Doom Enhanced v1.1 - Test before I newstuff it!

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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Cutmanmike » Thu Aug 28, 2008 3:51 am

Demon eclipse of course! (The monster wad)
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Captain Proof » Thu Aug 28, 2008 9:52 am

Should do something like Beautiful Doom and smooth out the animations for the guns and some blood squirtage.
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Unknown_Assassin » Fri Aug 29, 2008 2:40 am

Kinsie wrote:Eriance has some sweet gib frames for the knights, demon and revenant.


Wait, I thought Kinsie already used Eriance's Demon XDeath. Also, what about the Cacodemon XDeath? Would the Cacodemon XDeath become a ball of explosion like the one in Zero Tolerance?
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby phi108 » Fri Aug 29, 2008 1:08 pm

I have one more small thing If you're interested. I made alternate death animations of the shotgunguy falling forward but not grabbing his throat. I think it was in the last altanim.wad I posted a while ago. I think there are about 3-4 modified frames that work in between the beginning and ending frames of the current falling forward death. It's somewhere in the wad below.
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Rachael » Fri Aug 29, 2008 7:20 pm

Not a bad mod, it makes Doom a little more realistic. Yeah, I do think there's a lot of blood and gore, but in reality, it's probably what would actually happen if you really clobbered a monster. :) To me, it's just a lot of red pixels on my screen.
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Tenement Funster » Thu Sep 04, 2008 1:35 am

Captain Proof wrote:Should do something like Beautiful Doom and smooth out the animations for the guns and some blood squirtage.


This, a thousand times this. I'd be in heaven if I could get the weapons and blood spurts of Beautiful Doom and the everything else from Doom Enhanced.

I played a good bit of online Co-op Survival games with two friends using Doom Enhanced through Skulltag. On the larger levels with lots of monsters, the wad causes everyone (except me, the host) to get severe lag until they start dropping out due to missed packets. This was also the case with Beautiful Doom, when I tried that one. This would probably be pretty slick in DM and whatnot, since there's less to put a strain on the server, but I rarely ever play them.

Absolutely awesome offline wad though.
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Eisenfaust1986 » Thu Sep 11, 2008 1:36 am

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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby .+:icytux:+. » Thu Sep 11, 2008 7:10 am

in the Alt-Death wad. i contributed a alternate Archvile death. i think it was rather good. use it pl0x :P
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby CaptainToenail » Thu Sep 11, 2008 10:36 am

I played a good bit of online Co-op Survival games with two friends using Doom Enhanced through Skulltag. On the larger levels with lots of monsters, the wad causes everyone (except me, the host) to get severe lag until they start dropping out due to missed packets. This was also the case with Beautiful Doom, when I tried that one. This would probably be pretty slick in DM and whatnot, since there's less to put a strain on the server, but I rarely ever play them.


A_SpawnItemEx flag 128 anyone?
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Re: Doom Enhanced v1.1 - Test before I newstuff it!

Postby Kinsie » Thu Sep 11, 2008 10:45 am

CaptainToenail wrote:A_SpawnItemEx flag 128 anyone?
The gibbers already use it. I suspect it's footsteps and torch flares that are causing it.
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