ShinyCrobat wrote:Tried it out. It's pretty great! The Cacodemon death was a treat I wasn't expecting. I do have some nit picks though.
Put them in order of "What I want fixed the most" to "Nitpick".
- The stretching of the Chain Gun sprite isn't very pretty. It probably doesn't look as bad with the filter, but I prefer my pixels to be crisp.
- The Super Shotgun's firing sound is WEAK compared to the new normal Shotgun sound. It doesn't really feel right that the SUPER Shotgun pales in comparison to the Pump Action.
- An option to disable the bigger pick up sprites would be nice.
- This is a completely personal nit pick, but I prefer Doom Guy to hold his pistol with his left hand. I understand why this isn't the case though.
That's all that comes to my mind right now. Could possibly be forgetting something but these are what stuck.
I'll work on the chaingun. Try to bring the sprite to original. You're right, it doesn't look that great (although I actually fixed it a little compared to 5.3).
I fixed the SSG sound in new version.
HD sprites are now in a separate wad. Found out how to do that properly.
I actually put Doomguy's pistol in the right hand because, well... because I wanted to bring something personal in the mod, because I wanted the player to see immediately that something is different but not entirely. It's kind of a symbol of the mod itself: it all works the same and looks almost entirely the same but just a little bit different. Plus it also always bothered me that he holds pistol in the left hand yet the shotgun and plasmagun grips are right-handed.
Zhs2 wrote:
- Those airbrushed, hi-def pickup sprites... Eh. To give them some credit, they don't look ugly until you get really close. In any case, I personally don't really prefer them to the original sprites (or any edits that still look like Doom sprites, really!)
- I feel like every other zombie's head falls off when shot. It's an amusing death, but almost as if your enemies are constitutionally piñatas and all of your bullets are baseball bats.
- The super shotgun's altfire no longer has the same punch it used to have, due to the fact that the general firing noise has been greatly dampened so as to account for the dual-firing mode. I understand the old method cracked people's ears in half, but this way reduces the feel of actually firing the barrel of a gun! My suggestion is to have the original noise play when either barrel is fired, and when both are fired play both the original noise and this new, dampened noise in sequence, so as to still lend flavor to both attacks without being overtly annoying.
- The BFG's ball shrinks away to nothing before creating that end explosion, which looks hilariously embarrassing for a weapon of its caliber. I'd say reduce that shrinking effect!
Well, as of sprites and SSG sound see above.
You're sort of right about the decapitation death, yes. It requires quite a lot of testing before fiding the right value to set it to. I'll work on it a little more. In essense the original idea was that this should happen when something exploded close to the enemy but not close enough to gib them. A close explosion should be rewarded with gore, even if not gibbing. But it really does happen to often.
I think I know what to do with the BFG ball thanks to some new functions. Thanks for the feedback!
UPD: decapitation and BFGball are fixed, see version 6.0.5.1
Zhs2 wrote:The keycards do indeed work now as intended. Thanks! The only other problem is that defining them as new base keys gives you both the old and new keys whenever you do a give all.
Yeah, I noticed that. I didn't think I could fix it and didn't bother as it wasn't really an issue, but it turns out it can be fixed. So it is now
UPD: turns out it can't be done. If I fix LOCKDEFS so that new keys aren't defined, for some reason some locked doors don't open even though Species property is properly specified. I guess we'll have to live with double keys when cheating.
wpninja wrote:About time you uploaded this mod to Zdoom forums, you should be ashamed for waiting soo long, JK lol. I have been playing this mod for a few years and its one of my top faves, probably like it even more than smooth doom. I am surprised there have been soo many changes to it since BDoom_53. Was quite a nice surprise
Thanks
I'm ashamed, yes
But unfortunately I haven't good that much time for hobbies now. In fact I started working on it mostly because I didn't have any job orders for almost three weeks.
On the other hand, while I waited so many new features appeared in ZDoom that I was able to implement lots of stuff more efficiently.
Well, check out new version. It hasn't got all, but some nice things are there.
VERSION 6.0.5
* HD and hires sprites are now in a separate Bdoom_HDsprites.wad. Those who do not like the new sprites can simply not use the wad. Those who like everything can just load the whole BDoom_60.zip as usual
* SSG main fire sound is not cut off by reload sound anymore
* SSG alt.fire sound is not quiet anymore
* Fixed a few missing GL-lights definitions
* EvilEye code looks slightly different
UPD:
I fixed the BFG ball and too frequent decapitation death in zombies as requested above. Check out 6.0.5.1.