Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

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AstroCreep
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by AstroCreep »

Am I the only one that is upset there isn’t oatmeal in this mod? Nevertheless, nice work.
TheOldKingCole
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

AstroCreep wrote:Am I the only one that is upset there isn’t oatmeal in this mod? Nevertheless, nice work.
I'm broke and can't afford to buy all of you oats at the moment
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Techokami
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by Techokami »

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.
Last edited by Techokami on Fri Apr 10, 2020 7:30 pm, edited 1 time in total.
TheOldKingCole
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

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.
I actually noticed that recently and ended up fixing it as well as the palette stuff, so except an update soonish.
Ac!d
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by Ac!d »

For the powerups, use some scripts :
Spoiler: Exemple with the BioSuit
Spoiler: For the Pentagram Of Protection
TheOldKingCole
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

Ac!d wrote:For the powerups, use some scripts :
Spoiler: Exemple with the BioSuit
Spoiler: For the Pentagram Of Protection
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 drains
Ac!d
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by Ac!d »

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
Attachments
Weapons.txt
Quaker's Doom - DOOM Balance
(17.36 KiB) Downloaded 56 times
TheOldKingCole
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Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

New Update, Check the changelog for details
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Firebert
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by Firebert »

Love the mod, though the radsuit seems to have a broken palette
TheOldKingCole
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

Firebert wrote:Love the mod, though the radsuit seems to have a broken palette
I thought I fixed that. I'll get on that at somepoint soon.
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NecroPoster
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by NecroPoster »

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
TheOldKingCole
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by TheOldKingCole »

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
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)?
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NecroPoster
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by NecroPoster »

Sure, go ahead.
JohnnyTheWolf
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by JohnnyTheWolf »

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"? :P
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Facínora
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Re: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM

Post by Facínora »

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.
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