Aren't there any sprite rotations you can use for the standard items like health and ammobox pickups ? I saw the clips have them, I thought it was a voxel for a couple of seconds, lol. Same thing with the clumped together shell sprites, you sly bastard !
[3DGE] Doom Forever (happy new year!)
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Re: DOOM Forever (music patch 06/21 & update 06/24)
I played a couple of maps, it's very balanced and detailed, like if Doom 3 was released in 1996 
Aren't there any sprite rotations you can use for the standard items like health and ammobox pickups ? I saw the clips have them, I thought it was a voxel for a couple of seconds, lol. Same thing with the clumped together shell sprites, you sly bastard !
Aren't there any sprite rotations you can use for the standard items like health and ammobox pickups ? I saw the clips have them, I thought it was a voxel for a couple of seconds, lol. Same thing with the clumped together shell sprites, you sly bastard !
Re: DOOM Forever (music patch 06/21 & update 06/24)
The goal of it was if DOOM had been released around the time of Duke3D. As for the attention to detail, well, I am a perfectionist of the worst kind. It is both a blessing and a curse, I can get so caught up in the smallest details with all things in my life that it cripples me and kills my motivation when I can't get something perfect or at least to the point of satisfaction. This is the primary reason why many of my projects don't get released.VGA wrote:I played a couple of maps, it's very balanced and detailed, like if Doom 3 was released in 1996
Aren't there any sprite rotations you can use for the standard items like health and ammobox pickups ? I saw the clips have them, I thought it was a voxel for a couple of seconds, lol. Same thing with the clumped together shell sprites, you sly bastard !
Nope, only the clip and it's the only ammo pickup with rotations I am afraid. The "clumped together shell sprites" are like that for a reason and not just to show off a fancy effect
I will update the package with the latest version of EDGE next time around.
Re: DOOM Forever (music patch 06/21 & update 06/24)
Oh, to avoid ammo getting lost due to maximum carry limitation? Good idea, I mean hoarding health pickups is ok, but not all ammo as well, it gets too much for OCD players.CeeJay wrote: Nope, only the clip and it's the only ammo pickup with rotations I am afraid. The "clumped together shell sprites" are like that for a reason and not just to show off a fancy effect![]()
Today I discovered that the decorations are destructible and that zombies burn after getting hit with fireballs. And that fire hurts, after stepping on a burning corpse or touching a torch
I haven't had this much fun since playing through vanilla as Duke and Blaskowitz with Samsara
But I don't think I like the changed caco projectile, it's too translucent.
Re: DOOM Forever (music patch 06/21 & update 06/24)
It's an easy and quick fix, I can do that for the next update.VGA wrote:But I don't think I like the changed caco projectile, it's too translucent.
Some of the scenery is also interactive, the lamps for instance can be turned on and off and the dead marines drop clips.
Re: DOOM Forever (music patch 06/21 & update 06/26)
Dude, wtfff, I suddenly picked up an imp's hand, scared me a little heh. Thank god I saved, too, because it was pretty ineffective 
Anyway, not sure how the berserk is supposed to work, it always plays that long and awesome animation when I switch to it. Should it do that? Also, it makes the screen super-red, it's hard to see, check this out:

Anyway, not sure how the berserk is supposed to work, it always plays that long and awesome animation when I switch to it. Should it do that? Also, it makes the screen super-red, it's hard to see, check this out:
Spoiler:Other annoyance is the torches. They are now an environmental hazard
Re: DOOM Forever (music patch 06/21 & update 06/26)
The monster weapons (there's three of them) have unlimited ammo so they are somewhat weak (and even useless in some situations) to balance it out.VGA wrote:Dude, wtfff, I suddenly picked up an imp's hand, scared me a little heh. Thank god I saved, too, because it was pretty ineffective
You need to be a little more specific if I am to know what you mean and in turn correct the problem. Are you referring to the animation of when the syringe is being pierced into the arm? That is just supposed to play once when you pick up a berserk pack. If you are experiencing it being played even after, when switching between weapons and back to the fist, then something is wrong. Never had a problem like that myself.VGA wrote:Anyway, not sure how the berserk is supposed to work, it always plays that long and awesome animation when I switch to it. Should it do that?
It is hard-coded I believe.VGA wrote:Also, it makes the screen super-red, it's hard to see, check this out:
Torches burn, fire hurts. Sorry. You can always put them out or make enemies do it for you (hide behind the torches).VGA wrote:Other annoyance is the torches. They are now an environmental hazard
Re: DOOM Forever (music patch 06/21 & update 06/26)
In Doom the way id did, e3m4, as soon as the player moves a crushing ceiling moves down. With Doom Forever the shotgun shells vanish after being crushed. Normally, they don't. Is that intended ?
