[3DGE] Doom Forever (happy new year!)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California
Contact:

Re: DOOM Forever (new update!)

Post by Coraline »

Average wrote: PS: Is there a way to set a 'Secret Found' style message in 3DGE, at all?
This is one of the changes that I think is already in 1.36F (or 1.4A), it uses the sound lump DSSECRET and must be bound in THINGS.DDF as a Command . Using this logic, it's possible to give that to any thingid you'd like. The default sound lump should be in edge2.wad.

If it's not in either of those (too inebriated to check atm), I can upload a quick-fix executable for those who want it.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (new update!)

Post by CeeJay »

Secret sound and text messages implemented and working in newer builds. However something screwy is going on with the players height, projectiles are spawned much lower than before (basically any projectile attack coming from the player) and VIEW_HEIGHT appears to be broken (see Wolfen3DGE).
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever ('cos some things last forever)

Post by CeeJay »

Update 04/14/2015

* A new smoke puff, doing away with the overused Heretic/Hexen one
* Chainsaw now spawns the correct smoke puff, not the one used for bullets
* Shotgun now has a larger spread dust making it less useful at longer range, this gives the rifle more of a purpose
* Made some changes that will make the mod require 3DGE 2.0.0 or later
* Sound effect for secret areas
* New toggle sound(s) for the lamps, old one was kind of weird
* Sound effects changed back to their original WAV formats, bigger filesize but sounds better in-game
* A new addition to the HUD
* Title and credit pictures removed
* Smooth walking animations removed, some of them just didn't look right
* New and expanded sounds for the menu(s)
* Re-worked the Barons alternate attack
* As always, lots of minor tweaks fixes and improvements

Download: http://www.mediafire.com/download/bdp81 ... ver123.zip
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: DOOM Forever ('cos some things last forever)

Post by RUNSABER »

Thanks for the update, Ceejay! Just gave it a Doom II run on 2.0 w/ Weapon Kickback, No Midmapping and Low Detail. I really like what you've done with the animation. Care was taking in making sure each frame was just right, plus the new weapons are an AMAZING addition with secondary functionality. ;) As if the Baron and Mancubus weren't pushovers before, they are now far more formidable opponents in Doom's struggle. My favorite weapon is the reworked gatling gun, it gives the weapon much punch and power! The static teleports are spectacular as well - I wanted to do something along the lines with that on my 3DGE64 maps but haven't implemented or worked on that project in some weeks. Lastly, do the Cacodemons have some sort of elemental strengths? The Plasma Rifle SUCKS against them, while bullets do far more damage. It could be me, however!
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever ('cos some things last forever)

Post by CeeJay »

RUNSABER wrote:Thanks for the update, Ceejay! Just gave it a Doom II run on 2.0 w/ Weapon Kickback, No Midmapping and Low Detail. I really like what you've done with the animation. Care was taking in making sure each frame was just right, plus the new weapons are an AMAZING addition with secondary functionality. ;) As if the Baron and Mancubus weren't pushovers before, they are now far more formidable opponents in Doom's struggle. My favorite weapon is the reworked gatling gun, it gives the weapon much punch and power! The static teleports are spectacular as well - I wanted to do something along the lines with that on my 3DGE64 maps but haven't implemented or worked on that project in some weeks. Lastly, do the Cacodemons have some sort of elemental strengths? The Plasma Rifle SUCKS against them, while bullets do far more damage. It could be me, however!
And thank you

No, plasma shots should do just as much damage to a Cacodemon as any other monsters. The gatling gun (aka chaingun) is a little more powerful than vanilla so it may make the plasma rifle seem weak side-by-side.

the "static teleport" or teleport shimmer/glitter as I like to call it was an effect I figured out while I was doing Heretic support, I never thought it could be done so perfectly. A variation of it is used for the floating power-up orbs, to give 'em that otherworldly or magical appearance.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (lots o' HUD-related changes)

Post by CeeJay »

Medium-sized update, but lots of clearly noticeable stuff. Some things I postponed for a longtime since it was tedious to do and get working properly. I am both lazy and a perfectionist.

Oh, did I mention that it now comes with a new cooler Gatling gun.
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: DOOM Forever (lots o' HUD-related changes)

Post by -Ghost- »

Nice job on the update, everything feels very polished at this point.

Do you have any other recommendations to get EDGE playing smoothly? Your mod's great, but my movement/aiming feels really floaty and weird with M+KB, and I'm not sure if I just didn't configure something right or if it's just on the engine's end.
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California
Contact:

Re: DOOM Forever (lots o' HUD-related changes)

Post by Coraline »

Pull down the console and type r_vsync. If it is set to 1, turn it off (0).
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: DOOM Forever (lots o' HUD-related changes)

Post by -Ghost- »

Thanks, it feels a lot better now. Any other tweaks?
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (lots o' HUD-related changes)

Post by CeeJay »

-Ghost- wrote:Nice job on the update, everything feels very polished at this point.
Thank you very much, always nice to receive some positive feedback.
User avatar
zZaRDoZz
Posts: 70
Joined: Sat Apr 14, 2012 7:04 am

Re: DOOM Forever (lots o' HUD-related changes)

Post by zZaRDoZz »

I guess the non-instant tracer rounds you put in that 007 test map of 5 years ago are off the table? I recently dug that test wad up and loved it, forgot how much fun non instant shots could be.


Someone could seriously dust off the "doom-as-doom- bible-would-do" concept now that JR released all that surplus art work.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (lots o' HUD-related changes)

Post by CeeJay »

zZaRDoZz wrote:I guess the non-instant tracer rounds you put in that 007 test map of 5 years ago are off the table? I recently dug that test wad up and loved it, forgot how much fun non instant shots could be.
For this mod, yes. Those tracer bullets were in reality nothing more than super fast projectiles, and there were glitches inherited with them. It would seem out of place here and seriously screw up gameplay. Not to mention that a lot of the blood would be removed in the process since projectiles doesn't cause things to bleed.
Echelon5
Posts: 141
Joined: Wed Mar 09, 2011 3:44 pm

Re: DOOM Forever (lots o' HUD-related changes)

Post by Echelon5 »

Really loving this. Weapons feel and sound great. I only wish Doomguy cracked his knuckles at the start of every level. Also, the new chaingun is absolutely the best one I've seen.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (lots o' HUD-related changes)

Post by CeeJay »

Echelon5 wrote:Really loving this. Weapons feel and sound great.
Thank you. I especially like that shotgun sound, not very realistic but damn is it satisfying.
Echelon5 wrote:I only wish Doomguy cracked his knuckles at the start of every level.
Can't be done, unless you don't mind losing all your weapons at the start of each levels. It's a pretty "messy" but simple hack.
Echelon5 wrote:Also, the new chaingun is absolutely the best one I've seen.
Me too, and to think that it's actually a franken-spriting job.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated for 3DGE 2.0.1)

Post by CeeJay »

Updated mainly to support recent version of 3DGE, which is 2.0.1. It's pretty sweet. Enjoy!
Post Reply

Return to “Gameplay Mods”