[*ALPHA 1.9.1*] QualityDoom - TweaksnFixes(Nov. 17 2013)

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[*ALPHA 1.9.1*] QualityDoom - TweaksnFixes(Nov. 17 2013)

Postby FireHusky » Sun Nov 25, 2012 5:34 pm

Image



The mod is supposed to make the gameplay better by my taste.

WARNING:
This mod is **almost done being** fresh. Expect uncommon miracles.


How was it born? Well, it started out with a simple possessing lost soul add-on, until I got to the fire. This is the result so far.


Pictures
Album http://imgur.com/Av24d&uNn6i#0

Videos

Spoiler: Timelaspe Video

Spoiler: QualityDoom Gameplay


Downloads

-------------------------------- HALT! WHAT IS INSIDE THE ADDONS FOLDER? ----------------------------------------
Everything that is made by me, except for some resources that are pretty obvious. :)
[*]FUSRODAH SHOUT

-------------------------------- DOWNLOADS ----------------------------------------

All the way @ at the bottom for latest download! The mirrors will always be mediafire, unless requested something else.

(=ALPHA 1.9.1=)

Older Versions

=ALPHA 1.9=
MEDIAFIRE ==== --> http://www.mediafire.com/?7kpsjzi4m9spqq9

=ALPHA 1.8=
MEDIAFIRE ==== --> http://www.mediafire.com/?lkeygyk0m8369k9

=ALPHA 1.7=
MEDIAFIRE ==== --> http://www.mediafire.com/download.php?0b8277okj51x7r1

Spoiler: More Previous Versions


----------------------------------------------------------------------------------------------------
Features:
Spoiler: Features in the Game



Bugs


(Do be aware I cannot keep track of every single bug)
Spoiler: Glitches and Bugs


|Image|
Last edited by FireHusky on Sun Nov 17, 2013 12:41 pm, edited 42 times in total.
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby amv2k9 » Sun Nov 25, 2012 6:25 pm

That's not how you link Youtube videos. If you read the Forum Rules (which you really should) it explains how to do that:

wildweasel, in the ZDoom Forum Rules, wrote:HOW TO USE YOUTUBE TAGS
By popular demand, ZDoom Forums can embed YouTube videos within your posts. There is a very specific way you must do this, however. First, copy the YouTube video URL. You can get this from your address bar or by clicking "Share" on the video's page and copying the URL. It should look like this:
Code: Select allExpand view
http://www.youtube.com/watch?v=jUQIDRu92QE

In your post, use a youtube tag and copy only the video ID - that is, only the characters to the right of watch?v=. An example of how that should look in your post:
Code: Select allExpand view
[youtube]jUQIDRu92QE[/youtube]


Anyways, I'll play the wad in a bit. Where the cake is the download link on this page.
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby Armaetus » Sun Nov 25, 2012 6:42 pm

Why not use DRDTeam's filespace or Mediafire instead of a file hosting service I've never heard of?
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby FireHusky » Sun Nov 25, 2012 7:12 pm

Mr. Chris wrote:Why not use DRDTeam's filespace or Mediafire instead of a file hosting service I've never heard of?


Added Mediafire to mirrors. Sorry.

amv2k9 wrote:That's not how you link Youtube videos. If you read the Forum Rules (which you really should) it explains how to do that:

wildweasel, in the ZDoom Forum Rules, wrote:HOW TO USE YOUTUBE TAGS
By popular demand, ZDoom Forums can embed YouTube videos within your posts. There is a very specific way you must do this, however. First, copy the YouTube video URL. You can get this from your address bar or by clicking "Share" on the video's page and copying the URL. It should look like this:
Code: Select allExpand view
http://www.youtube.com/watch?v=jUQIDRu92QE

In your post, use a youtube tag and copy only the video ID - that is, only the characters to the right of watch?v=. An example of how that should look in your post:
Code: Select allExpand view
[youtube]jUQIDRu92QE[/youtube]


Anyways, I'll play the wad in a bit. Where the cake is the download link on this page.


Thanks, added MediaFire link.


