Nevander wrote:There may or may not be new enemies, I only plan to add a Praetor Suit item which is for lore purposes only (will not affect player stats, that's what happens during DOOM 2016 remember?), and if I add any new weapons it would be the cut version of the Unmaker from that old screenshot. However, I will not make it behave like it does in BD64. We already have a laser gun, so instead it might be a Flamethrower or some other damage type not used yet.
I am also considering adding a Nailgun to the episode. I feel like a Nailgun would go really well in the theme of Doom 64, but once again it would only be used in this episode by default and you don't have to use it if you don't want to.
Spoiler:
Mikk- wrote:https://forum.zdoom.org/viewtopic.php?f=19&t=55298#p978283 This seems to be right up your street
Nevander wrote:Version 1.2 is now available! Rejoice in the fade spawns! Hopefully I didn't miss one but if I did please report it and I'll fix it and put out 1.2.1 asap.
Download here:
http://www.moddb.com/mods/doom-64-retri ... version-12
CHANGELOG:Spoiler:
Nevander wrote:So guys I am thinking of adding the reverb effects for 1.3 and just finished going through the originals in Doom Builder 64 to see what sectors get what type of reverb. I discovered that several maps don't even use the echo sounds effects at all, some being MAP01, 02, 04, 05, etc.
Should I add reverbs to these or keep it the way it was in the original and only make reverbs happen on the levels where it was in the original?
One thing though is I am going to have to find a good way to handle them since there are two types of reverbs in Doom 64, echo sounds and heavy echo sounds. Obviously picking a preset reverb isn't the hard part, the hard part is figuring out a way to switch between them in-level. I know the way the PSX Doom TC does it which is to constantly check to see if the player is under the sky or not, then change which sound environment things are activated. This works well until you have somewhere like the outside of Holding Area where there are all those beams over the player. I'm not sure if CheckActorCeilingTexture takes 3D floors above the player into account, but I will need to find a solution for that as well as switching to the heavy echo in the right places.
For that one I might be able to just place a sound environment thing in the general area and then find a line to separate the zone boundary. In fact, this might be feasible on all maps actually, since I think the majority of maps have lines in convenient places to where this will be easy. For maps like MAP16 where there are TONS of different ways to go, I would use PSX Doom TC's approach and just check for the player's current ceiling texture.
Thoughts?
In other news, I am still working on the new maps. Trying to come up with cool ideas. I want ot make every map grand and unique, with each one standing out on it's own and I really want to avoid boring areas and filler maps. Each map will get individual care and attention to make the episode really kick ass, so it will take time.
Nevander wrote:So guys I am thinking of adding the reverb effects for 1.3 and just finished going through the originals in Doom Builder 64 to see what sectors get what type of reverb. I discovered that several maps don't even use the echo sounds effects at all, some being MAP01, 02, 04, 05, etc.
Should I add reverbs to these or keep it the way it was in the original and only make reverbs happen on the levels where it was in the original?
One thing though is I am going to have to find a good way to handle them since there are two types of reverbs in Doom 64, echo sounds and heavy echo sounds. Obviously picking a preset reverb isn't the hard part, the hard part is figuring out a way to switch between them in-level. I know the way the PSX Doom TC does it which is to constantly check to see if the player is under the sky or not, then change which sound environment things are activated. This works well until you have somewhere like the outside of Holding Area where there are all those beams over the player. I'm not sure if CheckActorCeilingTexture takes 3D floors above the player into account, but I will need to find a solution for that as well as switching to the heavy echo in the right places.
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