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Welcome to Doom Expanded, a gameplay/presentation GZDOOM mod for use with the original Doom IWADs. This mod has been a passion project of mine that I have worked on and off for the better part of 8 years (From 2011 to 2019). What started out as a simple gameplay mod evolved over time to be a comprehensive project that I wanted to get the most out of. This is with the ultimate purpose of putting a new shine on a classic game series. Now after all of my efforts, I can finally share that hard work with you!
The purpose of this modification is to add a number of graphical, sound, and gameplay enhancements as well as other tweaks and additions to the classic Doom experience while keeping the original gameplay intact. This mod's focus is to keep the fast and fun style of the original Doom series, but add new detail and a better overall presentation to the classic games and any custom levels which use vanilla resources. You can use this mod with any Doom IWADs (DOOM, DOOM2, TNT, PLUTONIA, NERVE), or even together with any kind of PWADs that use Vanilla based resources, contain minimal/moderate changes in resources, or have DECORATE/DEHACKED information that's independent of anything that's in Expanded. You can try to mix and match mods, but be sure to keep in mind the features of both Expanded and the pk3/wad your using with it (as they may or may not work properly with each other). Please be sure to check out the sections below for more details, and happy demon hunting!!
A Note about Bug Reporting
Spoiler:
While this mod is content complete, I'm allowing you guys to check it out and give your thoughts on the project. I would greatly appreciate the feedback and any information regarding issues would be appreciated as I've really been this mods only bug tester. So if you do encounter any issues during gameplay, please provide the following information:
1.What exactly you were doing at the time.
2.Any information related to source port settings (should they be involved).
3.Screenshots would really help if you can snag them.
4.Video is also appreciated if you can recreate or show off issues that way.
General List of Features
Spoiler:
-Updated Vanilla monsters with new sounds, gore, and alternate deaths.
-New blood and gore effects (compliments of edited NashGore resources).
-Monsters have accurate blood color (Baron/HK = Green, Caco = Blue).
-New translucent Spectre with black blood.
-New GL effects for Monsters (fireballs, glowing bodies, and new Lost Soul).
-Smooth animated weapons with enhanced sounds, sprites, and effects.
-Bullet and Shell casings for Pistol, Shotgun, Super Shotgun, and Chaingun.
-New explosion and plasma effects.
-All items now have new sounds, and some even have new sprites.
-High-res versions of the classic Doom sounds, alongside new sound effects.
-New world sounds like ricochet bullets, body thuds, and weapon drops.
-All new wall decal effects (bullets, saw marks, scorches, blood, etc).
-New OpenGL light and sprite effects for lamps, torches, and other light sources.
-Warp effects for all liquid flats.
-OpenGL Glow effects for various light based flats.
-Brightmaps for characters, items, decor, flats, and wall textures.
-New Splash effects for liquids.
-Updated and fixed Doom 2 Cast Call with new monsters.
-Additional player skin "Doomgal", for equal opportunity demon killing.
-New difficulty setting, "Ultra-Nightmare", for your own personal sadism.
-Super Shotgun can be used in Doom 1/Ultimate (with cheats/menu).
-Secret super weapon and new monster (see Expanded Menu)
-And much more!
Recommended Settings (As of GZDOOM Ver. 4.6.1)
Spoiler:
Only the recommended settings needed for Doom Expanded will be listed here along with their location.
Player Options:
-No custom skins preferred (unless made compatible).
HUD Options:
-All Weapons are designed to be NameTag compatible.
-Mod had Normal/Alternate HUD compatibility (Except with NC HUD Patch)
Display Options (Normal):
Show ENDOOM Screen: ON (If preferred)
Rocket Trails: Particles*
Blood Type: Sprites*
Bullet Puff Type: Sprites*
*Essentially the defaults.
Display Options (OpenGL):
Sector Light Mode: (Any which are dark or close to original software brightness)
Enhanced Night Vision Mode: OFF (May cause graphic issues if enabled)
Adjust Sprite Clipping: Smarter
Sprite Billboard: X/Y Axis
Display Options (Dynamic Lights):
All Settings (ON & YES)
Here are some common questions I received regarding the project.
Q: Can you add X/Y content into the mod?
A: Expanded is content complete, and short of making sure everything worked, I'm very much done working on it (Seriously, 8 years is where I draw the line).
Q: Can I make mods for Expanded or use content from here for my own projects?
A: Yes and yes, but for the latter, be sure to get the permissions from the original creators (see Credits section).
Q: I don't much care for a lot of these new sound effects. Any chance you can put back the old ones?
