[RELEASE] DN3DooM - update v.1.08c

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kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

kadkad14 wrote:I noticed some things in Duke3D, maybe they are not crucial.
1. Camera follows enemy that killed player.
2. Duke3D has voice reverb system. Maybe something similar should be in this mod too.
3. There is an unused enemy in grp. Can it be useful? (not to mention PigCop "car").
4. Should this mod force message centering like in Duke3D? I don't know if it possible to move secret revealing message to the top of the screen.
Also, there is a "SQUISH!" message in Duke3D.
5. Can you remove enemy infighting on "Damn I'm good" difficulty?
6. Make player able to behead "dying" troopers by kicking them in their face. But I am not sure if it's a good idea.
7. Can you make incineration universal by using zscript? So it can be similar to Freezethrower but the opposite.
1. I would only add that if gzdoom supports a similar mechanism natively (death cam or something), or else I don't think it's worth the hassle.
2. I was going to add that, but sadly only the latests versions of gzdoom support PlaySound with pitch, and I want this to be compatible with previous versions and lzdoom. It's still a hassle because all the native scream functions would have to be replaced with A_PlaySound.
3. I know about those, not on my list right now. The scorpion tank is cool though.
4. Yes it should but only if it's easy to do, otherwise it's not worth it.
5. I guess it's possible but not on my top priorities.
6. I don't think that's a good idea either.
7. If you mean so it's usable outside this mod, I don't really know how, since everything is intertwined as it is, there would have to be drastic changes which are not worth it for me.
RastaManGames wrote:It fixes it, but (i guess) one pipe bomb is ammo for that weapon?
I think, that you can give "Pipebomb" weapon to player just from start with 0 ammo or something.
Sounds like a silly fix, but... Sounds not bad at all, isnt? :C
After some tries this turned out the be easiest way to fix it, so that'll do it for now. Thanks man.
MentzWolf wrote:Also is there a way to add in the key card use anim like in NTMAI?
I've thought about that one, but I'm hesitant since in doom the door opens inmediately and you'll be exposed without being able to move. If anything it could be added with a toggle.
Neccronixis wrote:Can I suggest toning down the screen based recoil and dramatically reducing the volume of the bullet flesh impact sound?
I guess I could add an option to lower screen shaking or something like that. About the flesh impact sound volume, it's from dukeplus, which I kinda like.
Whoah wrote:This is a really neat mod! Easily the smoothest attempt at porting Duke3D's guns and enemies that I've played. One issue, though. The portable medkit seems to be able to heal me over 100 health
EDIT: I also seem unable to heal when picking up small medkits on super low health. The pickups just give me their message and disappear, which sucks because I'm at 1 health
The first one is not really a bug, I have it like that to be more balanced with current doom maps.
About the second one, I cannot replicate it, I've had my health go as low as 1hp and I can still pick them up just fine. Are you using other mods maybe?
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Whoah
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Re: [RELEASE] DN3DooM

Post by Whoah »

It could definitely be other mods I'm using. I'll check my load order and see what works. Thanks!
BloodShot
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Re: [RELEASE] DN3DooM

Post by BloodShot »

This is a wonderful mod, I mixed it with ashes 2063 sterlized and it feels like a duke 3d episode.

Any chance it could be made compatible with the standalone BD map enhancer that was adapted for NTMAI?

https://drive.google.com/file/d/1kK5Y3R ... DEHPA/view

It almost works already, it just screws up the explosion sprites and the shrinker/expander idle frames (and messes up the freezethrower spawns on chainsaws)

Also it'd be neat if some of the movement/friction changes from something like ntmai could be applied here to make movement more duke like as well
kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

New update, updated link in the first post.

v.1.03:
Added intro
Added blood gore in doors/crushers
Added headshot death animations for: battlelord, cycloid emperor, cycloid incinerator, king cobra, gorilla captain
Added new death animation for the troopers when killed with the SSG (and an Option toggle for this kind of stuff)
Added: enemies may spawn gibs when shot (and an Option toggle for this)
Improved dukebots code, and they can now defend against slimers
Replaced health and armor bonus sprites
Replaced duke casings for pistol and shotgun
Replaced the SSG
Added boots dropitem to the slimer eggs
Adjusted devastator firing rate
Improved rocket smoke
Fixed duke unshrink to keep health and armor.
Improved duke talk so it won't cut off
Lowered floatbob strengh to prevent floor clipping on floating enemies
Adjusted commander health, rocket and devastator damages
Adjusted alien drone explosion factor
Adjusted octabrains animations and speed
Fixed trooper's drop ammo amount (and reduced the drop % a bit)
Reduced shrinker/expander enemy animation time
Improved acid/flame damage (now if you pass quickly you may not get hurt)
Improved pipebomb's deselect animation
Fixed pipebomb's pickup bug
Added duke swimming animation
Fixed main menu pic
Fixed menu sounds
Fixed main menu logo
Added duke 3d menu cursor
Added intermission end sounds
Improved fonts
Added "where is it" sound in use-fail
Replaced duke landing sound
Muted "secret found" sound
Changed some item pickup sounds
Other bugfixes/improvements
kadkad14
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Re: [RELEASE] DN3DooM