Seems like a bug, since the shotgun doesn't vanish. Seems potentially map breaking, too.
Also, if I use the mouse scroll wheel to try to change guns while the berserk animation is playing, then when I switch back to the fists it plays again. 100% reproducible.
Seems like a bug, since the shotgun doesn't vanish. Seems potentially map breaking, too.
Also, if I use the mouse scroll wheel to try to change guns while the berserk animation is playing, then when I switch back to the fists it plays again. 100% reproducible.
Re: DOOM Forever (music patch 06/21 & update 06/26)
No, that is a bug. I will look into it.VGA wrote:In Doom the way id did, e3m4, as soon as the player moves a crushing ceiling moves down. With Doom Forever the shotgun shells vanish after being crushed. Normally, they don't. Is that intended ?
Seems like a bug, since the shotgun doesn't vanish. Seems potentially map breaking, too.
That is a glitch. One I fear may not be fixable. Atleast I think I know where/what the problem is.VGA wrote:Also, if I use the mouse scroll wheel to try to change guns while the berserk animation is playing, then when I switch back to the fists it plays again. 100% reproducible.
Thanks for pointing these things out, really helpful.
EDIT: Both these issues will be fixed in the next update
Re: DOOM Forever (music patch 06/21 & update 06/26)
That STVISOR is for 4/3 aspect ratio. Using ASPECT=1.2; in its image definition it seems to be fine for 16/10 but how can I make the image be positioned at (0,0) ?!
Re: DOOM Forever (music patch 06/21 & update 06/26)
EDGE will center it as best as it can, then it has to be manually adjusted to look right.
I will see what I can do, I should have an update ready by tomorrow.
I will see what I can do, I should have an update ready by tomorrow.
Re: DOOM Forever (music patch 06/21 & update 06/26)
Good to hear, another thing, why do you include a TITLEPIC?
I think you should let the actual TITLEPIC of the wad being played to show, because Doom Forever is a gameplay mod, and the TITLEPIC should depend on the map content being played, right?
I think you should let the actual TITLEPIC of the wad being played to show, because Doom Forever is a gameplay mod, and the TITLEPIC should depend on the map content being played, right?
Re: DOOM Forever (music patch 06/21 & update 06/26)
The night-vision HUD is done, but I am limited to my own screen so i've no idea just how widescreen friendly it is. But it does look very stretched out on my tiny screen.
If I could find a better title picture or something fitting to put behind the DOOM logo, I would. As it stands now, it tells you everything you need to know. It's "DOOM".
If I could find a better title picture or something fitting to put behind the DOOM logo, I would. As it stands now, it tells you everything you need to know. It's "DOOM".
Re: DOOM Forever (music patch 06/21 & update 06/26)
But it overrides the TITLEPIC included with the episode mods I'm loading, like Doom the way Id did.
Re: DOOM Forever (music patch 06/21 & update 06/26)
Is that really such a big problem? The majority of mods, be it gameplay mods or megawads, come with their own title picture. A practice that's been a tradition since the dawn of Doom modding. I don't know about others, but I usually don't forget what level set I am currently playing unless I happen to be drunk off my ass.VGA wrote:But it overrides the TITLEPIC included with the episode mods I'm loading, like Doom the way Id did.
Re: DOOM Forever (music patch 06/21 & update 06/30!)
New update 06/30
* Shotgun shells (ammo item) no longer disappear when crushed
* Fixed a glitch with the berserk packs syringe sequence
* Pain Elemental now has a melee attack, giving it atleast some form of defense
* A few sound tweaks and new additions
* A couple of new deaths for the Imp and some improvements to his other ones
* Edited the aspect ratio of the night-vision HUD
* The Chaingun is now known as the Gatling gun in-game, it is technically more accurate
* Minor changes and tweaks of in-game messages
Download: http://www.mediafire.com/download/u726i ... ver117.zip
* Shotgun shells (ammo item) no longer disappear when crushed
* Fixed a glitch with the berserk packs syringe sequence
* Pain Elemental now has a melee attack, giving it atleast some form of defense
* A few sound tweaks and new additions
* A couple of new deaths for the Imp and some improvements to his other ones
* Edited the aspect ratio of the night-vision HUD
* The Chaingun is now known as the Gatling gun in-game, it is technically more accurate
* Minor changes and tweaks of in-game messages
Download: http://www.mediafire.com/download/u726i ... ver117.zip