A: One of the extras included is a "Classic Sounds" edition of Expanded, enjoy!
Credits (Resources & People)
Spoiler:
This is a list of resources and gameplay mods in the making of DOOM Expanded.
Permissions were sought from content authors where possible.
NOTE: Original Wad authors with be listed in brackets.
1.Original Doom IWADS and related sources
[Author: ID Software]
-Reference for sprite names and such.
-Other general resources.
2.BFG9001.wad
[Author: Myself, with special thanks to FDARI for extra DECORATE help]
-A smooth animated BFG 9000!
3.ConsoleDoom
[Author: Kaiser]
-For certain Console Doom sound effects and fonts.
-A recommended download!
4.bloody.wad
[Author: Enjay]
-Used for reference.
-Inspired blood fade effects for smoother framerate.
19.SPRITEFIX.wad
[Author: Revenant100 aka Marphy Black]
-Used for a small number of minor sprite fixes.
20.FemalePlayer.wad
[Author: Alice Jameson]
-DoomGal "Selene" player skin resource.
21.DukeKeen.wad
[Author: Alice Jameson]
-Duke's been bad...
-See you on MAP32!
24.Swarm.wad
[Author: Zrrion the Insect]
-Adds swarm of flies to existing corpses found in levels.
25.WraithD3.wad
[Authors: Ghastly_dragon, Vader, Captain Toenail]
-Adds Doom 3's Wraith as a bonus monster (with a number of adaptive edits from me).
Special Thanks to all the people on the forums who helped in some way:
----------------------------------------------------------------------
Alice Jameson - for "DoomGal" and Hanging Duke Nukem.
BlueShadow - for his continued help and his modified NCHUD for Expanded.
b00mstick - for making me aware of issues with OpenGL effects.
ChronoSeth - for help with fixing the Revenant.
Da Werecat - for pointing out issues with the Compatibility Options.
E.C.S. - for Unmaker pickup sprite.
Enjay - for his help and resource mods.
FDARI - for BFG animation coding and help.
FistMarine - for play testing and continued support.
hfc2x - for sharing resources and support.
Minigunner - for custom sprites: Zombieman Alt-Death edit, gloved fists, etc.
Nash - for NashGore.
Perkristian - for the smooth weapons mod.
Ragnor - for suggesting a classic sound version and his continued support.
SilentZorah - for permission to use the Unmaker.
Skunk - for his amazing intermission map (See Extras.txt).
terranova - for play testing.
WildWeasel - for Plasma Rifle DECORATE help.
Z86 - for Permission to use his mods.
Zombieguy - for his Super Shotgun base sprite and other resources.
Zrrion the Insect - For the Swarm Spawner mod.
And a Special Thanks to the ZDoom and GZDoom teams for making this mod possible.
And a Very Special Thanks to ID Software for the Doom series.
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Last edited by BlueFireZ88 on Sat Nov 06, 2021 2:11 am, edited 29 times in total.
Once Beta month is over, by all means, make a Zandronum version! Just so you know, EXP uses older decorate, so as long as the source port has been updated frequently enough, I don't see why it shouldn't work.
In regards to the SSG, I did try some Randomizer coding with some features that ultimately got cut. It never worked out as I couldn't get it to work the way I it wanted to.
Worst case scenario, try opening the console and use "summon ssg".
If someone can suggest a method that could work, I'm all ears.
BlueFireZ88 wrote:Once Beta month is over, by all means, make a Zandronum version! Just so you know, EXP uses older decorate, so as long as the source port has been updated frequently enough, I don't see why it shouldn't work.
In regards to the SSG, I did try some Randomizer coding with some features that ultimately got cut. It never worked out as I couldn't get it to work the way I it wanted to.
I meant like doing a map check and then spawning the SSG. As in, checking the position of a decorative object (should use two just in case) and if they match up, spawn a SSG at the desired location.
If you don't know how to do this, i can show you. It's quite easy but can be a bit tedious having to come up with a good spot for the SSG.
Another option would be to check if maps have more than one shotgun placed in them and if they do, make one of them an SSG or check the player's inventory if he's packing a shotgun from the previous level and if he does replace all upcoming shotguns with SSGs.
This is basically an inversion of Marshmallow Doom's "-delayssg x" parameter, where x is the number of the map where the SSG should first appear. Before that, every SSG is replaced with a normal shotgun.
