DOOM: Revisions - Beta 1.0 *hotfix!*

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Zombieguy
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DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

Image

Please note:
This is a compilation of various fixes, tweaks, and perhaps "improvements". Everything was rigged, and compiled by me. The list of all of the awesome
people who are responsible for code donations, and sprite donations are down below in the "credit" section.


.About - DOOM: Revisions...
DOOM: Revisions' goal is to add improvements and fixes to the classic video game, developed and published by id Software, - DOOM.

.Features...
.Nearly all weapons contain reload functions.
.All monster's "Crush" states have been corrected, and improved.
.By using the Alt-Fire key, the player can now shoot both barrels of the Super-Shotgun.
.DoomGuy no longer punches with only his left hand, DoomGuy now uses both fists to fight the demons!
.Fists now have gloves.
.Brightmaps.
.Shell casings.
.Corrected the blood colors for - Baron of Hell, Hell Knight, and Cacodemon.
.Shootable decor, corpses, and health bonuses.
.Fancy lights for OpenGL users.
.Dynamic shadows for OpenGL users (currently incomplete).
.Alternate deaths.
.Fancy Shotgun, Super-Shotgun, Chainsaw, and BFG offsets for smoother animations.
.Footstep sound effects.
.Smooth, animated liquid textures.
.Shotgun pellets now deal more damage.
.Shotgun pellets no longer spawn in a straight line.
.Fists now have an alternate fire: kick the demons in the face!
.Fists no longer alert monsters.
.Added blood pools once the blood actors hit the ground.
.Wolfenstein SS now has correct sounds.
.Wolfenstein SS now drops the (useable) machinegun from Wolfenstein 3D!
.Hit-box for the Spider Mastermind.
.Additional fixes.
.And more.

.Features to come...
.New death sequences.
.Arachnotron/Hit-boxes.
.Misc. enhancements.
.Shootable trees.
.And more.

.Extra *planned* features...
.Player sprite change upon weapon switch.

.Screenshots...
Spoiler: Screenshots
.Downloads...
Image

.Changelog...
Spoiler: Beta 1.0 hotfix
.Feedback is welcome!
.Any suggestions? Let me know!
.Want your stuff in the mod? Send me a PM along with your work for consideration!
.Any bugs? Let me know!
.Like it? Hate it? Either way, let me know!
.Think you can help? See the "Help..." section!

.Optional Add-ons...
Perkristian's high quality DOOM SFX.

.Help...
Spoiler: Incomplete Tasks
.Known bugs...
.Only one I've found is a skull floating and spinning in the air.

.CREDIT:
Spoiler: Special thanks to...
Last edited by Zombieguy on Fri Nov 30, 2012 6:52 am, edited 2 times in total.
Warhawk
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Re: DOOM: Revisions - Beta 1.0

Post by Warhawk »

I like! But SSG has infinite ammo.
Blue Shadow
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Re: DOOM: Revisions - Beta 1.0

Post by Blue Shadow »

Zombieguy wrote:Shootable decor, corpses, and health bonuses.
Why would one want to shoot health bonuses? :P
Zombieguy
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Re: DOOM: Revisions - Beta 1.0

Post by Zombieguy »

Warhawk wrote:I like! But SSG has infinite ammo.
Really? Let me check that out.

EDIT: Hotfix uploaded, thanks for reporting that!
Blue Shadow wrote:
Zombieguy wrote:Shootable decor, corpses, and health bonuses.
Why would one want to shoot health bonuses? :P
I made them shootable because they're made of this very fragile material we call - glass. ;)
And while Enjay was beta testing he told me he loved to shoot them, and that they had a satisfying sound.
Blue Shadow
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Blue Shadow »

Zombieguy wrote:I made them shootable because they're made of this very fragile material we call - glass. ;)
They're more useful being picked up for 1 point bonus health than shot and wasted.
And while Enjay was beta testing he told me he loved to shoot them, and that they had a satisfying sound.
You listen to Enjay too much. :P
Zombieguy
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

Blue Shadow wrote:
Zombieguy wrote:I made them shootable because they're made of this very fragile material we call - glass. ;)
They're more useful being picked up for 1 point bonus health than shot and wasted.
Well I suppose you could say it's more of a challenge, then. Be careful! :)
Blue Shadow wrote:You listen to Enjay too much. :P
Is it really that bad? xD
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insightguy
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by insightguy »

Blue Shadow wrote:You listen to Enjay too much. :P
$50 says Enjay is gonna post in this thread soon.
Edward-san
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Edward-san »

