[WIP] Kar En Tuk - "Doom E2rnal"

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[WIP] Kar En Tuk - "Doom E2rnal"

Postby DBThanatos » Sun Aug 23, 2020 2:05 am



(AKA Doom Etwornal)
By DBThanatos

Join our discord here


//=====================================================================
What is this?

A mod for Doom 2 with the weapons, monsters and some mechanics from DOOM ETERNAL, made to be Zandronum compliant, despite it not being multiplayer focused (at first)

This is not an addon, sequel or anything directly related to Death Foretold "D4T". Instead, this mod was built from scratch and aims to be only about Doom Eternal, without mixing it with anything related to Doom 2016 since they're two very different games.



//=====================================================================
Who?

DBThanatos: Main developer
Franco Tieppo: Main spriter

Additional assistance by Michaelis.



//=====================================================================
Media?

And I'm doing frequent showcases on my YT channel. Playlist
Spoiler:




//=====================================================================
When?

When it's done™

There's no projected release date for this mod, as it is still early in development and I'm taking my sweet time to not rush it!



//=====================================================================
Can I help?

More likely than you think! This project is big in scope, small in team. So additional help could definitely come in handy, particularly in advanced ACS trickery. Since this mod is Zandronum (or GZDoom 1.9.1) compliant, there's no fancy Zscript shenanigans, and instead we have to rely on good ol' ACS shenanigans!

If you wanna help with this area, hit me up!
Last edited by DBThanatos on Thu Aug 27, 2020 3:23 am, edited 13 times in total.
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby GeneralDelphox » Sun Aug 23, 2020 2:13 am

You never fail to impress, DBT! Also, will the pistol finally make it's appearance?
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Kinsie » Sun Aug 23, 2020 2:33 am

Been following your progress on Twitter. Looks great so far! You're a braver man than I trying to make this Zandro-compatible...

I wrote up a guide recently on how to extract the sounds from Doom Eternal with actual file names, which might come in useful. Let me know if you need a hand with anything else, I'm starting off on bringing D:E stuff to MetaDoom and it'd probably benefit both of us to compare notes...
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby BROS_ETT_311 » Sun Aug 23, 2020 2:36 am

Oh hell yeah!! I was just playing the vanilla compatible version of ROTS with D4T...looks like I'll be starting over. 8-)
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Gollgagh » Sun Aug 23, 2020 6:12 am

Fuck yeah, man!

You and Franco are doing damn good work, and I am hype as hell.
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby SOLDIER G65434-2 » Sun Aug 23, 2020 7:31 am

Finally, i can play my favourite mappack, but with doom eternal gameplay :)
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby tuintje » Sun Aug 23, 2020 7:39 am

can't wait to test it out :)
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby SyntherAugustus » Sun Aug 23, 2020 12:04 pm

Good to see this being made. Look forward to the final product!
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Untitled » Sun Aug 23, 2020 2:09 pm

That HUD looks sweet. The weapons look sweet. Everything about this looks sweet.

On the other hand, why are you aiming for Zandronum compatibility? I'm really just curious, given you said it's not MP-focused - Zandronum compatibility limits your options pretty hard in places.
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Linz » Sun Aug 23, 2020 3:12 pm

Yeah


Tbh it's a bug deal breaker for me,since I'm a GZDoom user primarily and have zero interest in Zandronum because I have no one to play it with,lel
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby DBThanatos » Mon Aug 24, 2020 12:00 am

GeneralDelphox wrote:You never fail to impress, DBT! Also, will the pistol finally make it's appearance?

Nah, I tried the pistol but it just didn't seem to play nice with the rest of DE. For KET, im just not gonna add it unless it becomes official in DE at some point.


Kinsie wrote:Been following your progress on Twitter. Looks great so far! You're a braver man than I trying to make this Zandro-compatible...

I wrote up a guide recently on how to extract the sounds from Doom Eternal with actual file names, which might come in useful. Let me know if you need a hand with anything else, I'm starting off on bringing D:E stuff to MetaDoom and it'd probably benefit both of us to compare notes...

Oh, that's definitely very interesting. While I acquired most of the sounds that I needed the hard way, be that listening to 8k sounds until I found the one I wanted or by carefully ripping them in-game, the reality is that all monster sounds are a mess! I'll definitely have a look at that guide!

And for sure, PM me if you need something, I'll be glad to help, although, considering Im in the stone age with DECORATE + ACS, I dont imagine any of the code here would be of any use to you :lol:

BROS_ETT_311 wrote:Oh hell yeah!! I was just playing the vanilla compatible version of ROTS with D4T...looks like I'll be starting over. 8-)

Gollgagh wrote:Fuck yeah, man!

You and Franco are doing damn good work, and I am hype as hell.

SOLDIER G65434-2 wrote:Finally, i can play my favourite mappack, but with doom eternal gameplay :)

tuintje wrote:can't wait to test it out :)

Thanks guys! Glad to see some people interested in this. I was made to believe not a lot of people cared for Eternal. But then again, that wasn't gonna stop me. Im unoriginal like that :P

Untitled wrote:That HUD looks sweet. The weapons look sweet. Everything about this looks sweet.

Except the monster sprites. But hopefully we'll find better ones :P

Untitled wrote:On the other hand, why are you aiming for Zandronum compatibility? I'm really just curious, given you said it's not MP-focused - Zandronum compatibility limits your options pretty hard in places.

It's because while the mod won't support multiplayer at first (because there's less manpower in this project than in something like QCDE), multiplayer is a goal, be that for another release after the initial one, or who knows! If I code things well enough, maybe some coop will be doable or some sweet PvP. I just decided to make it a goal for the future and because of that, I have to work with all the limitations of the engine. But you know what they say: Limitations breed creativity, and some stuff that we've managed to pull in other MP mods we've done, is probably good proof of that!

Linz wrote:Tbh it's a bug deal breaker for me,since I'm a GZDoom user primarily and have zero interest in Zandronum because I have no one to play it with,lel

That's a weird thing to say, given that zandronum mods can a) be played solo, b) offline and c) In any up-to-date version of Gzdoom. It's not like the thing is "Zandro-only dont-you-dare-run-this-in-gzdoom" :P
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Linz » Mon Aug 24, 2020 5:48 am

Right I' dumb


Something a little less weird: Will you make the max ammo count different from Doom Eternal?
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Linz » Mon Aug 24, 2020 1:42 pm

Oh,and another question,how do you plan on handling weapon upgradez?
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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby DBThanatos » Mon Aug 24, 2020 1:52 pm

That'll be for later

Im showing things little by little to kill time while this is developed. It's gonna take a long time!

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Re: [WIP] Kar En Tuk - "Doom E2rnal"

Postby Linz » Mon Aug 24, 2020 9:13 pm

How much still has to be done,if I may ask?
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