[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
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The Projects forums are only for 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.
The Projects forums are only for 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.
- LordKane1701
- Posts: 30
- Joined: Sat Apr 01, 2017 4:13 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Canada
Re: Doom Delta v1.0 - Evil has been unleashed!
Does this work with wadsmoosh?
- PlayerLin
- Posts: 581
- Joined: Sun Nov 11, 2007 4:20 am
- Graphics Processor: nVidia with Vulkan support
- Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.
- Contact:
Re: Doom Delta v1.0 - Evil has been unleashed!
Finally it released, and...nice trailer!
Reminder for those whose playing GZDooM with ALTHUD : The character select menu hates ALTHUD, if it enabled and it won't show the background and sprites of characters.
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Enable Bullet Casings when Chasecam ON will see weird funny thing, but since no player sprites for all 4 characters now(still shows Doomguy's if chasecam is on) so I guess it's not big-deal, just minor weirdness not affected gameplay.
Also, since kill enemies and found secrets does give points, are you considering about make some bonus reward for 100% completion? Just like those old-90s games with scoring system.
Reminder for those whose playing GZDooM with ALTHUD : The character select menu hates ALTHUD, if it enabled and it won't show the background and sprites of characters.
--
Enable Bullet Casings when Chasecam ON will see weird funny thing, but since no player sprites for all 4 characters now(still shows Doomguy's if chasecam is on) so I guess it's not big-deal, just minor weirdness not affected gameplay.
Also, since kill enemies and found secrets does give points, are you considering about make some bonus reward for 100% completion? Just like those old-90s games with scoring system.
- LordKane1701
- Posts: 30
- Joined: Sat Apr 01, 2017 4:13 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Canada
Re: Doom Delta v1.0 - Evil has been unleashed!
I noticed that keys dont show up on the minimap with the helmet hud at all, tried using the standard wads
- Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Doom Delta v1.0 - Evil has been unleashed!
I notice that the Machine Gun wasn't implemented in favor of the Press Release Beta-styled Chaingun.
While it isn't really a massive problem, you could conceivably implement it as closer to the Wolf3D machine gun; fire rate somewhere from 262-350 RPM (i've fiddled with such weapons in my own .pk3s before, they work quite well in concert with other stock Doom guns), highly increased accuracy, superior damage to the base rifle/chaingun.
While it isn't really a massive problem, you could conceivably implement it as closer to the Wolf3D machine gun; fire rate somewhere from 262-350 RPM (i've fiddled with such weapons in my own .pk3s before, they work quite well in concert with other stock Doom guns), highly increased accuracy, superior damage to the base rifle/chaingun.
- DrPyspy
- Posts: 278
- Joined: Sat Feb 21, 2015 7:35 pm
- Operating System Version (Optional): Windows XP Gangster Edition
- Location: Utah, USA
Re: Doom Delta v1.0 - Evil has been unleashed!
It should. If it suffers from the clusternum issue, it'll be fixed in the next release, which should be out soon.LordKane1701 wrote:Does this work with wadsmoosh?
Thanks for reminding me, I'll disable casings when chasecam is on. Also, with the original intermission screen in earlier versions, there was a reward for 100% completion of a level, but it had to be discarded for the final intermission system. I'm still looking for a way to bring it back, however.PlayerLin wrote: Enable Bullet Casings when Chasecam ON will see weird funny thing, but since no player sprites for all 4 characters now(still shows Doomguy's if chasecam is on) so I guess it's not big-deal, just minor weirdness not affected gameplay.
Also, since kill enemies and found secrets does give points, are you considering about make some bonus reward for 100% completion? Just like those old-90s games with scoring system.
That feature had to be sacrificed for the new minimap system. I'm not sure if I'll bring it back, as the keys being visible were supposed to compensate for the lack of an actual minimap.LordKane1701 wrote:I noticed that keys dont show up on the minimap with the helmet hud at all, tried using the standard wads
I can't recall who had the idea, but the machine gun is to adopt the behavior of the current chaingun, while the chaingun becomes a new weapon with slower initial firing speed that can build up to a faster firing speed than the original chaingun. It will spawn similarly to how the Plasma Rifle/Dark Claw and BFG 9000/Unmaker do, ex: Machine Gun/Chaingun.Retraux Squid wrote:I notice that the Machine Gun wasn't implemented in favor of the Press Release Beta-styled Chaingun.
While it isn't really a massive problem, you could conceivably implement it as closer to the Wolf3D machine gun; fire rate somewhere from 262-350 RPM (i've fiddled with such weapons in my own .pk3s before, they work quite well in concert with other stock Doom guns), highly increased accuracy, superior damage to the base rifle/chaingun.
