Particle Fire Enhancer Mod (v0.8)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Re: Particle Fire Enhancer Mod (WIP)

Postby Enjay » Thu Jan 27, 2011 3:59 am

I don't see any mention of replacing the existing particle effects - ie fountains and sparks. solarsnowfall has made some excellent effects to cover these and there is also this if you are interested:

viewtopic.php?f=3&t=24632
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Re: Particle Fire Enhancer Mod (WIP)

Postby Z86 » Thu Jan 27, 2011 5:27 am

Minigunner wrote:Don't forget who made the bottom half of the perkristian chaingun :P --->


Actually those are my own edits, you can compare it to yours, i'm sure you'll find small differences (like the cheesy way i rotated the lower barrels and some leftover crap still remained there - maybe some day i'll do a cleanup on these)

Image
Image

I have a smooth animated version for the DE chaingun too, if anyone's interested.. Hmm should i open my sprite edit thread in the resources?

As for particle fountains: i made these for vanilla or close to vanilla wads to be played with GZDoom and enhanced effects, but Zdoom wads also work, so i may consider using particle fountain replacers, but first priority is to get the vanilla stuff into shape.
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Re: Particle Fire Enhancer Mod (WIP)

Postby Minigunner » Thu Jan 27, 2011 10:49 am

Image
Image

...Yeah, yours look cleaner.
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Re: Particle Fire Enhancer Mod (WIP)

Postby Ethril » Thu Jan 27, 2011 11:44 am

Make sure you give objects that don't have any effect on gameplay +NOINTERACTION, so they don't waste processing time with physics checks, and if you're planning for Skulltag compatability, +CLIENTSIDEONLY, so it doesn't waste bandwidth synchronizing a million billion little particles between clients.
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Re: Particle Fire Enhancer Mod (WIP)

Postby Z86 » Thu Jan 27, 2011 2:08 pm

Code: Select allExpand view
Actor VisualSpecialEffect
{
  +NOGRAVITY
  +NOINTERACTION
  +NOBLOCKMAP
  +NOTELEPORT
  +ForceXYBillboard
  +CLIENTSIDEONLY
}

Actor BouncyPhysicalThing
{
  Projectile
  Mass 1
  +DOOMBOUNCE
  +CLIENTSIDEONLY
  +NOTELEPORT
  +PAINLESS
  -NOGRAVITY
  -CANBOUNCEWATER
}


I have these as base classes for all effects, with some exceptions where the flags are added directly. I think currently it is not Skulltag compatible, but if ST catches up in versions i want it to be able to run it, and it's just generally a good habit to add these flags.
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Re: Particle Fire Enhancer Mod (WIP)

Postby amv2k9 » Sun Jan 30, 2011 1:15 pm

Oh lordy that is gorgeous looking. Especially the Lost Souls and the plasma effects. Do the droplets of fire left over from killing an LS damage you?
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Re: Particle Fire Enhancer Mod (WIP)

Postby Z86 » Mon Jan 31, 2011 4:48 pm

Nope. No changes in gameplay is one of my goals. You should be able to play it as you do the original.

Anyway i updated the OP with an extra video, showing off the Archvile in action (and the BFG for that matter).
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Re: Particle Fire Enhancer Mod (WIP)

Postby Snow Fox » Mon Jan 31, 2011 7:21 pm

Holy snap! :O

I hope my PC manages to run that without lag, because it's awesome!
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Re: Particle Fire Enhancer Mod (WIP)

Postby Z86 » Wed Feb 02, 2011 3:21 pm

Today i decided to move away from the UTNT/Stronghold fire effects, and do my own very similar ones (to see how difficult it is, and what's the trick, and also i wanted to have my own sprites). I was able to create something very similar, but a tiny bit more firey looking. I used doom 3 fire sprites for the job. Also replaced the flares with a bit cleaner and more roundish flare.

Anyway a new video is in the OP, the newly made WolfSS guy sounds, and a preview of the pickup effects (if you're watching good enough you can see the invulnerability in the AV video too).

sss.png
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Re: Particle Fire Enhancer Mod (WIP)

Postby Shadelight » Wed Feb 02, 2011 5:31 pm

Awesome!
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Re: Particle Fire Enhancer Mod (WIP)

Postby TheMistress » Thu Feb 03, 2011 12:23 pm

Is there gonna be a beta of this any soon? I really wanna play with this it looks very awesome o-o
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Re: Particle Fire Enhancer Mod (WIP)

Postby Cyberdemon531 » Thu Feb 03, 2011 4:17 pm

Wow. That was amazing.
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Re: Particle Fire Enhancer Mod (WIP)

Postby Princess Viscra Maelstrom » Thu Feb 03, 2011 4:24 pm

Cool flame effect! I couldn't help but notice, though, is the PE taking damage from the Lost Souls flames?
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Re: Particle Fire Enhancer Mod (WIP)

Postby Z86 » Fri Feb 04, 2011 5:31 pm

Heh, yes, it's in the pain state. The flames are not supposed to do damage (everything is as in original Doom, only visuals changed). I suppose either one of his skulls bit it from behind or somewhere, or a zombieman shot it.

I'm really close to a release version now, there are only a few things remaining:
- Fixing up the HUD
- Doing something with the Floating Rock of Skull and Flames (or what) and the Candles and Skulls thingy.
- A few missing light definitions

Things that are flawed, but will stay that way for the release probably:
- Candelabra (only having one candle lit)
- Water splashes use KDiZD sprites, and are not that spectacular
- Fire trail codes are not the best. Shoot a rocket upwards, and it's fire trail will be a bit off.
- I'm not sure about some damage values. I'm using Random(3,5) for monster bullet attacks (it is mostly right, even though it has values outside the original like 4) and a plain 2 for chainsaw and fists, 20 for berserk (it feels kind of... weaker than the original, though it should be right AFAIK). I'd actually use the original code pointers, but i had to eliminate BulletPuff. Damn you, Revenant Tracer!
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Re: Particle Fire Enhancer Mod (WIP)

Postby DBThanatos » Fri Feb 04, 2011 5:39 pm

Well, I must admit Im really looking forward for this project. :D

But the more polished, the better.
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