doom3 experience mod relase zdoom 2.20 (wip: gzdoom version)

Projects that alter game functions but do not include new maps belong here.
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: doom3 experience mod relase

Postby DOOMERO-21 » Thu Sep 17, 2009 3:08 pm

Chronos wrote:DOOMERO i find much of bugs
First add +NOALERT flag to punches))
Then you should do something with how weapons alert monsters that's the lag problem weapon shoot makes EVERY monster on map enter see state even my PC lag.If i don't mistaked flashlight is bobbing you should remove it if you dont want light corona to move outside flashlight.
And what about change to GZDoom/Skulltag rails?You done what i see to 200% of zdoom possibilities but thats pallete is really stop you from great-looking weapons you should switch to GZDoom.
As i can see you changed blue from pallete to green)And another bug is that plasmagun shoots plasma balls in black square you should fix this.
That's all for physical bugs.No about monsters.First there see sounds are really something you should change it somehow cause they speak it too fast and too much don't know about others but i dont like they out loud speech with steps you should lower volume of sounds or change them.Next is AI behavior.Don't know if it was exatly like this in doom3 but you make monsters too fast too overpowered and shooting guns like they have chaingun.To balance this i recommend fix their power or fix their weapon speed that should make them easy a bit.
As i said this is great done and this is 200% of zdoom possibilities but i would like to see it in GZDoom-like port :)


for gzdoom impossible, i tried but the wad is crashed...monsters fasted? this is not like the classic doom monsters, slows and donkeys...i increase the speed becuase i added the soulcube and artifact for make more balanced, artifact make more slow the monsters, soulcube kill all......to compense so easily kill the monsters with those weapons....well, this mod is not for play classic doom wads..is for make special maps with that.....
i will considered about the fists, the flashlight too, i will put a bob for the ilumination....about the pallete is for the plasmagun, in doom3 is cian, i converted the blue to cian color.....
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby DBThanatos » Sun Sep 20, 2009 12:44 pm

I seriously recommend using png with transparency for the death sequence of the monsters. Even with additive translucency, the black box is still visible. Same goes for any graphics that still are in a black box.
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: doom3 experience mod relase

Postby Pisstepank » Sun Sep 20, 2009 2:11 pm

well, this mod is really nice made, i have to say i very like the hud and the detail that a weapon image is showing on your screen when you take it , just like doom 3. very nice mod ! really !
but i even tried with my most powerful conputer i have iin my house but damn ! this wad require a very powerful computer ! it lag too much and i can't play it! :nope:
User avatar
Pisstepank
Yo
 
Joined: 17 Jun 2009
Location: France

Re: doom3 experience mod relase

Postby Chronos » Sun Sep 20, 2009 3:20 pm

Pisstepank thats bug dont cause of power of computer and i got it only on 2 level of doom2(few others too when all monsters on map go to see state).I believe doomero should fix it i looked at wad but there is so much of scripts and text in decorate that i should leave this job to doomero :D Probably something with monsters behavior is wrong or weapon alert is too much.By the way doomero you have to make some barrels and boxes to hit monsters with them via grabber it should be interesting.And doomero try making this mod to gzdoom at all costs.Zdoom is really reduce fun of this mod while gzdoom effects should fit very good.
User avatar
Chronos
 
Joined: 30 Dec 2008
Location: Somewhere in your nightmare...

Re: doom3 experience mod relase

Postby DOOMERO-21 » Sun Sep 20, 2009 6:29 pm

the problem is not the monster, with "deaf" cant jump to "see", the problem are the huds, i put continuous restart when load some huds like, the baker´s helmet, or the hud for the weapons (the right side) that cause the lag.....well i not have that problem but i saw people with that trouble, the solution is change some scripts....
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby Project Dark Fox » Sun Sep 20, 2009 11:44 pm

I know it says in the Readme that you need 2.2.0, but you really need to try to get this to run for the current version.
User avatar
Project Dark Fox
Married Furry Anxiety Bucket
 
Joined: 15 Jul 2005
Location: Louisville, KY USA
Twitch ID: ProjectDarkFox
Operating System: Windows 10/8.1/8 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: doom3 experience mod relase

Postby DOOMERO-21 » Mon Sep 21, 2009 11:21 am

Project Dark Fox wrote:I know it says in the Readme that you need 2.2.0, but you really need to try to get this to run for the current version.