EDIT:
Limelinx link has been taken away
Last edited by FireHusky on Tue Nov 27, 2012 2:21 pm, edited 1 time in total.
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby Matt » Mon Nov 26, 2012 12:24 am

Interesting take. Just some thoughts because I've done similar things:
  • Lost soul needs to die (through A_Die) when it raises something so that the killcounts aren't messed up. (right now the lost soul and what it possesses both count as monsters and the LS doesn't count as killed after it disappears on possession.)
  • Black fire effect could use a bit more polish. Could also have a negative glow associated with it in GL.
  • This can superduperoverüberpower the pain elemental given that a single LS can raise anything from a former human to a baron. I don't know how to change this though many counterbalancing options are available.
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby FireHusky » Mon Nov 26, 2012 12:38 am

Vaecrius wrote:Interesting take. Just some thoughts because I've done similar things:
  • Lost soul needs to die (through A_Die) when it raises something so that the killcounts aren't messed up. (right now the lost soul and what it possesses both count as monsters and the LS doesn't count as killed after it disappears on possession.)
  • Black fire effect could use a bit more polish. Could also have a negative glow associated with it in GL.
  • This can superduperoverüberpower the pain elemental given that a single LS can raise anything from a former human to a baron. I don't know how to change this though many counterbalancing options are available.


Thanks. I'll put A_Die into the lost souls script. Also polishing the fire more, and I will maybe make the Pain Elemental like a suicidal bomber, but still spewing out Lost Souls?
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Re: [*ALPHA 1.0*] QualityDoom

Postby FireHusky » Tue Nov 27, 2012 12:06 pm

=!ALPHA 1.0!=
[*]Added Exploding PainElemental, not yet naturally ingame. (Summonname is PainyMental)
[*]Polished fire (black&white) and fire sounds now added, compatible with Ultimate Doom!
[*]Game now renders Lost Soul's body possession as a Kill. (Coder's Language: Added A_Die)

=Next Update Will Include=
[*] Alpha bobbing for all weapons

And thats it so far.


From Changelog.txt
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Re: [*ALPHA 1.0*] QualityDoom

Postby FireHusky » Tue Nov 27, 2012 2:20 pm

FireHusky wrote:
=!ALPHA 1.0!=
[*]Added Exploding PainElemental, not yet naturally ingame. (Summonname is PainyMental)
[*]Polished fire (black&white) and fire sounds now added, compatible with Ultimate Doom!
[*]Game now renders Lost Soul's body possession as a Kill. (Coder's Language: Added A_Die)

=Next Update Will Include=
[*] Alpha bobbing for all weapons

And thats it so far.


From Changelog.txt


Sorry, but DOUBLEUPDATE

=!ALPHA 1.1!=
[*]Replaced Map30 with... Some new design?
[*]All weapons bob, each with custom animations!
[*]Fist is now silent

=Next Update Will Include=
[*] Painymental (I need to figure out how I can replace Painymental with Painelemental, as Painelemental replaces Painelemental messes Painymental up)

And thats it so far...


From Changelog.txt
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby amv2k9 » Tue Nov 27, 2012 5:11 pm

Vaecrius wrote:... a single LS can raise anything from a former human to a baron. I don't know how to change this though many counterbalancing options are available.[
Inventory hack?
Have the Lost Soul give itself an item when it enters the resurrecting state, then if it has enough of the item, it causes a jump to a modified See state, where it gradually "cools down" by taking the item away, and doing A_Chase's w/o doing a resurrection search.
FireHusky wrote:(I need to figure out how I can replace Painymental with Painelemental, as Painelemental replaces Painelemental messes Painymental up)
How so?
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby FireHusky » Tue Nov 27, 2012 5:42 pm

amv2k9 wrote:
Vaecrius wrote:... a single LS can raise anything from a former human to a baron. I don't know how to change this though many counterbalancing options are available.[
Inventory hack?
Have the Lost Soul give itself an item when it enters the resurrecting state, then if it has enough of the item, it causes a jump to a modified See state, where it gradually "cools down" by taking the item away, and doing A_Chase's w/o doing a resurrection search.
FireHusky wrote:(I need to figure out how I can replace Painymental with Painelemental, as Painelemental replaces Painelemental messes Painymental up)
How so?

