Hocusdoom RELEASED (/idgames pending)
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.
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- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
Re: Hocusdoom (new version 04-08-2018)
This is great news! I'll give it a roll when I can.
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- Posts: 139
- Joined: Fri Feb 28, 2014 4:27 pm
Re: Hocusdoom (new version 04-08-2018)
Hi Ravage, great work as always, can you tell us what version of GZdoom to play this update ?
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Re: Hocusdoom (new version 04-08-2018)
Latest stable version on the website should work.
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- Joined: Mon Jan 08, 2018 11:29 am
Re: Hocusdoom (new version 04-08-2018)
I'm anxious to see this mod completed. The level designs are incredible.
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Re: Hocusdoom (new version 07-28-18)
Getting close to being done. Still have one level to do, and other stuff to tidy up.
Current playable version for 07-28-18
https://www.dropbox.com/s/yqn8rwghreuec ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1
changelog for - 07-28-18
Current playable version for 07-28-18
https://www.dropbox.com/s/yqn8rwghreuec ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1
changelog for - 07-28-18
- fixed conflicting sprite names for bombs and smartbombs
- remade mushroom minibosses.
- lowered base damage for bombs from 10 to 5
- increased resistance to bombs for minibosses
- added +DONTSPLASH to various traps that explode like the volcanic vents
- added terrain effects for sand
- added healing oases in egyptian levels
- switched names for 'Shifting Sands' and 'Mirage'
- fixed more portals and hopefully fixed a lot of framerate issues around them
- on a side note, a LOT of fiddling with map16 to ease up on the framerate. Tried to cut a bunch of extraneous stuff out, especially sand dunes you can never actually see anyway.
- added a 'particle limit' for heavy effects like rain and snow to try and speed things up a bit
- added a particle limit for basic particle effects too--mostly particles that get used the most like the basic square particles. the limit scales with particle gen scaling
- added larger, more detailed snowflakes that occasionally spawn on map05. All this work for a weather effect that's only used on one map.
- does anyone read these?
- changed music for map35 and map36 to m_meso instead of m_gloom2. Whoops?
- more brightmaps!
- bug that caused thrown bombs to inheret a player's color flashes no longer happens. somehow fixed itself?
- more changes to bomb damage
- revamped power wand, hopefully for the last time
- ammo icons for alt hud
- changed projectiles for flamethrower powerup
- added vertical lightning traps for later maps
- reworked some of the skyboxes to make easier to change later on
- updated graphics for powered up ammo bars
- added +NOBLOODDECALS to all enemies and shots, as even though everything has +NOBLOOD, sometimes they'd still splatter on walls
- renamed particle options to be less confusing
- bug where ricochet projectiles will get stuck in corners. No idea how to fix this yet.
- finished map36
- finished map37
- finished map38
- finished map39
- gave power wand its own damage type to tweak it for boss use.
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- Posts: 114
- Joined: Fri Dec 08, 2017 11:07 am
Re: Hocusdoom (new version 07-28-18)
The anticipation is real! Can't wait for it to finish!
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- Posts: 25
- Joined: Wed Jun 07, 2017 11:55 am
- Location: Armpit of the USA
Re: Hocusdoom (new version 07-28-18)
:O Ohhh man bring this back for this years Doom December that is for sure too.
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- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
Re: Hocusdoom (new version 07-28-18)
Just to let you guys know, I probably won't be working on this a whole lot within the next couple months. My dad had a heart attack last week (he's recovering fine), but we're going to be moving several states away soon. I'm not exactly going on hiatus, but I don't know what's going to happen in the next month or two.
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- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
Re: Hocusdoom (new version 07-28-18)
Oh dude, best wishes for your father and your family - take care!
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- Posts: 281
- Joined: Mon Jun 08, 2015 7:32 am
Re: Hocusdoom (new version 07-28-18)
Sorry for the late reply but wanted to say I love your and good luck with everything.
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- Joined: Wed Sep 03, 2003 9:30 pm
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Re: Hocusdoom BETA (new version 09-23-18)
Current playable version for 9-23-18
https://www.dropbox.com/s/eot6fpp1bffp6 ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1
So, after a very very long time, I've finally got 40 maps that are more or less set. Now, before I can release this I need help thoroughly testing everything. I want to make sure that everything runs on the latest stable version of GZdoom without breaking, and that I didn't miss anything.
