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

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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/24)

Post by VGA »

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 !
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/24)

Post by CeeJay »

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 !
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.

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 8-)

I will update the package with the latest version of EDGE next time around.
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/24)

Post by VGA »

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 8-)
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. :mrgreen:

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 :D
I haven't had this much fun since playing through vanilla as Duke and Blaskowitz with Samsara :wub: :wub:

But I don't think I like the changed caco projectile, it's too translucent.
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/24)

Post by CeeJay »

VGA wrote:But I don't think I like the changed caco projectile, it's too translucent.
It's an easy and quick fix, I can do that for the next update.

Some of the scenery is also interactive, the lamps for instance can be turned on and off and the dead marines drop clips.
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by VGA »

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:
Spoiler:
Other annoyance is the torches. They are now an environmental hazard :(
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by CeeJay »

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 :-)
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: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?
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:Also, it makes the screen super-red, it's hard to see, check this out:
It is hard-coded I believe.
VGA wrote:Other annoyance is the torches. They are now an environmental hazard :(
Torches burn, fire hurts. Sorry. You can always put them out or make enemies do it for you (hide behind the torches).
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by VGA »

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.
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by CeeJay »

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.
No, that is a bug. I will look into it.
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.
That is a glitch. One I fear may not be fixable. Atleast I think I know where/what the problem is.

Thanks for pointing these things out, really helpful.

EDIT: Both these issues will be fixed in the next update 8-)
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by VGA »

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) ?!
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by CeeJay »

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.
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by VGA »

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?
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by CeeJay »

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".
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VGA
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by VGA »

But it overrides the TITLEPIC included with the episode mods I'm loading, like Doom the way Id did.
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/26)

Post by CeeJay »

VGA wrote:But it overrides the TITLEPIC included with the episode mods I'm loading, like Doom the way Id did.
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.
CeeJay
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Re: DOOM Forever (music patch 06/21 & update 06/30!)

Post by CeeJay »

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
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