[BETA] DEAD MARINE
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.
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.
-
- Posts: 9695
- Joined: Sun Jan 04, 2004 5:37 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Debian Bullseye
- Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Re: [BETA] DEAD MARINE
Really liking those little particle effects.
The zoom recoil seems a bit much for the pistol and fist but mileages vary.
The zoom recoil seems a bit much for the pistol and fist but mileages vary.
-
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: [BETA] DEAD MARINE
Yeah, I'm still not super pleased with the fist. Hopefully I can find a more natural configuration of it in future updates.
Also wow, thank you and nice work on the addons, you guys! I definitely want to add more gore options/more custom animated stuff, so this will be a nice resource or at least source of ideas for the future. And as for the assault rifle, I don't really want to change the Doom2 weapon set, but I actually have been thinking of including an alpha-themed weapon set in the future, as part of a rebalanced mode.
Also wow, thank you and nice work on the addons, you guys! I definitely want to add more gore options/more custom animated stuff, so this will be a nice resource or at least source of ideas for the future. And as for the assault rifle, I don't really want to change the Doom2 weapon set, but I actually have been thinking of including an alpha-themed weapon set in the future, as part of a rebalanced mode.
-
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: [BETA] DEAD MARINE
Not to be too intrusive, but you could possibly port the Rifle on/off code from SmoothDoom if you ever wished to include it. I'd recommend giving the rifle zombies +5 health on the rifle-dropping actors if that's the case, though, since I think the "one-two punch" always feels nicer. I know nothing about ACS, but I'm planning on changing that, and I can make the necessary edits myself if that's the case. I'm thinking of making more guns for DEAD MARINE if you're okay with it; things like the pump-action double-barrel shotgun, a "proper" chainsaw-grip minigun with a high rate of fire, a submachine gun, and other such items.Gifty wrote:Yeah, I'm still not super pleased with the fist. Hopefully I can find a more natural configuration of it in future updates.
Also wow, thank you and nice work on the addons, you guys! I definitely want to add more gore options/more custom animated stuff, so this will be a nice resource or at least source of ideas for the future. And as for the assault rifle, I don't really want to change the Doom2 weapon set, but I actually have been thinking of including an alpha-themed weapon set in the future, as part of a rebalanced mode.
-
- Posts: 589
- Joined: Fri Jan 13, 2017 9:08 pm
Re: [BETA] DEAD MARINE
there should be an option for that gore addon from the last 2 pages that lets us toggle between hitbox dismemberment and random dismemberment.
-
- Posts: 49
- Joined: Sun Dec 03, 2017 10:44 am
- Location: Elfhelm... waiting for potatoes to get sane again.
Re: [BETA] DEAD MARINE
Hai yo! You summoned me. I'm a first-time modder, so IDK how exactly I'd code in hitbox dismemberment, and also IDK if there's a way I could make an option for random dismemberment vs hitbox dismemberment when I code in hitbox dismemberment. 
Also to Retraux Squid love the ideas, is there a way it could be compatible with my gore addon so I don't have to keep copying the code, sprites, sounds, etc.etc.etc. into my gore addon just to have some cool weapons? XD

Also to Retraux Squid love the ideas, is there a way it could be compatible with my gore addon so I don't have to keep copying the code, sprites, sounds, etc.etc.etc. into my gore addon just to have some cool weapons? XD
-
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: [BETA] DEAD MARINE
0.9.2 is here today. Not a huge update, but some goodies!
changelog:
-slightly louder armor/health pickups
-new imp death animation (by vader/itsnaturetodie)
-lowered altdeath probability slightly
-added lava melting animations for new death animations
-tac-hud now feeds you monster count at level start
changelog:
-slightly louder armor/health pickups
-new imp death animation (by vader/itsnaturetodie)
-lowered altdeath probability slightly
-added lava melting animations for new death animations
-tac-hud now feeds you monster count at level start
-
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: [BETA] DEAD MARINE
I know Brutal Doom did its hitbox systems by having constantly-spawned hitboxes- every ten or twenty frames in each state of a monster, it would spawn new hitboxes for its head, legs, etc. This allows relatively forgiving and "accurate" hitboxes that work quite well, even if it expands monster code by a bit. BD uses these to confer extra damage in certain locations, but these hitboxes can be used just as easily to make unique deaths- for instance, you have a death in your mod in which a zombie's head explodes IIRC. That would be what a killing hit to the head of a zombie trooper would go to, instead of a usual death.TheEternalStruggler wrote:Hai yo! You summoned me. I'm a first-time modder, so IDK how exactly I'd code in hitbox dismemberment, and also IDK if there's a way I could make an option for random dismemberment vs hitbox dismemberment when I code in hitbox dismemberment.
