Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
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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.
- AstroCreep
- Posts: 230
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- Location: Fort Wayne, Indiana, United States
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
Am I the only one that is upset there isn’t oatmeal in this mod? Nevertheless, nice work.
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TheOldKingCole
- Posts: 246
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
I'm broke and can't afford to buy all of you oats at the momentAstroCreep wrote:Am I the only one that is upset there isn’t oatmeal in this mod? Nevertheless, nice work.
- Techokami
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
One thing I noticed is that the Medikit is flagged as an item needed for 100% item completion. This is probably a leftover from the process of porting the mod from Heretic to Doom, as Heretic made the Medikit equivalent an inventory item to collect and use at a later time. To fix this, you need to remove the COUNTITEM flag from the Medikit replacement; this is line 20 in Actors/PowerUps inside the pk3.
Also, as an alternative to converting the palette data for the sprites that still use Heretic's palettes, you can use SLADE to export the sprites as PNG, then use the PNGs instead. Sure the file size might be a bit larger but there will no longer be any issues with palettes.
EDIT: Oh yeah, and perhaps you could tone down the visual effect of the Quad Damage? It should be more of a tint rather than turn everything dark blue.
Also, as an alternative to converting the palette data for the sprites that still use Heretic's palettes, you can use SLADE to export the sprites as PNG, then use the PNGs instead. Sure the file size might be a bit larger but there will no longer be any issues with palettes.
EDIT: Oh yeah, and perhaps you could tone down the visual effect of the Quad Damage? It should be more of a tint rather than turn everything dark blue.
Last edited by Techokami on Fri Apr 10, 2020 7:30 pm, edited 1 time in total.
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TheOldKingCole
- Posts: 246
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
I actually noticed that recently and ended up fixing it as well as the palette stuff, so except an update soonish.Techokami wrote:One thing I noticed is that the Medikit is flagged as an item needed for 100% item completion. This is probably a leftover from the process of porting the mod from Heretic to Doom, as Heretic made the Medikit equivalent an inventory item to collect and use at a later time. To fix this, you need to remove the COUNTITEM flag from the Medikit replacement; this is line 20 in Actors/PowerUps inside the pk3.
Also, as an alternative to converting the palette data for the sprites that still use Heretic's palettes, you can use SLADE to export the sprites as PNG, then use the PNGs instead. Sure the file size might be a bit larger but there will no longer be any issues with palettes.
Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
For the powerups, use some scripts :
Spoiler: Exemple with the BioSuit
Spoiler: For the Pentagram Of Protection
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TheOldKingCole
- Posts: 246
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
Thanks, I'll look into implementing these. If you could I'd also like some help making it so that if you are over 100 health the health drainsAc!d wrote:For the powerups, use some scripts :
Spoiler: Exemple with the BioSuitSpoiler: For the Pentagram Of Protection
Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
I've also clean up the code for the weapons and theirs projectiles :
- Increased the speed for Select / Deselect animations by 111 % (default speed is 6)
- Removed Sisters weapons
- Increased the speed for Select / Deselect animations by 111 % (default speed is 6)
- Removed Sisters weapons
- Attachments
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- Weapons.txt
- Quaker's Doom - DOOM Balance
- (17.36 KiB) Downloaded 56 times
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TheOldKingCole
- Posts: 246
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM
New Update, Check the changelog for details
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TheOldKingCole
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- Joined: Wed Jan 30, 2019 7:12 pm
- NecroPoster
- Posts: 15
- Joined: Wed Jan 22, 2020 12:31 am
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Apologies for the necrobump, but I've always liked this little conversion mod of another mod but I've always been bothered by the broken radsuit. So I went ahead and converted most of the LMP files to PNGs with the correct palette. Just thought I post this here for anyone else.
https://www.mediafire.com/file/0pqbf21w ... m.pk3/file
https://www.mediafire.com/file/0pqbf21w ... m.pk3/file
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TheOldKingCole
- Posts: 246
- Joined: Wed Jan 30, 2019 7:12 pm
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Thanks for that, I've been off programing for a while, I just can't seem to bring myself to do any for the last while. Would you mind if I replaced the main link with this fixed one (With credit given of course)?NecroPoster wrote:Apologies for the necrobump, but I've always liked this little conversion mod of another mod but I've always been bothered by the broken radsuit. So I went ahead and converted most of the LMP files to PNGs with the correct palette. Just thought I post this here for anyone else.
https://www.mediafire.com/file/0pqbf21w ... m.pk3/file
- NecroPoster
- Posts: 15
- Joined: Wed Jan 22, 2020 12:31 am
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Sure, go ahead.
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JohnnyTheWolf
- Posts: 1200
- Joined: Mon Oct 05, 2015 8:37 am
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Sweet! Descent Into Heresy is a great mod and I was hoping to see a Doom spin-off.
Maybe you could call this mod "Descent Into Doom"?
Maybe you could call this mod "Descent Into Doom"?
Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
I upload a video with Quaker's DOOM and the next day it gets updated lol
anyway I dug it. I have been thinking about new combos to do with it as well.
anyway I dug it. I have been thinking about new combos to do with it as well.