Ugh I thought you were doing a new source port project (Revisions made me think about svn revisions) ... silly me :mrgreen:
insightguy wrote:$50 says Enjay is gonna post in this thread soon.
Betting the obvious, uh? :P
Zombieguy
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

Edward-san wrote:Ugh I thought you were doing a new source port project (Revisions made me think about svn revisions) ... silly me :mrgreen:
Heh, sorry if that's what you were hoping for. You won't be seeing a source port from me anytime soon. :)
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Matt
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Matt »

By using the Alt-Fire key, the player can now shoot only one barrel of the Super-Shotgun at a time.
ftfy. (Also, odd behaviour: if you shoot both, you automatically reload. If you shoot one barrel at a time, after the second shot you must hit (alt)fire again to reload. Why not make it consistent?)

Aggravations:
right-handed pistol boo hiss
proprietary rar archive
despite all other changes doomguy's eyes still on his tits
footsteps that sound like someone is following you
pistol one-shots former humans making them even more utterly pathetic
can gib with pistol but not berserk fist
weapons empty on pickup, a fact that cannot be anticipated before you shoot a pickup the first time
reload function not bound to +reload
arbitrarily replaced rocket sprite
reduced plasma rate of fire without anything to counteract that nerf (which is combined with the reload interrupt along with the "always twitch the gun back after firing" vanilla anti-feature, making the gun feel generally unreliable even if it may still remain comparable in dps to the chaingun)
arbitrarily replaced bfg sound, with a sound from star wars associated with a much less than bfg-level weapon

Mitigations:
love the new/restored Wolfenstein stuff.
everything "feels" like it fits together pretty well, reloading and footsteps notwithstanding.
the rocket sprite actually works pretty well - it's much, much easier to see and gauge distance.

Mystifications:
any particular reason why the player is slowed down?
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Enjay
 
 
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Enjay »

insightguy wrote:$50 says Enjay is gonna post in this thread soon.
I bet he isn't.

Owait! :shock:

Yeah, I really liked the satisfying little smash sound that the health bottles give when they are destroyed. IMO, it also adds another mini-challenge to the game: if you want to play for 100% items, you have to be careful to look after the health bottles to ensure that they aren't smashed before you pick them up. Of course, 1% health can be useful (especially as it can take you above 100) but I often don't bother with picking up a single bottle sitting on its own when I have a reasonable level of health and so shooting it gives me something else to do with it. :P
Blue Shadow wrote:You listen to Enjay too much. :P
There are some that might say listening to me at all is too much. :P



Nice to see this released. I'll grab the finalised version and play it soon.
Zombieguy
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

Vaecrius wrote:Stuff that I wasn't entirely aware of.
Thanks for the report! Some things are still incomplete. It's still in the beta stage. I wanted to get this out there so I could get to work on my bigger project. But I'll try to squeeze in some time to fix everything you just reported.
Vaecrius wrote:Mystifications:
any particular reason why the player is slowed down?
I slowed him down? :shock:

EDIT:
Vaecrius wrote:can gib with pistol but not berserk fist
I could've sworn I added the +NOEXTREMEDEATH flag on the bullet-puff actor. Anyway, I removed the ability to gib with your fist for reasons. Would you, or anyone else like it back in?

EDIT EDIT:
Vaecrius wrote:arbitrarily replaced bfg sound, with a sound from star wars associated with a much less than bfg-level weapon
I couldn't find another sound (but I actually liked it - *pew pew pew*). Do you have any?
Last edited by Zombieguy on Sat Dec 01, 2012 5:31 pm, edited 2 times in total.
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Matt
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Matt »

When I first loaded this last night for whatever reason I couldn't make the teleporter tower jump in Map15 without using the jump key. Now it's fine and I have no idea what happened. o_O

Anyway, after years and years of seeing the little mooks get gibbed by the berserk fist it looks very wrong to see them never do so now.

I don't even see why the BFG sound needs to be messed with in this mod.
Zombieguy
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

Vaecrius wrote:Anyway, after years and years of seeing the little mooks get gibbed by the berserk fist it looks very wrong to see them never do so now.
Will be added.
Vaecrius wrote:I don't even see why the BFG sound needs to be messed with in this mod.
.... Because, well... The BFG doesn't have a firing sound. It just uses the charge sounds, and the BFG Ball's See-Sound. And with all of those fancy offsets, it would look and sound very wrong if I used the vanilla sounds instead of actually adding an attack sound.
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FireHusky
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by FireHusky »

Mein liben! :thumb:

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