[RELEASE] DN3DooM - update v.1.06d

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Re: [RELEASE] DN3DooM - update v.1.06

Postby edgymemester » Sat Oct 10, 2020 10:45 am

Would you consider adding this guy from Don Ramon's TC over into the (optional enemy) roster? Honestly he fits into the duke aesthetic way more than that Realm667 TV alien stylistically speaking, and has a similar attack.
https://imgur.com/a/cwfr5N5

In addition, the hud doesn't work on map sets like Hellbound, or practically any other wad with custom fonts, with numbers overlaying one another and making it very difficult to read. https://imgur.com/a/2qHFk2i
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Re: [RELEASE] DN3DooM - update v.1.06

Postby kipo » Sat Oct 10, 2020 1:33 pm

For hellbound, try inverting the load order (load dn3doom after the map).

About the cyber enforcer, could be, but I don't think don ramon's implementation is the right one. That enemy is a boss and is much bigger and complex, you can see it in amc tc and alien armageddon. Example: https://www.youtube.com/watch?v=aHEBVWKHpIM

But in doom in don't think there's enough room for a complex boss like that one, unless you take out the ability to fly.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby wran » Sat Oct 10, 2020 2:50 pm

This mod is so great, cant stop playing haha. Only issue I've had is with the ashes 2063 sterile maps where the key cards dont work for some reason, bit of a shame as they're otherwise perfect for duke3d. The doom 2 rebuildt maps are really great though, cant recommend them enough!
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Re: [RELEASE] DN3DooM - update v.1.06

Postby Duke91 » Sat Oct 10, 2020 2:52 pm

I think the only thing that's "missing" in this mod, is the N64 plasma cannon. Duke really could use a 'BFG-Like' weapon.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby Xada » Sat Oct 10, 2020 4:00 pm

kipo wrote:My setup is just standard, I don't feel the pop sounds. How can I tell if the sound has this issue?
I have audacity for visual cues.


Below is a comparison example of this, using the "PAIN87.wav" sound (same as use-fail I mentioned.)
I've zoomed in considerably to the very beginning of the file in order to show the issue in the first few brackets where it occurs.
Spoiler:


I hope this helps, but to summarize; If the sound starts without zero-crossing (zero volume basically) it's probably worth fixing to avoid this unless it's a loop (in that case the end of the sound has to match the beginning in volume-level.)
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Re: [RELEASE] DN3DooM - update v.1.06

Postby Vostyok » Sat Oct 10, 2020 4:27 pm

wran wrote:This mod is so great, cant stop playing haha. Only issue I've had is with the ashes 2063 sterile maps where the key cards dont work for some reason, bit of a shame as they're otherwise perfect for duke3d. The doom 2 rebuildt maps are really great though, cant recommend them enough!


This is caused by the duke cards overwriting the base cards, which Ashes already replaces for thematic purposes. Will be fixing this issue in the remaster, as well as some other duke-unfriendly features. :)

edit: Also, can confirm for above poster. Didn't have any issues with Hellbound with mod (apart from the fact that the first couple of maps are NAILS). I always load mods AFTER maps in the load order, as this overrides any native sprite/sound replacements.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby kipo » Sat Oct 10, 2020 9:13 pm

Thx Xada, I'll look into it.

About Ashes, I remember the cards working fine, but I think it depends on the load order.
Try loading dn3doom before ashes in this case.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby wran » Sat Oct 10, 2020 11:15 pm

kipo wrote:About Ashes, I remember the cards working fine, but I think it depends on the load order.
Try loading dn3doom before ashes in this case.