I do agree that the SG should be the equivalent in code. But I would like to have it (and the BFG/Unmaker) as configurable CVARs. Now, I'll be the first to admit that I don't know how to set them up at all, which is why you haven't seen any up to this point.
m8f wrote:For this mod not to be confused with this mod, which has the same title, I'd suggest expanding the title.
Figures someone would have an XP based mod. Can't say it didn't occur to me. Okay, fixed the thread title.
BlueFireZ88 wrote:
I do agree that the SG should be the equivalent in code. But I would like to have it (and the BFG/Unmaker) as configurable CVARs. Now, I'll be the first to admit that I don't know how to set them up at all, which is why you haven't seen any up to this point.
Depends, if you are going to have them as randomspawners, then first you need to set them up lke this: viewtopic.php?f=39&t=62742 (the GZD 1.8.6 method specifically)
After that, define a cvar, using CVARINFO
For this example i'm naming it exp_newweapons, you should make it serverside and a boolean value.
Actor CustomStuffSpawner : Inventory //This gives us access to the following two properties and also makes it respawn after a period of time
{
+INVENTORY.ALWAYSPICKUP //So that it can be picked up indefinitely
Inventory.PickupMessage "" //This is so we don't know we picked up an actor besides our weapon/item
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(128,2) //50-50 chance to spawn the next item
TNT1 A 1 A_SpawnItemEx("Shotgun", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERSPECIAL|SXF_TRANSFERPOINTERS, 0, tid) //Spawn item inbetween quotes
Goto Death
TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(Checkexp_newweapons) == 0, "Spawn") //CVAR tells us to not spawn SSG? Roll the dice again.
TNT1 A 1 A_SpawnItemEx("SuperShotgun", 0, 0, 0, 0, 0, 0, 0,SXF_TRANSFERSPECIAL|SXF_TRANSFERPOINTERS, 0, tid) //Spawn item again
Goto Death
Death:
TNT1 A -1 //Wait to be picked up
Stop
}
I would still recommend manually placing the SSG in Doom 1 maps, but okay.
Just played through Knee Deep In The Dead with this mod and I really liked it. It felt very vanilla yet improved by the higher quality sounds and effects, and I noticed that the bullet marks on walls appear at the position of the crosshair rather than slightly below it as GZDoom does when no mods are applied, so I'm guessing you did some kind of correction to to this, though it only seems to be corrected for the pistol, shotguns and chaingun as the other weapons (rocket, plasma, BFG and Unmaker) still seem to be slightly below the crosshair. I didn't experience any bugs in my playthrough of the episode.
As for the SSG conversation happening here, I don't mind whether or not you make it show up in the Doom 1 maps, though if you can, it be better to save the setting to a variable to allow players to choose whether or not it can show up in Doom 1 maps. I have seen a mod that did this but I can't remember what it was.
Lastly, I'm just wondering why you recommend setting the Sprite Billboard setting to the X/Y Axis. Although it is more accurate to vanilla Doom, I find that it looks very wrong if you have freelook enabled in GZDoom, and I always prefer to use freelook with no autoaim (and I then add a crosshair) so that the aiming is all down to me. So that setting I left to just the Y Axis option.
I was able to make a couple of separate wads containing randomizers for the Shotgun/SuperShotgun and the BFG/Unmaker. Both which seem to work just fine.
Mind you these were the more modern randomizers, and while I was able to get it working with your style, I couldn't get anything ACS up and running. So if you'd like to look at what I made and try to adapt it, your welcome to.
@Korell
I remember a LONG time ago that I was messing around with that, and I was testing it again to remember why I left it like that in the first place. To this, I can't entirely recall and will proceed to look into adjusting sprite offset and custom missile pitch.
Correction: I can recall why, I was trying to strike a balance between the projectiles (Rocket/Plasma/BFG Ball) appearing from the gun, and appearing where the crosshair is (i.e. in midair). It doesn't look good at all if it's centered on the crosshair, as like say with the Plasma, it would appear to be coming from the center of the screen, rather than the Plasma gun. I'll at least try and tighten this up a bit.
In terms of the Axis setting, I've always preferred it as X/Y as looking straight down at the sprites and seeing basically flat images always drove me nuts. And yes, I know that it can cause some graphical issues with various effects, but I just think it's down to personal preference. The recommended settings are more akin to guidelines than strict rules, you don't have to follow them.
BlueFireZ88 wrote:
I was able to make a couple of separate wads containing randomizers for the Shotgun/SuperShotgun and the BFG/Unmaker. Both which seem to work just fine.
