Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Fri Dec 07, 2018 7:53 am
by hybridial
DavidN wrote:I also found someone describing it as "a spiteful attempt to "clean up" Brutal Doom by tearing out about half the stuff and tossing themselves off over how much better they think they are" and was ready to get all offended about it but then realized that that description is 100% accurate, and have put it at the top of the site as a ringing endorsement.
Truly inspirational.
I definitely need to aspire to even being half as savage in life.
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Fri Dec 07, 2018 6:15 pm
by Matt
TOSS AND TEAR
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Fri Dec 07, 2018 9:18 pm
by Samarai1000
Trying out the release candidate, this mod has come a long way and I'm happy to see it in a fully playable state! I have some stupid nitpicks in the spoiler below.
Spoiler:
-I didn't even realize the mod has custom options until I checked the Menudef file. Adding the mod's options to GZDoom's standard options doesn't seem right to me and made it much harder to find them. I guess I'm just used to mods that define their own option menu tabs.
-The transition from the shotgun's firing animation to the cocking animation still seems non-existent, if it is there it's way too fast to be noticeable.
-The shotgun doesn't seem to have any sort of a select animation, unlike the other weapons.
-The chainsaw doesn't seem to have an deselect animation. This might be intentional?
-The fist animations are a little awkward; doomguy's skin-tone on his fingers rapidly changes between sprites and the transitions between the different punches are a little jolty. The lack of an animation for doomguy getting his fists back into his 'fighting pose' after the left hook is also a little weird.
-One of the chainsaw's sprites has some bright blue on it that I'm assuming wasn't erased from the sprite sheet. I've made that mistake too.
-The BFG doesn't have a select sound or a deselect animation.
-The standard ZDoom HUD still doesn't show grenades, but props for making the classic HUD fit the new ammo types and the grenade counter without ruining the classic layout/aesthetic!
And now, for the even more nitpicky things that are more my personal taste than anything.
-The bone crunching sounds every time you punch/kick something really isn't my thing. I know this is how it works in BD, but I never really liked it. Using puffs you can make it so your punches make different sounds when you punch a bleeding actor (most monsters), a non-bleeding actor (any monster/actor with whatever flag makes them not bleed), and walls. The bone crunching sounds could be fitting for berserk punches, though. I don't think the sounds really fit for the kick in general. If using one set of sounds for all melee impacts is to keep filesize down, I can respect that.
-Speaking of sounds, I can appreciate trying to keep filesize down without adding unneeded sounds, but the lack of any sound effects for the more gory death animations feels a little underwhelming. It doesn't need to be as much of an audio-clusterfuck as BD, god forbid, but some generic dismemberment sounds and sound effects for gibs hitting the ground would be great. The standard DSSLOP sound for gibbing also feels really underwhelming.
-It feels weird seeing enemies launched against the room by basic punches, but hey, we ARE playing as the almighty Doomguy.
That's all I can think of for now. Sorry if my feedback seems overly harsh or anything, I'm bad at critiquing something properly and I really do like this project. I might even build some stuff off of it eventually!
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sat Dec 08, 2018 10:07 am
by DavidN
I always welcome feedback like this, Samarai - it's always useful to know what people notice, as sometimes there are little things I see but that don't annoy me enough to change them, but knowing other people notice as well kicks me into fixing them I'll take a look down the list when I can!
Solfish, I've noticed the double chaingun drop as well and it's driving me mad because I can't work out why it's happening! Maybe it's something to do with XDeath? I'll have a look. I'm colourblind and the Hell Knight/Baron sprites were generously dumped into the same folder in the original Brutal Doom PK3, which made it amazingly hard to separate them out - looks like I missed that one
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sat Dec 08, 2018 10:44 am
by Solfish
With double chaingun drop, you could easily fix it by adding "spawnitem or dropitem" in every death states instead of dropitem at actor properties. About water splashes by bullets and explosions, are you going to finish it or it's in anti-features?