- LordKane1701
- Posts: 30
- Joined: Sat Apr 01, 2017 4:13 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Canada
Re: Doom Delta v1.0 - Evil has been unleashed!
I tested it with wadsmoosh and so far it works just fine.DrPyspy wrote:It should. If it suffers from the clusternum issue, it'll be fixed in the next release, which should be out soon.LordKane1701 wrote:Does this work with wadsmoosh?
Thanks for reminding me, I'll disable casings when chasecam is on. Also, with the original intermission screen in earlier versions, there was a reward for 100% completion of a level, but it had to be discarded for the final intermission system. I'm still looking for a way to bring it back, however.PlayerLin wrote: Enable Bullet Casings when Chasecam ON will see weird funny thing, but since no player sprites for all 4 characters now(still shows Doomguy's if chasecam is on) so I guess it's not big-deal, just minor weirdness not affected gameplay.
Also, since kill enemies and found secrets does give points, are you considering about make some bonus reward for 100% completion? Just like those old-90s games with scoring system.
That feature had to be sacrificed for the new minimap system. I'm not sure if I'll bring it back, as the keys being visible were supposed to compensate for the lack of an actual minimap.LordKane1701 wrote:I noticed that keys dont show up on the minimap with the helmet hud at all, tried using the standard wads
I can't recall who had the idea, but the machine gun is to adopt the behavior of the current chaingun, while the chaingun becomes a new weapon with slower initial firing speed that can build up to a faster firing speed than the original chaingun. It will spawn similarly to how the Plasma Rifle/Dark Claw and BFG 9000/Unmaker do, ex: Machine Gun/Chaingun.Retraux Squid wrote:I notice that the Machine Gun wasn't implemented in favor of the Press Release Beta-styled Chaingun.
While it isn't really a massive problem, you could conceivably implement it as closer to the Wolf3D machine gun; fire rate somewhere from 262-350 RPM (i've fiddled with such weapons in my own .pk3s before, they work quite well in concert with other stock Doom guns), highly increased accuracy, superior damage to the base rifle/chaingun.
and okay on the minimap thing, its still awesome.
Overall I FUCKING LOVE THIS MOD.
Its replaced SmoothDoom for the time being.
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- Posts: 1145
- Joined: Mon Oct 05, 2015 8:37 am
Re: Doom Delta v1.1 - Evil has been unleashed!
Awesome!
However, I do not think the hyphen is necessary in "at close-range".
However, I do not think the hyphen is necessary in "at close-range".
Re: Doom Delta v1.1 - Evil has been unleashed!
This is a really fun idea and I love the character portraits, but damn that automap kills my framerate. I hope a later build has the option to switch it off so I can still use the rest of the cool delta hud.
Also Barrett is cute as hell. She's a main character in my first Doom novella, so naturally I keep playing as her. I gave her short hair too, coincidentally.
Also Barrett is cute as hell. She's a main character in my first Doom novella, so naturally I keep playing as her. I gave her short hair too, coincidentally.
Re: Doom Delta v1.1 - Evil has been unleashed!
Short hair makes a lot of sense for a soldier.
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- Posts: 1145
- Joined: Mon Oct 05, 2015 8:37 am
Re: Doom Delta v1.1 - Evil has been unleashed!
One thing I noticed when playing with the Status Bar HUD is that I no longer get any messages. Is that intentional?
Re: Doom Delta v1.1 - Evil has been unleashed!
Well yeah but it's usually a crew cut irl.Gez wrote:Short hair makes a lot of sense for a soldier.
Re: Doom Delta v1.1 - Evil has been unleashed!
Can't you just merge the rifle and bayonet into one weapon?
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- Posts: 1145
- Joined: Mon Oct 05, 2015 8:37 am
Re: Doom Delta v1.1 - Evil has been unleashed!
One thing I noticed when playing with the Status Bar HUD is that I no longer get any messages. Is that intentional?
Also, come to think of it, is Dimitri not a bit overpowered? I think it would make more sense for a tank character to have the worst accuracy, thus making him best suited for close combat where his superior resistance would come in handy. The opposite goes for Thi: since she is the most fragile, she should have the best accuracy so she does not have to expose herself too much.
Also, come to think of it, is Dimitri not a bit overpowered? I think it would make more sense for a tank character to have the worst accuracy, thus making him best suited for close combat where his superior resistance would come in handy. The opposite goes for Thi: since she is the most fragile, she should have the best accuracy so she does not have to expose herself too much.
Re: Doom Delta v1.1 - Evil has been unleashed!
The way I see it, a faster character is probably not one that's likely to aim as efficiently as they run-and-gun with presumable hipfiring, while the more tank-like durable character that is slower has a bit more of a liberty to pick their shots out for dealing with threats efficiently.