Mind you these were the more modern randomizers, and while I was able to get it working with your style, I couldn't get anything ACS up and running. So if you'd like to look at what I made and try to adapt it, your welcome to.
Okay, i'm going to make one like DabbingSquidward mentioned, which is a simple check for the player's inventory, and if it has a Shotgun then make subsequent Shotgun pickups a SSG instead.
Maybe later i will try to come up with better places to put the SSG in. Maybe secret areas, rewarding the player with it? Same with the Unmaker in episode 3.
EDIT: I'm thinking your ACS problem was merely a mistake of not using LOADACS, along with maybe not compiling the scripts.
TDRR wrote:
Maybe later i will try to come up with better places to put the SSG in. Maybe secret areas, rewarding the player with it? Same with the Unmaker in episode 3.
EDIT: I'm thinking your ACS problem was merely a mistake of not using LOADACS, along with maybe not compiling the scripts.
Doesn't that require actually editing the maps? That's a bit beyond the scope of this project (this ain't Brutal Doom after all). Unless you know of a way to pull this off in code.
In regards to ACS, I've honestly avoided using it as I've have never understood how to use it properly (maybe gotten it to work once or twice). I mainly focused on what I did know how to do, and that's the product you got now. And yes, there's a little ACS in there, but someone else wrote that to help me fix a bug with dropped ammo early on. So for this, I won't pretend I understand ACS, but I'm doing what I can given what knowledge I've had to learn in building this mod. I'm just straight up asking for help on that side is all.
BlueFireZ88 wrote:
Doesn't that require actually editing the maps? That's a bit beyond the scope of this project (this ain't Brutal Doom after all). Unless you know of a way to pull this off in code.
In regards to ACS, I've honestly avoided using it as I've have never understood how to use it properly (maybe gotten it to work once or twice). I mainly focused on what I did know how to do, and that's the product you got now. And yes, there's a little ACS in there, but someone else wrote that to help me fix a bug with dropped ammo early on. So for this, I won't pretend I understand ACS, but I'm doing what I can given what knowledge I've had to learn in building this mod. I'm just straight up asking for help on that side is all.
Of course not, i check for the position of decorative actors, and then use the Spawn function to put the SSG somewhere in the map, in the coords i specify. This is how Brutal Doom's map enhancement script works, not by actually editing the maps.
Ok, i can write the script for you, but if you can come up with good places to put the SSG in that would be nice. Maybe also include support for Doom the way ID did?
TDRR wrote:
Of course not, i check for the position of decorative actors, and then use the Spawn function to put the SSG somewhere in the map, in the coords i specify. This is how Brutal Doom's map enhancement script works, not by actually editing the maps.
Ok, i can write the script for you, but if you can come up with good places to put the SSG in that would be nice. Maybe also include support for Doom the way ID did?
I was honestly more hoping more for a CVAR which controlled the randomizers I made. It gives the SSG a 25% chance of appearing in place of a normal SG in map pickup, which is enough for what I'm going for.
I'd rather not go into that much research for just one thing.
I have some some announcements to make regarding the project I feel need to be made.
First, and most obviously, is a name change. Previously, our user friend m8f pointed out this mod and that my original plan was posting EXP to Doomworld once the beta was over. That being said, I changed the name to avoid causing confusion between my mod and the one by Officer D. This was not an easy decision to make as I have grown attached to the abbreviated name after using it for so long. I opted to go back to the original name, or more specifically, the updated version of the name (Expanded 2.0) for all public releases from now on. In mod graphics have been changed to reflect this, and I have reuploaded the Beta to the first post with those changes.
However, these aren't the only changes:
1.@Korell, I have adjusted the projectile weapons (RL, PR, BFG, U) to try and be as close to the source port crosshair as possible. This is to strike a balance and avoid the projectile sprites from appearing from the middle of the screen rather from the guns themselves (like they did in unaltered Vanilla Doom).
2.I lowered the limit on Torch/Burn Barrel/Lost Soul burning sounds from 10 to 4 as there were issues with sound overlapping.
I haven't encountered any other issues so far, but please continue to post any encountered issues or concerns here on the thread.
One other thing:
I plan to have the Beta go until Sunday, the 17th of March (St.Patty's Day), for which I'll be posting the Final version with all extras added.
@TDRR
If your still interested in your Doom 1/Ultimate Super Shotgun coding project my good Sir, I'd be willing to integrate it in on the grounds that your willing to do the heavy coding. As I've mentioned before, I'm pretty decent with DECORATE, but I'm no good with Zscript or ACS. So if your really that gun-hoe about it, just let me know what you need.