Things to take note while testing:
Texture alignment - Rocks I'm less worried about, but bricks and decorations are important to catch.
Skippable areas and shortcuts - Many of these I've discovered in testing myself that I decided to keep in. If its difficult to do, is not glaringly obvious, doesn't let the player out of the game space (like skybox), and doesn't land the player in an unwinnable state I'd like to leave it in as a bonus for speedrunners. (A notable one is E1M2 where you can skip getting the keys and jump onto a window and SR50 jump onto the crystal platform.)
Things that still need done before release:
* menudef highscores table from menu (anyone good with Zscript, is it possible?)
* testing testing testing
* decide how to do difficulty levels
* brightmaps for models? (I heard it was possible but I never got it to work)
* find a better way to pause the game when talking to terrexin (something that doesn't pause music)
* tweak par times (are they too easy? too hard?)
* tweak treasure locations in earlier maps (probably fewer groups with more in them so they're not as difficult to find)
* do sprites for projectile enemy in the secret map (damn turtles)
* still noticing blood decals on occasion even though everything has +NOBLOOD and +NOBLOODDECALS. I may just blank out the decals themselves to get around this
* need to raise the volume on map40's music (I just put in the direct .S3M file rather than a rip so I don't know if I can alter that)
* implement default automap settings
I'd like to release this sometime before December if possible. If not, there is next year. :P
https://www.dropbox.com/s/eot6fpp1bffp6 ... 8.pk3?dl=1
Ogg versions of music (updated)
https://www.dropbox.com/s/h4wlfocvkewtm ... g.pk3?dl=1
So, after a very very long time, I've finally got 40 maps that are more or less set. Now, before I can release this I need help thoroughly testing everything. I want to make sure that everything runs on the latest stable version of GZdoom without breaking, and that I didn't miss anything.
Things to take note while testing:
Texture alignment - Rocks I'm less worried about, but bricks and decorations are important to catch.
Skippable areas and shortcuts - Many of these I've discovered in testing myself that I decided to keep in. If its difficult to do, is not glaringly obvious, doesn't let the player out of the game space (like skybox), and doesn't land the player in an unwinnable state I'd like to leave it in as a bonus for speedrunners. (A notable one is E1M2 where you can skip getting the keys and jump onto a window and SR50 jump onto the crystal platform.)
Things that still need done before release:
* menudef highscores table from menu (anyone good with Zscript, is it possible?)
* testing testing testing
* decide how to do difficulty levels
* brightmaps for models? (I heard it was possible but I never got it to work)
* find a better way to pause the game when talking to terrexin (something that doesn't pause music)
* tweak par times (are they too easy? too hard?)
* tweak treasure locations in earlier maps (probably fewer groups with more in them so they're not as difficult to find)
* do sprites for projectile enemy in the secret map (damn turtles)
* still noticing blood decals on occasion even though everything has +NOBLOOD and +NOBLOODDECALS. I may just blank out the decals themselves to get around this
* need to raise the volume on map40's music (I just put in the direct .S3M file rather than a rip so I don't know if I can alter that)
* implement default automap settings
I'd like to release this sometime before December if possible. If not, there is next year. :P
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- Posts: 17934
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Hocusdoom BETA (new version 09-23-18)
You can adjust music volume in [wiki]SNDINFO[/wiki] with $musicvolume.
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- Posts: 288
- Joined: Sun May 17, 2015 9:39 am
Re: Hocusdoom BETA (new version 09-23-18)
You can't raise volume that way, only lower it. Nevermind, that's sound volume.
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- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: Hocusdoom BETA (new version 09-23-18)
Personally, I'd suggest converting the original file to ogg and raise the volume in audacity, which is what I did, while trying to polish up tracks for Jill Of The Jungle and Electro Body: http://www.mediafire.com/file/srrasmjlm ... f.zip/file
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Re: Hocusdoom BETA (new version 09-23-18)
Actually $musicvolume worked fine.