[Release] SD3TII (no updates 01/03/12)

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: SuperDoom3: Take II

Postby XutaWoo » Sat Oct 16, 2010 2:53 pm

Besides, that'd need a physics engine similar to Havok, which would REALLY screw stuff up, considering how odd DOOM's physics engine is.
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: SuperDoom3: Take II

Postby DBThanatos » Sat Oct 16, 2010 3:01 pm

printz wrote:Cool. Shouldn't the doors make Doom 3 sounds too?

Not really, since this mod is focused in monsters/weapons and the only environmental thing changed was the explosive barrel.

DOOMERO-21 wrote:looks great, i have a question well i noticed the gzdoom not support the change of the skin of the player when you change a weapon (but supported by skulltag) is really cool that feature is more real, well about this, the take II could be supported by skulltag or use some specific features of gzdoom??

Im not quite sure. I havent followed skulltag development at all. For what I see, the last version is 98c, which apparently is from July 11th; that's a quite big gap, considering this mod, I developed with the very latest SVN versions of GZDoom. Also, I kind of remember hearing skulltag was really behind with the features of (g)zdoom (not sure there); bottom line: I dont have a clue. I will try with 98c (unless there's a newer version somewhere) and if it doesn't crash, then I'll guess we're good.

Salad Viking wrote:Oh cool, this does a lot of things I did to my version. Use some brightmaps instead of full-bright sprites, though. And if you have some modeling software, I would suggest trying to get the real models in there instead of sprites. The music in that video is mega-cool, by the way

Hmm... honestly, I cant tell if any part of that is sarcasm, though the last part seems like :P
Still, about the fullbright: That's something I noticed too when I uploaded the video. There should be no full bright sprites since the "effect" is actually just a dynamic light, so, I have removed the fullbrights already. However, about the brightmaps, I dont know how to use them, since apparently my video card doesnt support whatever is needed for that. And about the models, Im much more of a code guy, and considering I made this mod in my spare time, I think Im fine with the sprites (that plus the fact I have zero experience working with models).
Finally, about the music, I do love it :D It's Akira Yamaoka, and that track is called "Flower Crown Of Poppy". I felt it somehow fitted the level. :P

Spleen wrote:Honestly, if you're worried about looks, I would worry about texture alignment before adding in any special effects. Look at the panel on the left of your first screenshot.

...OK?
Just for clarification, is not because of the hi res textures (as DOOMERO-21 mentioned), but the actual alignment of the textures on the map. This mod contains no maps at all.

Anyway, thanks a lot for the feedback guys, and let me hope the final product wont disappoint. :lol:
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: SuperDoom3: Take II

Postby Major Cooke » Sat Oct 16, 2010 7:41 pm

To clarify DBT about Skulltag... It's missing Zdoom's v2.4 on up. It's WAAAAAY too far behind, in my opinion. People keep saying to try and support wads for it more and more due to some fan boys constantly nitpicking at me through MSN, but I find it more and more difficult to do at the moment since it's lacking that much.

Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: SuperDoom3: Take II

Postby DOOMERO-21 » Sat Oct 16, 2010 8:52 pm

Major Cooke wrote:To clarify DBT about Skulltag... It's missing Zdoom's v2.4 on up. It's WAAAAAY too far behind, in my opinion. People keep saying to try and support wads for it more and more due to some fan boys constantly nitpicking at me through MSN, but I find it more and more difficult to do at the moment since it's lacking that much.

Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).


that explain why a_changevelocity doesnt work yet on skulltag.......................
User avatar
DOOMERO-21
 
Joined: 02 Jan 2008
Location: Chile

Re: SuperDoom3: Take II

Postby Sodaholic » Sat Oct 16, 2010 9:14 pm

About models, perhaps there should be a seperate file for that as an extra download.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: SuperDoom3: Take II

Postby printz » Sun Oct 17, 2010 1:02 am

Major Cooke wrote:Brightmaps are, shall I say, a very huge hassle to deal with... mainly because it can get frustrating trying to figure out how to work them for one (and I know how to work them).

Do GIMP filters exist to automate that process?
User avatar
printz
Eternity, Eureka and AutoDoom programmer
 
Joined: 26 Oct 2006
Location: Bucharest, Romania
Github ID: ioan-chera
Operating System: Windows 10/8.1/8/201x 64-bit

Re: SuperDoom3: Take II

Postby Salad Viking » Sun Oct 17, 2010 2:03 am

printz wrote:Do GIMP filters exist to automate that process?

It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.
User avatar
Salad Viking
There's too much blood in my sugar system.
 
Joined: 20 Apr 2010
Location: In high orbit

Re: SuperDoom3: Take II

Postby DBThanatos » Sun Oct 17, 2010 11:30 am

Sodahollic wrote:About models, perhaps there should be a seperate file for that as an extra download.

Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.

Salad Viking wrote:It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.

The brightmaps in this case wouldnt be practical. For the firing animations, I dont think any monster needs it, since none of them have sections of the sprites lightened due to the muzzle-flashes or similar. Where they could be helpful, would be on small stuff like bright eyes, but then, the issue would be that the amount of sprites per monster is quite big, and making brightmaps for each, would be too much.