Yeah that works, thanks! (Other than the key icons not showing in the hud, but that's no biggie) I usually always go map first as the front end gets messed up otherwise, but I'll make an exception in this case haha

Vostyok wrote:This is caused by the duke cards overwriting the base cards, which Ashes already replaces for thematic purposes. Will be fixing this issue in the remaster, as well as some other duke-unfriendly features. :)


Cool to know, looking forward to release! Really enjoy playing through your maps :)
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Re: [RELEASE] DN3DooM - update v.1.06

Postby Neccronixis » Sun Oct 11, 2020 1:09 am

This mod lags alot and comes to a halt in wads with lots of monsters like Hell Revealed 2 and Resurgence. Are you aware of this problem, or is this mod not supposed to be played with maps with lots of monsters?
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Re: [RELEASE] DN3DooM - update v.1.06

Postby kipo » Sun Oct 11, 2020 1:24 am

Yes I'm aware, that's why I added some performance options.
In the performance options, set all actors to "Yes" to impose a limit on them, and in limit number, set it to 2000 (a good number to start with).
If your pc still suffers, try lowering that number, to 1000 or 500 for example.

Edit: Oh one more thing, you can also turn off lameduke's octabrain in enemy options.
It has a "scanning" mechanism to possess dead corpses, and while this represents no problems even on heavy packed ultra-violence maps, I can see why slaughter maps are not the best for the way I've currently implemented it. I'll see how I can optimize it or worst case scenario add a performance option to turn off this possess thing, so lameduke's octabrain can still be present in slaughter maps. For now the only option is to turn it off in these kind of maps.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby edgymemester » Sun Oct 11, 2020 11:05 am

kipo wrote:For hellbound, try inverting the load order (load dn3doom after the map).

This works, thanks.
kipo wrote:About the cyber enforcer, could be, but I don't think don ramon's implementation is the right one. That enemy is a boss and is much bigger and complex, you can see it in amc tc and alien armageddon. Example: https://www.youtube.com/watch?v=aHEBVWKHpIM

But in doom in don't think there's enough room for a complex boss like that one, unless you take out the ability to fly.

Understandable. What about the Cyber Keef from PSX Duke 3D? Or the melee pig pinkie demon replacement enemy from Don Ramon (which is supposed to be based on a DNF enemy)? Perhaps it could remedy this mod's lack of a melee enemy equivalent to the specter/pinkie.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby TXTX » Sun Oct 11, 2020 3:54 pm

I've missed playing Duke for so long. Having it in GZDoom is such a treat.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby -Ghost- » Mon Oct 12, 2020 4:53 pm

Yeah, it re-creates the Build engine feel pretty effectively, especially the movement, even with regular Doom maps! Nice to have an alternative since playing modded Duke3D can be kind of finnicky sometimes.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby kipo » Mon Oct 12, 2020 8:09 pm

edgymemester wrote:Understandable. What about the Cyber Keef from PSX Duke 3D? Or the melee pig pinkie demon replacement enemy from Don Ramon (which is supposed to be based on a DNF enemy)? Perhaps it could remedy this mod's lack of a melee enemy equivalent to the specter/pinkie.

I know about the Cyber Keef, but for some reason feels weird in duke's universe. But who knows, it's a possibility.
About the pig demon thing, that's just a pinky reskin, from doom 64 I believe. It seems bad.
I know the TV shaped alien is not the best choice either, but it was already in the base mod, so I just added an option to disable it.
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Re: [RELEASE] DN3DooM - update v.1.06

Postby edgymemester » Tue Oct 13, 2020 9:09 pm

kipo wrote:
edgymemester wrote:Understandable. What about the Cyber Keef from PSX Duke 3D? Or the melee pig pinkie demon replacement enemy from Don Ramon (which is supposed to be based on a DNF enemy)? Perhaps it could remedy this mod's lack of a melee enemy equivalent to the specter/pinkie.

I know about the Cyber Keef, but for some reason feels weird in duke's universe. But who knows, it's a possibility.
About the pig demon thing, that's just a pinky reskin, from doom 64 I believe. It seems bad.
I know the TV shaped alien is not the best choice either, but it was already in the base mod, so I just added an option to disable it.

Alright. One last bug I'd like to report is that the cola pickups (the ones that are supposed to be a +1 health bonus) don't contribute to your portable med kit, which sometimes causes you to waste them when you're at 200 health. Also, is is possible to make it so that if you're at 80 health and you pick up a +30 health medkit, instead of wasting that +10 surplus health it automatically gets dispensed into your portable medkit? That would take a lot of stress off of managing health pickups.
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