[RELEASE] DN3DooM - update v.1.08c
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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.
Re: [RELEASE] DN3DooM - update v.1.05
Cool addon, left you some feedback on the downloads page.
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Re: [RELEASE] DN3DooM - update v.1.05
how do you restart the level with this addon?
- Captain J
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Re: [RELEASE] DN3DooM - update v.1.05
The fastest way to restart the level, in my experience, is that you have to die and then click the fire button. Typing "kill" in the console works quickly, though.
Also the key card icons look rather big for the both HUDs. Intentional?Re: [RELEASE] DN3DooM - update v.1.05
About the key card icons, it's not intentional. I tried to make them smaller but the quality suffered (I'm not good with sprites). And there's no scale option for individual icons in the hud.
Re: [RELEASE] DN3DooM - update v.1.05
With any given addon, you can type "changemap eXmX/MapXX" into the console, with the X being whatever map or episode number you're on, or you can utilize the IDCLEV cheat to "warp" to the level you're onGamerwarrior117 wrote:how do you restart the level with this addon?
- Captain J
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Re: [RELEASE] DN3DooM - update v.1.05
You can make key icons sprite for the hud. Just try to shrink them and replace the existing key icon sprites.kipo wrote:About the key card icons, it's not intentional.
Re: [RELEASE] DN3DooM - update v.1.05
I tried to shrink them, but with with the default Windows programs the result was awful. I'm just not good with sprites.
- armymen12002003
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Re: [RELEASE] DN3DooM - update v.1.05
This is great any chance of having the Riot Pig Cop with the Assault Shotgun From Don Ramon's Version?
Re: [RELEASE] DN3DooM - update v.1.05
Not really, there are many pigcops already, there's even an assault pigcop with a shield.
- armymen12002003
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Re: [RELEASE] DN3DooM - update v.1.05
oh alright lol still a great mod any whokipo wrote:Not really, there are many pigcops already, there's even an assault pigcop with a shield.

- twelvenipon
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Re: [RELEASE] DN3DooM - update v.1.05
QUICK FIX for CARDS icons , hope that help
SBARINFO :
height 0 ; StatusBar Automap {} - for no HUD in automap mode
StatusBar Normal, ForceScaled - for scaled HUD in Normal mode
drawswitchableimage BlueAccessCard, "nullimage", "STKEYS0", 278, 171; - new keys icons position
drawswitchableimage YellowAccessCard, "nullimage", "STKEYS1", 278, 180;
drawswitchableimage RedAccessCard, "nullimage", "STKEYS2", 278, 189;
drawswitchableimage YellowCreditCard, "nullimage", "STKEYS3", 283, 173;
drawswitchableimage BlueCreditCard, "nullimage", "STKEYS4", 283, 182;
drawswitchableimage RedCreditCard, "nullimage", "STKEYS5", 283, 191;
DOWNLOAD KEYS SPRITES :
https://drive.google.com/drive/folders/ ... sp=sharing
SBARINFO :
height 0 ; StatusBar Automap {} - for no HUD in automap mode
StatusBar Normal, ForceScaled - for scaled HUD in Normal mode
drawswitchableimage BlueAccessCard, "nullimage", "STKEYS0", 278, 171; - new keys icons position
drawswitchableimage YellowAccessCard, "nullimage", "STKEYS1", 278, 180;
drawswitchableimage RedAccessCard, "nullimage", "STKEYS2", 278, 189;
drawswitchableimage YellowCreditCard, "nullimage", "STKEYS3", 283, 173;
drawswitchableimage BlueCreditCard, "nullimage", "STKEYS4", 283, 182;
drawswitchableimage RedCreditCard, "nullimage", "STKEYS5", 283, 191;
DOWNLOAD KEYS SPRITES :
https://drive.google.com/drive/folders/ ... sp=sharing
Re: [RELEASE] DN3DooM - update v.1.05
Thx twelvenipon, that's really cool! (the yellow and blue credit cards (or skulls) are mixed, btw).
Any chance of giving the fullscreen hud some love too? the cards don't have to be that small in fullscreen, but just smaller than the current ones.
I hope you don't mind me incorporating your fix in the main mod.
Any chance of giving the fullscreen hud some love too? the cards don't have to be that small in fullscreen, but just smaller than the current ones.
