[RELEASE] DN3DooM - update v.1.08c

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Morcillete
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Re: [RELEASE] DN3DooM - update v.1.03

Post by Morcillete »

So I hope you don't mind me merging it to the main mod, or at least parts of it.
Sure, feel free to use it as to want. However, in case you want to try a more canonical fix, I think that, if you manage to create a shaded version is those four decals with the damn alph chunk, gzdoom should be able to colorize them using the blood color actor property. I tried to do it with imagemagick and Slade 3, as indicated in the wiki, but I failed miserably. I must be missing something.
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Max Dickings
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Re: [RELEASE] DN3DooM - update v.1.03

Post by Max Dickings »

Oh this is PERFECT. Its like my favorite aspects of kickass duke on the doom engine! :wub: Even has headshots!

So it looks like I can just transfer 99% of all the gloved sprites over from don ramon's mod over to this one, however I don't think there are shotgun reload sprites nor obviously does the beautiful new double barreled have them. Any chance we can get those as an option? :)

Either way definitely keeping an eye on this! :D
Last edited by Max Dickings on Sat May 02, 2020 10:06 pm, edited 1 time in total.
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Thx, there are reload sprites for the shotguns btw. Even for each individual barrel.
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hammer oz
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Re: [RELEASE] DN3DooM - update v.1.03

Post by hammer oz »

After further playing this gem on ultimate doom it feels like the explosive weapons seem weak compared to the headshot mechanic. Obviously they are great for taking out the small fry but feels like they do less damage to the big guys. I am guessing Is this intended to balance out the headshot mechanic?

Regarding the expanders explosive damage effect did some tests on just some basic smaller troopers {AT up to enforcers} standing next to eachother and can confirm there is a bug with this feature as each time I zapped these guys they still required the same number of hits to expand for instance enforcers needed 4-3 zaps to expand and this did not change even when another one was right next to it when it exploded.

also dont suppose the battlelords chaingun would possibly make an appearance since inspiration is coming from dukeplus :mrgreen: loved wielding that thing and giving those aliens there own taste of grenade spam :twisted:
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Kind of. The rockets do the same damage on the non bosses no matter if they land on the head. But on bosses/sentry bosses the rockets triple its damage if they land on the head.
This is because in the small guys the rockets are already deadly so there's no need to punish them further, and in this way they can still have a chance to keep going. But on bosses you are actually rewarded for aiming to the head even with rockets.
Even so, the SSG at close distance to the head on bosses is probably more deadly than rockets to the head (by a small bit), but there's a catch, you have to be very close so that all the pellets land on the head, whilst with rockets you can aim safely from a distance and still have full head damage (if your aim is good). So yeah is kind of a balance thing: if you have balls and fight bosses with the SSG at close distance you are rewarded, and if you have good aiming with rockets from a distance you are also rewarded (and is probably more desirable to fight bosses from a distance anyway).

Edit:
Thx for the expander's bug report, it's on my todo list.
About the chaingun, I just tried it and that thing is a beast (in a good way). I don't know where it would fit since my chaingun is already fast, so it would be a like a duplicate (plus grenades).
Last edited by kipo on Mon May 04, 2020 10:43 pm, edited 1 time in total.
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hammer oz
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Re: [RELEASE] DN3DooM - update v.1.03

Post by hammer oz »

So basically anything aimed at the head -shrink ray = quick death profit neat :D

You could keep the battlelords chaingun low rate of fire but make it so its more accurate and hits harder at range or keep its shotgun like effect where it fires multiple pellets in a tight pattern :)

I also did some tests to try and help out regarding the triple damage the big bosses take for rocket headshots and from what I have seen seems to not be working on some of the enemies
I did these tests while the enemies where in a frozen state in friendly mode so they dont fire back using only the rpg and from what I have gathered the only enemy that takes extra damage is ol mr cycloid

spidermastermind cycloid emperor headshot rockets =29
spidermastermind cycloid emperor bodyshotrockets =34
spidermastermind battlelord headshot rockets =29
spidermastermind battlelord bodyshot rockets =29
spidermastermind overlord headshot rockets =30
spidermastermind overlord bodyshot rockets =30
cyberdemon cycloid emperor headshot rockets =29
cyberdemon cycloid emperor bodyshot rockets =33
cyberdemon overlord headshot rockets =30
cyberdemon overlord bodyshot rockets =30
cyberdemon battlelord headshot rockets =29
cyberdemon battlelord bodyshot rockets =29
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Nah it makes no difference on the actor because they all inherit the same base actor a with headshot hitbox.
If anything, using the freeze cheat may produce unreliable results because the code is not designed with freeze in mind.
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RastaManGames
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Re: [RELEASE] DN3DooM - update v.1.03

Post by RastaManGames »

Several decorations are strange...
Flower pot (gray, vanilla, not WT) can be breakable.
Waste bin (white one with green stains) too.