look, the hirestex code have more of 10000 lines, oviusly i start this when zdoom 2.20 was relased, now change to zdoom 2.3.1 with now the lump hirestex called "textures" with the new code, i think that code are more complex and need more than 10000 lines....define each frame again with the new code is a little tired....
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby XutaWoo » Mon Sep 21, 2009 3:16 pm

So you don't want people to play this. Gotcha.
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Re: doom3 experience mod relase

Postby Enjay » Mon Sep 21, 2009 3:21 pm

I have to admit, it's the lack of compatibility with newer versions that puts me off this too. I have unpacked it a few times to give it a go and, frankly, having to copy an IWAD to the unpack directory, then setup all my preferences every time is a pain in the neck and has been enough a few times for me to think "nah, I'll not bother". If it just ran "out of the box" with current versions of Zdoom or GZdoom, then it would be a lot easier and I would fire it up for a bit of fun a lot more.

Seriously, I know that it's a lot of work but this is a potentially very good mod and it would be a shame to restrict it to an older version in the way that you have and, thereby, severely restrict the number of people who are going to play, and replay, it.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: doom3 experience mod relase

Postby DOOMERO-21 » Mon Sep 21, 2009 3:45 pm

Enjay wrote:I have to admit, it's the lack of compatibility with newer versions that puts me off this too. I have unpacked it a few times to give it a go and, frankly, having to copy an IWAD to the unpack directory, then setup all my preferences every time is a pain in the neck and has been enough a few times for me to think "nah, I'll not bother".

Seriously, I know that it's a lot of work but this is a potentially very good mod and it would be a shame to restrict it to an older version in the way that you have and, thereby, severely restrict the number of people who are going to play, and replay, it.


well is not my fault change so brutally the hirestex code, i know the zdoom 2.3 have good aditions, for example the flag notimefreeze, this will be very necesary for the artifact, in a fact the plasmagun ball, the rockets, or the bfg ball need to be not affected by the artifact...or the flag infighting, well i use a dehacked patch for evade monster attack others...well i was thinking make a version for 2.3.1 but i really need more time, becuase i need to change all the hirestex and start again define the frames...but 1 favor..."not change again the texture lump codes"
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby HomebrewNoob11 » Mon Sep 21, 2009 4:13 pm

THE GRABBER?!?!
HOLY CRAP, OMFG!!!!1!!!!1!!!1!!!!2!!!

What's the grabber?
I know it's something from RoE, but what does it do? Also, does this have the artifact? :?
User avatar
HomebrewNoob11
 
Joined: 21 Sep 2009

Re: doom3 experience mod relase

Postby DOOMERO-21 » Mon Sep 21, 2009 4:17 pm

HomebrewNoob11 wrote:THE GRABBER?!?!
HOLY CRAP, OMFG!!!!1!!!!1!!!1!!!!2!!!

What's the grabber?
I know it's something from RoE, but what does it do? Also, does this have the artifact? :?



the grabber is like the gravity gun from half life 2, but this have more uses, can move the objetcs and return the monsters´s fireballs, the damage of the return is 10 times more strong, so you can kill any monster with his own fireball...and yes, appear on resurrection of evil, and the artifact is avaible too, only can be used by "phobos" and have the same qualities from the original...
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby HomebrewNoob11 » Mon Sep 21, 2009 5:38 pm

Ah. I tried it out and I can't SEE the weapons and some frames flicker on and off.

I'm using Skulltag, so...
User avatar
HomebrewNoob11
 
Joined: 21 Sep 2009

Re: doom3 experience mod relase

Postby DOOMERO-21 » Mon Sep 21, 2009 5:52 pm

for some reazon i added the zdoom 2.20 into the foldier....and doesnt work on skulltag, that port cant support the sbarinfo.
User avatar
DOOMERO-21
 
Joined: 03 Jan 2008
Location: Chile

Re: doom3 experience mod relase

Postby Captain Proof » Tue Sep 22, 2009 2:24 pm

I've been playing the hell out of this.I actually jumped a couple of times when a demon comes charging out of a pitch black room lol.It's great!

I still hate the Chaingunners though.OMG I hate them with a passion!

I would like to make a suggestion that maybe you should take the Constant Light amp from Baker and let his special weapon be the grabber.
User avatar
Captain Proof
Yeah, I am as sleazy as this avatar looks
 
Joined: 27 Aug 2008
Location: Henderson

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 7 guests