OSJC's 'OLDSKOOL' zdoom mod - mon 20th march 2017

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osjclatchford
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Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's generic Zdoom mod! at last! (sun 24th mar 2013)

Post by osjclatchford »

ok reworked edish 1.8 again!
this time has better spark/bulletpuffs and I have re-done how the unmaker works... see below if you like ruined secrets!
Spoiler:
comments welcome...

latchford
osjclatchford
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UPDATE! v1.9 (mon 8th apr 2013)

Post by osjclatchford »

ok newer version:

removed foot inverse recoil (annoying)
new gibbable marine corpses
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Zenon
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Graphics Processor: nVidia with Vulkan support
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Re: OSJC's generic Zdoom mod! (mon 8th apr 2013)

Post by Zenon »

Also includes 9-player Splitscreen :P
osjclatchford
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Re: OSJC's generic Zdoom mod! (mon 8th apr 2013)

Post by osjclatchford »

actually I'm having some problems now...

on e4m7 when i go outside through the red key-door the game freezes after a while.
normally after something gets shot or something.

I have a feeling this is to do with the flies around the corpses but I'm not sure how. as far as I know its the only map that does it... anyone got any ideas how?

here is the code for the flies:
Spoiler:


and here is an example of one of the dead body spawners:
Spoiler:
i thought it might be one of the flags possibly the +nosector or +clientsideonly causing grief? but removing them made no difference.
are there simply too many actors at once (what with all the bodies/swarms in that map/room)?

I have a feeling its one of the flies clipping through a part of the map messing something up but I'm buggered if I can say where why or what?

really stuck and don't really understand mapping so any ideas would be greatly appreciated
thanks
latchford
jimbob
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Re: OSJC's generic Zdoom mod! (mon 8th apr 2013)

Post by jimbob »

Fun mod. One question, why do wasted your time with the ejecting shell casings? It looks like they are coming from somewhere behind the player. I want to see them fly from the weapons. :)

EDIT: I had no problem with E4M7. No Crash. (GZDoom r1548)
osjclatchford
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Re: OSJC's generic Zdoom mod! (mon 8th apr 2013)

Post by osjclatchford »

oh, well that's great news! I'm running plain old zdoom but perhaps I should download the latest edish and try and see if that solves the issue! my version is probably quite antiquated by now! LOL didn't think it was that old though... would love to hear how others have got on...

oh, and you know what, you're right about the casings, they should be re-positioned i'll endeavor to do that for the next release...
osjclatchford
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Re: OSJC's generic Zdoom mod! (mon 8th apr 2013)

Post by osjclatchford »

hell I was running 2.4.1, how obsolete! with an update to 2.6.1 (the latest?) no crashes after many tests so far...

having trouble with the shell casings so thats on the back burner now...
jimbob
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by jimbob »

Looks like no one noticed the new version. :( The last post in this thread was from April.
Could you upload the new version to another hoster? I do not want to create a account on 4shared to download your mod.
osjclatchford
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by osjclatchford »

will be on 4shared until drd team gets their finger out and fixes things... sorry
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ArielBoss
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by ArielBoss »

Congrats dude, this was one of the best mods I've ever played, and if I stop to think, it's hard to think of a better one. Most mods just focusing on just one thing, like good sprites, good gameplay, I mean fluid. Brutal Doom have these requirements, but also has a strong difference in gameplay, but this one have all without losing the essence of Doom. I just do not understand why not have a reload key, this kill the gameplay a little. Also, all these files could not be put in just wad/pk3?
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Max Dickings
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by Max Dickings »

ArielBoss wrote: Also, all these files could not be put in just wad/pk3?
/opens zip

... I concur! 0_o

Haha, my doom folder is already a barely-organized mess with all the mods/wads/pk3's, so to have it neatly contained in one would be appreciated.

Otherwise the screenshots look really good. I'll probably end up stealing that awesome helmet hud and Doom64 shotgun for my Brutal Doom. Always loved the look of that one. (Hope there's reload frames out there. And iron sights...)

Oh and for anyone using 4share, you can use bugmenot.com to get an account without having to make one.
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oODemonologistOo
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by oODemonologistOo »

Can you use somewhere other than 4shared? Can't seem to download from there for some odd reason.
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-Ghost-
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by -Ghost- »

You could try Dropbox or something in the mean time, it may be easier. I think there are generic public account logins floating around for 4shared, but I haven't been able to find the list.
osjclatchford
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by osjclatchford »

ArielBoss wrote:Congrats dude, this was one of the best mods I've ever played, and if I stop to think, it's hard to think of a better one. Most mods just focusing on just one thing, like good sprites, good gameplay, I mean fluid. Brutal Doom have these requirements, but also has a strong difference in gameplay, but this one have all without losing the essence of Doom. I just do not understand why not have a reload key, this kill the gameplay a little. Also, all these files could not be put in just wad/pk3?
many thanks! reload key was something I actually felt ruined gameplay. it left you doing a counterstrike and pushing r every two seconds.
having been in actual firefights I can assure you that you generally don't do this like that! LOL if you did you'd have about 56 mags with like ten or twelve rounds in and a very confused quartermaster when signing back in...
but many thanks for the kind words! this was my self-made brief when designing and doing this: add all the cool shit from the games you love, but don't take the doominess away... thats basically it. the intention is also to make something that will run with ANY standard wad and not wreck gameplay. this took hours of alpha-testing (to my wife's joy :roll: ) to make sure the weapons and powerups balanced. oh, on that note, I seriously recommend playing this with darkening2.wad its just great!
I have, over time, added many new things then ditched them further down the line.
monsters for instance.
but in the end I felt that new critters wreck it. as such I've stuck to just the former marines (clydes), scientists (thanks scallino!) and the dog (because I loved it in quake!). the others got removed from the randomisers as it felt odd facing something that you don't know.
to be honest this came after only just playing kdizd and I was wowed by the supreme level design but was actually disappointed by all the new monsters. I felt they just ruined the atmosphere and made it feel like just any other mod! crying shame that...
instead, in my mod, I focused on adding new animations to existing enemies, this way you get something new but it doesn't feel jarring...

as for the jumbled mess of wads/pk3. as mentioned in the readme, its the only way I could get it to work. and its a hell of a lot more easy for me to mod it further and add new shit down the line... as such this is how it will be staying...

now guys, serious stuff now. where the hell can I safely and conveniently sign up to and upload this so you all can get at it?
jimbob
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Location: Merkel's realm

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by jimbob »

osjclatchford wrote:now guys, serious stuff now. where the hell can I safely and conveniently sign up to and upload this so you all can get at it?
http://www.mediafire.com or http://www.dropbox.com

Dropbox is easy to use.
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