Also option to disable new decorations and girls can be good as other customisation options!
P.S.: Why closed doors are dull gray on automap? I mean doors that locked on keycards/skulls...
Last edited by RastaManGames on Tue May 12, 2020 6:42 pm, edited 1 time in total.
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hammer oz
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Re: [RELEASE] DN3DooM - update v.1.03

Post by hammer oz »

Another idea I just thought of regarding the chaingun is you could give it a sort of piercing effect while maintaining its high damage but slow rate of accurate fire to go along side its grenade launcher.
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

Hello, I just finished adding new enemies to the mix because I felt the higher tier enemies were not varied enough, so now the boss sentrys can be alternated with these new ones: Dukinator, Megabrain, Assault pig, Pig brute.
Also added other enemies to reduce the occurrence of the more annoying ones, so now the firefly is altternated with the Alien Sniper, and the Sentry drone is alternated with LameDuke's Robot (Captain).

The enemies were taken from QCDE Duke addon, which in turn are based on the originals by Sebabdukeboss20 & Trooper Dan. Of course I modified them to suit the mood, balance and effects of this mod.
The only enemy not taken from there is LameDuke's Robot, which is my own implementation.
And of course since LameDuke's Robot shoots plasma balls, I had to add the LameDuke's Plasma Cannon as a bonus (includes alt fire).

So for the moment I'm uploading a test version with these changes, as I continue to work on the next release:
Download: removed (new version is out)
Last edited by kipo on Mon May 25, 2020 3:10 am, edited 1 time in total.
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SyntherAugustus
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Re: [RELEASE] DN3DooM - update v.1.03

Post by SyntherAugustus »

Is there a download service with less scary ads?
kipo
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Re: [RELEASE] DN3DooM - update v.1.03

Post by kipo »

New update, updated link in the first post.

v1.04
Added new enemies (toggleable): dukinator, megabrain, assault pig, pig brute, alien sniper, lameduke's robot, lamduke's drone
Added new weapon: Lameduke's Plasma Cannon (includes alt fire), dropped by some of the new enemies
Added new sprite for armor bonus
Reworked burning death logic so now it doesn't depend on sprites anymore
Fixed expander's explosion area of effect
Added headshot death animations for: netherworldqueen, alien queen
Added water & other liquid splashes
Added new option for extra gore: "gibs & blood drops" or just "blood drops"
Added customizable recoil effect option for each weapon
Removed killcount from hatched eggs
Fixed automap door colors
Reworked duketalk to not be cut off on taunts, weapons pickup, etc
Improved sentry drones, added hover sound, lowered damage, speed and turning like in vanilla duke, and they can try to dodge missiles (dodging is toggeable)
improved slimers, lowered speed, and they can be killed instantly like in vanilla duke (when face-hugging)
Reworked reload system so now it's automatic if you keep firing, and now uses the default weapon reload key bind
Fixed SSG bug when using primary fire with one shell loaded
Lowered pistol damage (but it's still fun to use)
Improved intro and titlepic
Fixed pickup names
Added quick exit
Other bugfixes/improvements
sdaa
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Re: [RELEASE] DN3DooM - update v.1.04

Post by sdaa »

Many errors with GZDoom 4.4.0.
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Alptraum
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Re: [RELEASE] DN3DooM - update v.1.04

Post by Alptraum »

I enjoyed playing this mod ^^

Also fun fact: You can kick with your both feet at the same time :D
Duke91
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Re: [RELEASE] DN3DooM - update v.1.03

Post by Duke91 »

kipo wrote:New update, updated link in the first post.

v1.04
Added new enemies (toggleable): dukinator, megabrain, assault pig, pig brute, alien sniper, lameduke's robot, lamduke's drone
Added new weapon: Lameduke's Plasma Cannon (includes alt fire), dropped by some of the new enemies
Added new sprite for armor bonus
Reworked burning death logic so now it doesn't depend on sprites anymore
Fixed expander's explosion area of effect
Added headshot death animations for: netherworldqueen, alien queen
Added water & other liquid splashes
Added new option for extra gore: "gibs & blood drops" or just "blood drops"
Added customizable recoil effect option for each weapon
Removed killcount from hatched eggs
Fixed automap door colors
Reworked duketalk to not be cut off on taunts, weapons pickup, etc
Improved sentry drones, added hover sound, lowered damage, speed and turning like in vanilla duke, and they can try to dodge missiles (dodging is toggeable)
improved slimers, lowered speed, and they can be killed instantly like in vanilla duke (when face-hugging)
Reworked reload system so now it's automatic if you keep firing, and now uses the default weapon reload key bind
Fixed SSG bug when using primary fire with one shell loaded
Lowered pistol damage (but it's still fun to use)
Improved intro and titlepic
Fixed pickup names
Added quick exit
Other bugfixes/improvements
Could you please add compatibility with Universal Weapon Wheel mod ( viewtopic.php?f=43&t=61061 )? just tested it and only 3 weapons appear in the wheel (chaingun, rpg and freezethrower), makes gameplay easier for those that play with joysticks (me included). Awesome mod by the way, really enjoying playing Ultimate Doom 2 with it.
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