Post by kadkad14 »

Sorry for being late.
Here is my attempt to edit Alien Queen and Netherworld Queen.
Overlord is next.
Spoiler:
If you mean so it's usable outside this mod, I don't really know how, since everything is intertwined as it is, there would have to be drastic changes which are not worth it for me.
I was talking about editing sprites via code. So you don't need certain sprites.
You can make Incinerator use the same method since Freezer works similar way.

I noticed that Re-Blood has universal underwater and gasp sounds.
Also, when you walk through water you hear appropriate sound in Duke3D.
I provided similar sounds from grp. Can you add them, please?
There is a good test map by CaptainToenail:
Spoiler:
In addition to that, I added alternative logo, help and credits pics with some other possible options.

And there is deep water mod. It might be too deep I am not sure. Maybe it can be useful:
Spoiler:
Also is there a way to add in the key card use anim like in NTMAI?
I second this. That would be great.
kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

BloodShot wrote: 1. This is a wonderful mod, I mixed it with ashes 2063 sterlized and it feels like a duke 3d episode.
2. Any chance it could be made compatible with the standalone BD map enhancer that was adapted for NTMAI?
It almost works already, it just screws up the explosion sprites and the shrinker/expander idle frames (and messes up the freezethrower spawns on chainsaws)
3. Also it'd be neat if some of the movement/friction changes from something like ntmai could be applied here to make movement more duke like as well
1. Thanks for letting me know about the sterilized version. Ashes 2063 is such a masterpiece that it's actually an honor that this duke mod works well with that setting.
2. It messes many things more from my test. Is that BD map enhacer meant to work with vanilla doom alone and other custom monster/weapon mods? or was it created just for NTMAI? If it is the latter then I'm afraid there's not much I can do on my end.
3. I agree, but I believe there are some movement mods wich are supposed to be universal, so I see no need to reinvent the wheel, so to speak. I haven't really tried them tbh, so I don't know if they are compatible with this mod.
kadkad14 wrote: Here is my attempt to edit Alien Queen and Netherworld Queen.
Overlord is next.
In addition to that, I added alternative logo, help and credits pics with some other possible options.
Thanks, great work as usual.
I was talking about editing sprites via code. So you don't need certain sprites.
You can make Incinerator use the same method since Freezer works similar way.
I see what you mean, and that's actually a pretty clever idea. I have it working like that with the "burning alive" animations, I'll have to check if something similar can be achieved for the "burning death" animations.
I noticed that Re-Blood has universal underwater and gasp sounds.
Also, when you walk through water you hear appropriate sound in Duke3D.
I provided similar sounds from grp. Can you add them, please?
I know duke has underwater sounds, and even bubbles, I wanted to tackle this before but then I figured that in doom there's not many underwater map sections, so I don't know if it's worth it. I'll see if something easy can be done.
And there is deep water mod. It might be too deep I am not sure. Maybe it can be useful:
Cool mod, I was messing around with water before to create splashes similar to duke's, but was not succesful. I'll have to retake it someday.
I second this. That would be great.
It's on my todo list, I don't know if I can pull it though.
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MentzWolf
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Re: [RELEASE] DN3DooM - update v.1.03

Post by MentzWolf »

Have ya ever played LameDuke (the Duke 3D prototype) before? They have a very creepy looking early design for the Octobrains and I think they'd work great as sprites for the Psychobrains, so imma get to work on replacing those sprites and seeing if ya like them or not :D

https://www.spriters-resource.com/pc_co ... eet/47601/

Also I wanna learn to code so I could make a companion mod that adds weapons from LameDuke/DN64 (Taser, Grenade Launcher and Plasma Cannon to be exact).
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Great ideas! There's also this link with lameduke's resources (kindly provided by kadkad14):
https://www.mediafire.com/file/3o71v541 ... S.zip/file
kadkad14
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kadkad14 »

I wanted to tackle this before but then I figured that in doom there's not many underwater map sections, so I don't know if it's worth it. I'll see if something easy can be done.
Yes, but we have promising announcement from OdAddon dev.
Spoiler:
I know duke has underwater sounds, and even bubbles.
Golden Souls 2 has universal underwater bubbles. I tested it with CaptainToenail's custom map:
Spoiler:
There is a mod called Doom Vs Duke. It has night vision that works just like in Duke3D because it turns on/off instantly.
Spoiler:
Also, here is a shader addon from EVP mod. It's also available on a discord server.
I think it goes well with this mod.
All credits go to A_D_M_E_R_A_L and MutanT.

