frame, but only if i touch it after having activated the checkpoint. If you could take a quick look into what's causing that, i would greatly appreciate it.

Specs:
CPU: Intel Celeron N2805
GPU: Intel HD 3000
RAM: 2GB DDR3
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: Doom: The Golden Souls 3 - Demo 1 OUT!

Postby Batandy » Sat Aug 03, 2019 1:08 pm

TDRR wrote:
TDRR wrote:EDIT: I gave it a shot anyways, not really expecting any playable framerates at all. However, using LZDoom 3.82, software mode, wall cull distance set to 1000 and sprite cull to 2500 i got more than 30fps on average and everything seems to play fine (relatively speaking). The only large framerate drop is that touching a checkpoint completely and utterly destroys the framerate to around 3 seconds per frame, but only if i touch it after having activated the checkpoint. If you could take a quick look into what's causing that, i would greatly appreciate it.

Specs:
CPU: Intel Celeron N2805
GPU: Intel HD 3000
RAM: 2GB DDR3


I'm really sorry, I don't want to be rude but I don't really work with older builds and especially Gzdoom forks, to be quite honest it's already a miracle that it runs there in software.
Try to disable checkpoint saves (Options > Golden Souls 3 Options) and see if something changes.
User avatar
Batandy
"If it's not fun, why bother?"
 
Joined: 19 Jul 2011

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Somagu, TweetMeme [Bot] and 15 guests