@Cooke: I figured. I tried skulltag (the latest official version) and it crashed very pretty. Many, many warnings arose about unknown function "frandom", and unfortunately, I really, really need that one for many of the "particle" effects. Several other issues arose, but with that I confirmed this mod wont work in skulltag anytime soon.
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: SuperDoom3: Take II

Postby DOOMERO-21 » Sun Oct 17, 2010 11:41 am

ok, gzdoom is much better becuase when i play on skulltag appear a message about my low yeld if my virtual memory but nothing happen when i play on gzdoom and i play more smooth...
User avatar
DOOMERO-21
 
Joined: 02 Jan 2008
Location: Chile

Re: SuperDoom3: Take II

Postby Salad Viking » Sun Oct 17, 2010 12:05 pm

DBThanatos wrote:Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.

Uhh, everyone who has Doom 3 has the models. What did you think, the monsters were rendered with sprites? :P And you don't need any experience with models to use them in GZDoom. Just get a tool to convert them to .md3s and you're good. No work required! I don't expect you to do this, of course. It was just a suggestion.

DBThanatos wrote:The brightmaps in this case wouldnt be practical. For the firing animations, I dont think any monster needs it, since none of them have sections of the sprites lightened due to the muzzle-flashes or similar. Where they could be helpful, would be on small stuff like bright eyes, but then, the issue would be that the amount of sprites per monster is quite big, and making brightmaps for each, would be too much.

Well, if no monster is lit up when they shoot, then take off the fullbright on their firing frames. Sorry to say it, but it looks awful. Or at least bind some yellow dynamic lights to those frames so it looks a little better - in GL, at any rate. As far as making brightmaps for the glowing eyes, it's fine if you don't do that. Eyes don't really glow anyways.
User avatar
Salad Viking
There's too much blood in my sugar system.
 
Joined: 20 Apr 2010
Location: In high orbit

Re: SuperDoom3: Take II

Postby DBThanatos » Sun Oct 17, 2010 2:41 pm

Salad Viking wrote:
DBThanatos wrote:Sounds fine, but, who has the models in the 1st place? I dont think said models exist, and as I said before, I have zero experience working with models, and of course, I have no tools for that at all.

Uhh, everyone who has Doom 3 has the models. What did you think, the monsters were rendered with sprites? :P And you don't need any experience with models to use them in GZDoom. Just get a tool to convert them to .md3s and you're good. No work required! I don't expect you to do this, of course. It was just a suggestion.

Of course I meant models already processed for use in gzdoom. I might be wrong here, but I dont think it would be as easy as getting a converter that would leave models all ready for gzdoom; at least some processes would be needed, and that's where I have no idea at all what/how to do.

Salad Viking wrote:Well, if no monster is lit up when they shoot, then take off the fullbright on their firing frames. Sorry to say it, but it looks awful. Or at least bind some yellow dynamic lights to those frames so it looks a little better - in GL, at any rate. As far as making brightmaps for the glowing eyes, it's fine if you don't do that. Eyes don't really glow anyways.
Yes, as I said in my previous post, I got rid of the full bright, because it's been using dynamic lights all along. And the eyes do glow in doom3.
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: SuperDoom3: Take II

Postby DOOMERO-21 » Sun Oct 17, 2010 6:59 pm

thanatos exist a way to check if you use the supershotgun and you are so close to a monster the supershotgun is more efective killing with 1 shot? i remember on resurrection of evil you can kill with 1 shot a revenant or a archvile.
User avatar
DOOMERO-21
 
Joined: 02 Jan 2008
Location: Chile

Re: SuperDoom3: Take II

Postby Major Cooke » Mon Oct 18, 2010 7:18 am

Salad Viking wrote:
printz wrote:Do GIMP filters exist to automate that process?

It's called desaturate. Select the areas that you want to light up, desaturate, and raise the brightness and contrast. I make brightmaps for everything I do. Also note that brightmaps are optional. If you use the "disablefullbright" flag, then you can support both software and hardware.


Or if you want, black-and-white-ing the image works just as well in like photoshop.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: SuperDoom3: Take II

Postby juizzysquirt » Tue Oct 19, 2010 11:10 am

-Changed Flahslight and SoulCube function to pull out the last weapon used if the key is pressed again when the flashlight/cube is selected.


Could someone explain how this is achieved? I've been trying to figure this out for some other uses... viewtopic.php?f=3&t=21885&start=690#p527247
User avatar
juizzysquirt
 
Joined: 04 Jan 2009
Location: Knee-Deep in L.A. Meltdown

Re: SuperDoom3: Take II

Postby CrystalWolf » Tue Oct 19, 2010 11:42 am

DOOMERO-21 wrote:thanatos exist a way to check if you use the supershotgun and you are so close to a monster the supershotgun is more efective killing with 1 shot? i remember on resurrection of evil you can kill with 1 shot a revenant or a archvile.


A_JumpIfCloser
User avatar
CrystalWolf
dumb asshole
 
Joined: 05 May 2009
Location: New Orleans, LA

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Brohnesorge, Untitled and 21 guests