It gave the pain elemental a missle attack, but I found out how to fix it. It was so simple it was hard for me. never mind...
Actor blah replaces Painelemental
{
Stuff
}



EDIT:
I dont really see how the lost soul could give itself a item, since it is "dead" forever when possessing a body? But I could see a use for this for nerfing that is for a fiery guy we love that could rapidly arise enemies from the dead sucessfully.

Will update tommorow Delayed.
Last edited by FireHusky on Wed Nov 28, 2012 4:09 pm, edited 2 times in total.
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Re: [DEVELOPMENTPHASE 0.9] QualityDoom

Postby Matt » Wed Nov 28, 2012 2:07 am

amv2k9 wrote:Have the Lost Soul give itself an item when it enters the resurrecting state, then if it has enough of the item, it causes a jump to a modified See state, where it gradually "cools down" by taking the item away, and doing A_Chase's w/o doing a resurrection search.
The way the lost souls work now is that they "enter" a body, thereby disappearing from the map at the end of their heal state. For vanilla Doom 1 maps where LS's are usually paired with low-hitpoint mooks this doesn't make them overpowered at all, but this does mean the pain elemental becomes a flying archvile with remote-resurrect.

As for how a dead monster can be given an item, A_GiveInventory can be used on any actor on a map. (My own mod, for instance, calls A_GiveInventory to give a flag if a lesser monster is gibbed, and checks for that flag so it plays the correct animation when it's raised.)
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Re: [*ALPHA 1.2*] QualityDoom - Demon Painymental joins the

Postby FireHusky » Thu Nov 29, 2012 3:15 pm

I was too lazy to put alot of stuff in the changelog, only major noticeable features. Enjoy!
=!ALPHA 1.2!=
[*]Switched music from map30 to title screen, title screen music to map30
[*]Painymental added! (Permenetly replaces Painelemental, does not exist anymore)
[*]Added red fog on map30
[-]No proper ending for Map30 (bugged)
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Re: [*ALPHA 1.3*] QualityDoom - Broken Links Fixed! New Vers

Postby FireHusky » Fri Nov 30, 2012 7:06 pm

Sorry for the broken links guys! I made a new account and finally got the time to activate it! Won't happen again!
**All links have been fixed**

Oh, and here's the new update:
=!ALPHA 1.3!=
[*]New messages!
[*]Improved Zdoom Marine AI (R.I.P MarineFist and MarineBerserk. MarineBFG is in question...)
[*]What waits behind the wall?
[*]Warping liquid textures
[*-] Not sure if good or bad, but the marines flip out for a minute when they get hurt.
[-]Marine picks up and steals weapons from you, working on that)


Enjoy!

P.S: The Marine summons are the same as in ZDoom.
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Re: [*ALPHA 1.4*] QualityDoom - COMPUTER HUD?

Postby FireHusky » Sun Dec 02, 2012 5:27 pm

=!ALPHA 1.4!=
[*]NightFright's Smooth Animation mod! (Bobbing animations included)
[*]You start out with armor
[*]You start out with less ammo (but not too less)
[*]Separated my Map30 into an addon for people who liked the original version better!
[*]New Heads-Up Display ([OLD STLYE] Fullscreen only for now)


The Smooth animations mod readme is in its own folder!
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Re: [*ALPHA 1.5*] QualityDoom - DRAGONBORN in ADDONS?!

Postby FireHusky » Sun Dec 09, 2012 1:31 pm

No replies? :cry:
Anyway, update!
=!ALPHA 1.5!=
[*]Removed warping textures, looked funny
[*]Dynamic lights!
[*]Fixed hud, plus weapon picture
[*]Plasma pistol addon complete!
[*]In memory of skulltag... New addon! (All summons from skulltags are same, only for monsters and weapons, but enemies and weapons naturally appear)
[*]The dragonborn cometh in the addons! (Shout replaces armor bonus)
[-]MAP01 [IN ADDONS] becomes unplayable for now.


Also, Quality doom has its own titlescreen!
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