Also to Retraux Squid love the ideas, is there a way it could be compatible with my gore addon so I don't have to keep copying the code, sprites, sounds, etc.etc.etc. into my gore addon just to have some cool weapons? XD
-
- Posts: 1750
- Joined: Wed Sep 08, 2010 4:58 pm
Re: [BETA] DEAD MARINE
Isn't there a universal headshot script or something that's supposed to work a lot more efficiently than BD's code?
And thanks for the update Gifty, all good changes!
And thanks for the update Gifty, all good changes!
-
- Posts: 558
- Joined: Mon Sep 28, 2015 3:23 am
Re: [BETA] DEAD MARINE
Is the lava melting animations for enemies or just the player? Because I haven't seen any yet.
-
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: [BETA] DEAD MARINE
Yep, it's just for enemies. You have to kill a smaller enemy (zombies, imps etc.) over lava for it to work!
-
- Posts: 558
- Joined: Mon Sep 28, 2015 3:23 am
Re: [BETA] DEAD MARINE
Neat. Does it work for Nukage and Blood as well?Gifty wrote:Yep, it's just for enemies. You have to kill a smaller enemy (zombies, imps etc.) over lava for it to work!
-
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: [BETA] DEAD MARINE
Just lava and nukage so far.
-
- Posts: 20
- Joined: Thu Apr 25, 2013 12:50 am
- Location: Melbourne, Victoria, Australia
Re: [BETA] DEAD MARINE
Pretty sweet little vanilla enhancement mod, got a spot in my autoload queue for sure!
A huge fan in particular of the enhanced sounds, and the gore system. The fallen UAC marine names are neat too, are the names sourced from the DOOM novels and DOOM 3 PDAs? Some of them seem vaguely familiar, could be my mind playing tricks on me though!
Really adds a much needed punch to the vanilla experience we all and love, but isn't excessively flashy and keeps the same DOOM-y vibe. Almost feels like stuff the guys at id would have implemented, had they an extra month for further polish.
To echo some of the sentiments already shared; Smooth Doom compatibility, floor / ceiling decals and brightmaps would really tie everything together nicely... not that there isn't already a whole lot to like here!
Super cool, great work!
A huge fan in particular of the enhanced sounds, and the gore system. The fallen UAC marine names are neat too, are the names sourced from the DOOM novels and DOOM 3 PDAs? Some of them seem vaguely familiar, could be my mind playing tricks on me though!
Really adds a much needed punch to the vanilla experience we all and love, but isn't excessively flashy and keeps the same DOOM-y vibe. Almost feels like stuff the guys at id would have implemented, had they an extra month for further polish.
To echo some of the sentiments already shared; Smooth Doom compatibility, floor / ceiling decals and brightmaps would really tie everything together nicely... not that there isn't already a whole lot to like here!
Super cool, great work!
-
- Posts: 412
- Joined: Fri Nov 25, 2016 7:17 am
- Location: some northern german shithole
Re: [BETA] DEAD MARINE
love it
-
- Posts: 39
- Joined: Sat Jan 31, 2015 1:53 pm
Re: [BETA] DEAD MARINE
This is probably my favorite gameplay mod to ever use with Doom! It's exactly how I imagined original ID software wanted to make Doom.
The ambience noises, the PDF names for dead marines, the particle effects, the beefy and original sounds, everything conspires to create such a tense and violent atmosphere that fits the game perfectly.
Edit: I should mention the HUD doesn't seem to scale right with the resolution. I usually play 1280x720 windowed and some of the HUD is cut off because of it.
The ambience noises, the PDF names for dead marines, the particle effects, the beefy and original sounds, everything conspires to create such a tense and violent atmosphere that fits the game perfectly.
Edit: I should mention the HUD doesn't seem to scale right with the resolution. I usually play 1280x720 windowed and some of the HUD is cut off because of it.