On Trello board, I see that you want to fix weapon switching on empty? Here is a chaingun code example, maybe it will work:
Spoiler:
Add this flag to actor properties: +WEAPON.AMMO_OPTIONAL
Check if the weapon has no ammo then jump to a new state like this:
Fire:
TNT1 A 0 A_PlaySound("weapons/chaingun/start", 3)
TNT1 A 0 A_AlertMonsters
CHAG BCD 2
CHAG BCDBCD 1
TNT1 A 0
Hold: TNT1 A 0 A_JumpIfNoAmmo("Noammo")
TNT1 A 0 A_Recoil(0.1)
TNT1 A 0 A_SetAngle(random(1, -1) + angle)
TNT1 A 0 A_SetPitch(-0.4 + pitch)
//Main firing loop
TNT1 A 0 A_PlaySound("weapons/chaingun/spin", 3)
TNT1 A 0 A_PlaySound("weapons/chaingun/fire", 1)
TNT1 A 0 A_Recoil(0.1)
........... Noammo:
CHAG A 8 A_PlaySound("weapons/empty",0)
Goto ReadyLoop
The same for BFG.
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sun Dec 09, 2018 4:08 pm
by Gollgagh
I started chopping out the monsters for use with other non-BD gameplay mods. Might I suggest that the dropitems for the Zombieman and Commando be changed to the traditional "Clip" and "Chaingun" instead of the new "RifleAmmo" and "Minigun" for better compatibility with other mods (especially since the classes are already replaced elsewhere)?
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sat Dec 15, 2018 2:32 pm
by quayside
Brutal Doom was already perfect, no change needed.
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sun Dec 16, 2018 1:10 am
by wildweasel
quayside wrote:Brutal Doom was already perfect, no change needed.
Which doesn't mean this project doesn't have a reason to exist, mind you.
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Sun Dec 16, 2018 1:25 am
by MrPyrite
wildweasel wrote:
quayside wrote:Brutal Doom was already perfect, no change needed.
Which doesn't mean this project doesn't have a reason to exist, mind you.
I have to agree with Wildweasel here. This mod could be for people who cant run the original Brutal Doom because of their Potato PC, and this mod can suffice for their taste of demon-slaying blood-bathing.
Re: BDLite - a slimmed-down effects mod [RC 2018-12-03]
Posted: Tue Dec 25, 2018 12:01 am
by DavidN
It really started off so I could make a standalone(-ish) mod on something that was reasonably like Brutal Doom, but reworked underneath to make it possible to build new enemies and weapons on it while keeping their appearance consistent with the base monsters - if it helps people with lower-end machines then that's great as well
To put a cap on this, I've fixed a heap of things reported here and given it a few test runs, and I'm declaring this v1.0! Happy Christmas or whatever you celebrate, as long as it involves shotgunning demons.
Thanks again to everyone on the thread who gave suggestions - especially Samarai1000 for giving so much input and Ketmar with k8Vavoom! It was really helpful to have its stricter, more accurate error messages to improve places where I'd left holes. Speaking of which:
...any idea why? I'm not considering this a blocker for release as everything still seems to work fine - it happens when the player dies, calling the ScreenPainBreak ACS function in PAINEFFECT.o
Re: BDLite [V1.0 RELEASED - 2018-12-25]
Posted: Tue Dec 25, 2018 7:54 am
by 0mrcynic0
I have a question...
Why are there extra "explosions" after using either the Rocket launcher or grenade to kill enemies?
Re: BDLite [V1.0 RELEASED - 2018-12-25]
Posted: Tue Dec 25, 2018 9:17 am
by DavidN
Check if you have “Gibs fade” set to Yes in the options - if it’s on, they’ll burn up after a random amount of time
Re: BDLite [V1.0 RELEASED - 2018-12-25]
Posted: Tue Dec 25, 2018 9:58 am
by 0mrcynic0
DavidN wrote:Check if you have “Gibs fade” set to Yes in the options - if it’s on, they’ll burn up after a random amount of time
Oh, I see now. Thanks for the quick reply.
Re: BDLite [V1.0 RELEASED - 2018-12-25]
Posted: Tue Dec 25, 2018 10:05 am
by affandede
How can I create a monsters-only version of this? Commenting out weapons and items in Slade gives me errors on startup.
Re: BDLite [V1.0 RELEASED - 2018-12-25]
Posted: Tue Dec 25, 2018 10:40 am
by ketmar
DavidN: actually, author of that port is idiot. i am blaming mod authors for my own bug. also, this was a developement message that shouldn't made its way into releases (sometimes you can be VERY frustrated by things some mods does, you know ;-). anyway, next build should not have that (neither message, nor bug). ;-) sorry for calling you names for my own fault. ;-)
p.s.: you can just PM me here (not on doomworld, dw doesn't like email notifications) with any k8VaVoom-related issues/questions, i am always happy to answer.
p.p.s.: you can get even more log spam with "-developer" cli arg. nothing really useful, though (afaik). and remember that "-file" can mount directory as pk3 archive. ;-)