I hope you don't mind me incorporating your fix in the main mod.
- twelvenipon
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Re: [RELEASE] DN3DooM - update v.1.05
its OK and free to use, another way to scale keycards :
InInventory RedCard, 1 { drawimage "STKEYS2", 98, 190, none,9,6; } (example)
InInventory RedCard, 1 { drawimage "STKEYS2", 98, 190, none,9,6; } (example)
Re: [RELEASE] DN3DooM - update v.1.06
Version 1.06 released!
Main stuff:
1. I finally could implement lameduke's octabrain. This one wasn't easy, the original sprites are very low res, so I had to upscale them. Then, this guy only has one basic attack in lameduke, so I added a cool ranged spin attack too, and since he doesn't have any missile attacks, I also added the ability to possess dead corpses (based on some concept art where he was supposed to do that by sending electrical impulses to the muscles of dead corpses). He's also got metallic limbs. So this guy is badass now, beware.
2. Since some people didn't like the Duke Xtreme enemies (king cobra and gorilla captain), I added more options to replace the doom nazis. You can also choose between the cool AMC TC Nazis (from the AMC TC Duke mod), or lameduke troopers (there's two versions from different lameduke iterations, and they behave differently too, one of them is harder). Credits to the AMC TC mod for the Nazis, and to Cage for the improved lameduke's trooper sprites.
3. Thanks to Dieagamer101 for the idea and bug report, I reworked the SSG logic to show the bullets in the chamber, so it should work better now.
4. I also fixed the nightmare skill (damn I'm good), so now the corpses respawn. But similar to duke's they only respawn if the corpse is complete (in my mod this means not beheaded, burned, iced & crushed, or destroyed), so this gives an interesting challenge.
5. Since some people didn't like some decorations, I also added an option to turn them off. If you turn something off, the randomspawner will choose a different duke decoration in the group, but if there's no other one in the group it will default to doom's decorations.
6. Other cool stuff include hotkeys for inventory items, ntmai player movement which is very close to Duke's movement (credits to the ntmai team), a force bar to the pipebomb's throw (since some people didn't realize you can throw them further if you hold fire), and new performance options to reduce lag.
There's more cool stuff and fixes/improvements (detailed in the changelog).
Download link in the first post.
Full changelog
v.1.06:
Added new enemy (toggleable): lameduke's octabrain (he can also possess the dead corpses)
Added new option to replace the nazis with: duke xtreme enemies, amc tc nazis, or two kinds of lameduke's troopers
Reworked SSG logic to show the bullets in the chamber, which also fixes other bugs
Reworked the nightmare skill (damn I'm good) and now works similar to duke's (corpses respawn, unless they are beheaded, burned, iced & crushed, or destoryed)
Added new option to enable/disable the decoration replacements
Added new option to enable/disable the new extra decorations (water jets, rats)
Added new option to enable/disable the random enemy turrets
Added new option to use ntmai movement (build-like player movement from the ntmai mod)
Added hotkeys for inventory items
Added a force bar to the pipebomb's throw
Added a chance for gorilla captains to drop rockets when dead
Added new small access cards in the normal hud
Added new performance options (for lag)
Firefly is now vulnerable to freezer's alt fire when small
Increased incinerator's lava pool damage to enemies
Lowered trooper and firefly's fly chance when they can't see you
Adjusted dukeinator's size to stand out more
Tweaked a little the sentry drone's dodging ability
Reduced size to access cards in the fullscreen hud
Rearranged the options menu by groups
Fixed headshot & metal shield hitbox position when enemy is in water
Fixed dukebot's pistol bullet casing
Fixed shrunk player to be able to go through other players
Fixed water bounce in dukeinator's head and shield pieces
Fixed ammo count after reloading on the lowest skill level
Fixed bug with hatched slimer eggs after unfreezing
Fixed turrets sinking before exploding
Fixed alien's laser angle (applies to troopers, pigflyers, turrets, etc)
Fixed pipebomb's bounce when hitting the ceiling
Fixed bug with pipebomb's arm and duke kick when dead
Fixed slimers and robot aliens respawning in nightmare skill (they shouldn't respawn because they are destroyed when killed)
Fixed item's positions in fullscreen hud
Attempted to fix bug with invisible troopers after teleporting (and hopefully they won't always come from behind)
Attempted to fix some bug when deploying duke bots
Other minor tweaks/bugfixes
Main stuff:
1. I finally could implement lameduke's octabrain. This one wasn't easy, the original sprites are very low res, so I had to upscale them. Then, this guy only has one basic attack in lameduke, so I added a cool ranged spin attack too, and since he doesn't have any missile attacks, I also added the ability to possess dead corpses (based on some concept art where he was supposed to do that by sending electrical impulses to the muscles of dead corpses). He's also got metallic limbs. So this guy is badass now, beware.