Edit:
-reuploaded 7z archive

Edit2:
-reuploaded file again, because another version seems out of place

Talking about movement system.
I think that the version from NTMAI mod is closest to Duke3D since nashmove doesn't modify jumping and Zmovement can be too complex.
Attachments
ACES.pk3
(4.1 KiB) Downloaded 40 times
Last edited by kadkad14 on Thu Apr 23, 2020 4:01 am, edited 1 time in total.
skdursh
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Re: [RELEASE] DN3DooM - update v.1.03

Post by skdursh »

Why can't you just put the download link here instead of making us go to Doomworld to get it? It's not a big deal but it just doesn't make any sense to me.
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Simple really, so I don't have to edit two posts with version history, credits, updated links, etc. everytime there's an update.
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hammer oz
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Re: [RELEASE] DN3DooM - update v.1.03

Post by hammer oz »

So far this would be might favourite take on ol duke in doom. The way the weapons feel are spot on and each one feels like they fit in against taking on certain groups of enemies except for explosives but then again if you want to push the everything dies button they fit that role :mrgreen: .

Love the freezethrowers alt fire feels so satisfying to use hope all weapons will have some sort of alt fire in the future.

Couple of things I think could so with a change
The recoil effect for some of the guns can be abit annoying especially when using the chaingun.

One of the things that I think should be changed is the strength of the pistols since due to the hit location damage makes it is able to take on anything that is not a mini boss with ease. I have always seen the pistol as a backup weapon for taking on weaker enemies to conserve ammo for stronger weapons to be used on stronger enemies.

Since the expandors explosive effect actually damaged enemies in DN3D I would love to see this same effect if possible in this mod to.
Last edited by hammer oz on Mon May 04, 2020 10:02 pm, edited 8 times in total.
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Morcillete
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Re: [RELEASE] DN3DooM - update v.1.03

Post by Morcillete »

Due to the recent video by ICARUSLIV3S I downloaded this yesterday to play it with The Ultimate DOOM 2 wad:
Spoiler:
It was a blast. I found it quite fun and enjoyable, yet surprisingly balanced (I have only played the first 4 level on "Come Get Some" difficulty without major issues). So first and foremost, thank you for all the work put into this.
However, I made some minor modifications (mutators if you like) that I will share here I case anybody finds them useful:

- A quick and dirty fix for the red blood decals left by green blood aliens. I have been unable to create working shaded versions of the DNBLUG graphics (if I understand correctly, gzdoom requires them to be 256 color png files with a alPh chunck that I cannot figure out how to create). So I basically have created a recolored version and copy/pasted your DECALDEF code to define "GreenSplat". I also completely removed blood decals from a few actors, as they were still creating the default red one. So, it is not perfect, but it works to some extent:
https://drive.google.com/open?id=1Ho0rs ... u6rP-6Xyx0

- A babe replacement to slimmer eggs. I didn't like the whole tortured/dead babe theme in the good old duke3d nor I enjoy it in this mod (not trying to make a point or anything here, I just don't like it), so I replaced babes with slimmer eggs, which seems to be fitting quite well with both the atmosphere and gameplay so far:
https://drive.google.com/open?id=13kCcm ... x5WD5ydS3J

- A dual pistol remover. I never felt that dual pistols were fitting duke3d gameplay (even in eDuke mods such as dukeplus):
https://drive.google.com/open?id=1dEFem ... slHYRw9rOI

Any of these files should be loaded after DN3DooM.pk3 to work.

If you don't like these links to be shared, please, let me know and I will remove them.
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skyrish10
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Re: [RELEASE] DN3DooM - update v.1.03

Post by skyrish10 »

Well this Mod is the closest we get an Duke it Out in Doom for GZDoom
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Thanks for the kind words.
I have some things on my todo list like the weapon's damage and recoil.
As for the expander's explosion area damage, this is a thing, so if it is not working as it should then it's a bug.
About the addons shared, I don't mind, in fact I'm interested in the green blood decal fix. So I hope you don't mind me merging it to the main mod, or at least parts of it.
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