2. Since some people didn't like the Duke Xtreme enemies (king cobra and gorilla captain), I added more options to replace the doom nazis. You can also choose between the cool AMC TC Nazis (from the AMC TC Duke mod), or lameduke troopers (there's two versions from different lameduke iterations, and they behave differently too, one of them is harder). Credits to the AMC TC mod for the Nazis, and to Cage for the improved lameduke's trooper sprites.
3. Thanks to Dieagamer101 for the idea and bug report, I reworked the SSG logic to show the bullets in the chamber, so it should work better now.
4. I also fixed the nightmare skill (damn I'm good), so now the corpses respawn. But similar to duke's they only respawn if the corpse is complete (in my mod this means not beheaded, burned, iced & crushed, or destroyed), so this gives an interesting challenge.
5. Since some people didn't like some decorations, I also added an option to turn them off. If you turn something off, the randomspawner will choose a different duke decoration in the group, but if there's no other one in the group it will default to doom's decorations.
6. Other cool stuff include hotkeys for inventory items, ntmai player movement which is very close to Duke's movement (credits to the ntmai team), a force bar to the pipebomb's throw (since some people didn't realize you can throw them further if you hold fire), and new performance options to reduce lag.
There's more cool stuff and fixes/improvements (detailed in the changelog).
Download link in the first post.
Full changelog
v.1.06:
Added new enemy (toggleable): lameduke's octabrain (he can also possess the dead corpses)
Added new option to replace the nazis with: duke xtreme enemies, amc tc nazis, or two kinds of lameduke's troopers
Reworked SSG logic to show the bullets in the chamber, which also fixes other bugs
Reworked the nightmare skill (damn I'm good) and now works similar to duke's (corpses respawn, unless they are beheaded, burned, iced & crushed, or destoryed)
Added new option to enable/disable the decoration replacements
Added new option to enable/disable the new extra decorations (water jets, rats)
Added new option to enable/disable the random enemy turrets
Added new option to use ntmai movement (build-like player movement from the ntmai mod)
Added hotkeys for inventory items
Added a force bar to the pipebomb's throw
Added a chance for gorilla captains to drop rockets when dead
Added new small access cards in the normal hud
Added new performance options (for lag)
Firefly is now vulnerable to freezer's alt fire when small
Increased incinerator's lava pool damage to enemies
Lowered trooper and firefly's fly chance when they can't see you
Adjusted dukeinator's size to stand out more
Tweaked a little the sentry drone's dodging ability
Reduced size to access cards in the fullscreen hud
Rearranged the options menu by groups
Fixed headshot & metal shield hitbox position when enemy is in water
Fixed dukebot's pistol bullet casing
Fixed shrunk player to be able to go through other players
Fixed water bounce in dukeinator's head and shield pieces
Fixed ammo count after reloading on the lowest skill level
Fixed bug with hatched slimer eggs after unfreezing
Fixed turrets sinking before exploding
Fixed alien's laser angle (applies to troopers, pigflyers, turrets, etc)
Fixed pipebomb's bounce when hitting the ceiling
Fixed bug with pipebomb's arm and duke kick when dead
Fixed slimers and robot aliens respawning in nightmare skill (they shouldn't respawn because they are destroyed when killed)
Fixed item's positions in fullscreen hud
Attempted to fix bug with invisible troopers after teleporting (and hopefully they won't always come from behind)
Attempted to fix some bug when deploying duke bots
Other minor tweaks/bugfixes
- Alptraum
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Re: [RELEASE] DN3DooM - update v.1.06
It's so good to see new updates and fixes ^^ It's a great gameplay mod.