[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)

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Zonky
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Zonky »

Loving the update! I thought the old school charm would be gone with the smooth weapons but they actually fit in really well, will the demons get smoothed out as well?
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DrPyspy
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by DrPyspy »

Thanks y'all for the feedback! Glad to hear what you think so far. :D The help menu is currently very behind on the changes, as you can tell by the ~ B I G ~ H A N D ~, so I'll be rectifying that in the next patch. In case you downloaded super early, there was also a silent patch to fix the smooth weapons cvar resetting between playthroughs.
JohnnyTheWolf wrote:Also, picking the Berserk does not seem to make the Bayonet more powerful. Am I missing something here?
Sgt. Ham wrote:Also, I feel the Bayonet with Berserk does way too little damage to be useful, going from 5 stabs to kill an imp to only 3.
Ah, that is something I forgot about. Currently, the bayonet does not get modified by berserk. This is because I've been planning on reimplementing fists for the first slot, which would be affected by berserk, but I forgot to actually do that in this update! I'll see if I can either put in the fists or giving the bayonet berserk in the next patch.
JohnnyTheWolf wrote:Finally, a suggestion: could you add an option to 'Customize Enemies' that makes the Gargoyle replace all Cacodemons?
Perhaps! I myself can't bear to part with the Cacos, but I wouldn't mind implementing it as an option if possible.
Sgt. Ham wrote:And a cute little idea I just thought of regarding the Lost Souls: what if the Alpha Lost Soul sprite was a separate enemy from the Retail one? From there, you can choose the attack pattern of the Alpha soul to be either the classic hitscan or Delta's projectile as well as the spawning preferences: whether both Souls can spawn in the open; one Soul type can only be spawned from Pain Elementals or Blobs; or if only one Soul can spawn at all while the other goes unused.
I have been considering this! I think implementing the idea of the enemy variants from the Doom Bible sounds interesting, such as the Imp and Pinky variants, but I am worried that it'd take away from the simpler feel of the mod ... though I guess you can currently count the Blob as a Lost Soul variant already.
Redead-ITA wrote:Going to download this and check it out, one question i have though is that will we have the probjectile weapon in too, i don't expect it to give data or anything but it would be nice.
I've had a thought floating around in my head relating to this, but I won't spoil anything just yet! :D
Zonky wrote:Loving the update! I thought the old school charm would be gone with the smooth weapons but they actually fit in really well, will the demons get smoothed out as well?
Currently I don't have any plans to implement smooth enemies at this time, but I'll be thinkin' about it.
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Sgt. Ham
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Sgt. Ham »

DrPyspy wrote:I have been considering this! I think implementing the idea of the enemy variants from the Doom Bible sounds interesting, such as the Imp and Pinky variants, but I am worried that it'd take away from the simpler feel of the mod ... though I guess you can currently count the Blob as a Lost Soul variant already.
Yeah, I guess can see how a bunch of Imp/Pinky variants wouldn't work well with the simplistic nature you've been going here with the mod. But, if we're talking about more potential enemies, the Doom Bible does make mention of the Bruiser Brothers as bosses and a Pinky that can "cast floor-boiling magic" which all sound interesting (though I think the latter would probably work better as an attack for a Hell Noble or the Bros rather than as a Pinky variant). I guess if they're unique enough to be considered their own enemy class rather than a variant, it's OK, but you don't have to worry about it right this second. Thanks for the quick feedback, and good luck on this and TF!
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by JohnnyTheWolf »

DrPyspy wrote:Perhaps! I myself can't bear to part with the Cacos, but I wouldn't mind implementing it as an option if possible.
Yes, that is what I meant to say. I like the Cacodemons too, but the Gargoyle currently only randomly replacing them makes it harder to see it in action.

I guess I could mess with the mod files on my end so that only Gargoyles get spawned, but a menu option to switch between spawning modes would be much appreciated!
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DrPyspy
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by DrPyspy »

Put out a patch that will let the Bayonet do bonus damage with berserk and fix the Unmaker not using ammo! The help menu has also been updated and brought up to date. Apologies to anyone experiencing this mod for the first time being bombarded with giant Dark Claws!

Download page
Da changelog
SLON
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by SLON »

Sgt. Ham wrote:the Doom Bible does make mention of the Bruiser Brothers as bosses and a Pinky that can "cast floor-boiling magic" which all sound interesting (though I think the latter would probably work better as an attack for a Hell Noble or the Bros rather than as a Pinky variant). I guess if they're unique enough to be considered their own enemy class rather than a variant, it's OK, but you don't have to worry about it right this second. Thanks for the quick feedback, and good luck on this and TF!
From what I understand, this is the attack that Archvile ended up with. Probably because it would be an overbuff for Pinkie.

I also mentioned earlier that it would be nice to add replacement of decorations and enemies on map 31-32 with authentic ones. This is what they were clearly going to go with, using the standard ones as placeholders (see changes between alpha and final release), but due to overall total time constraints, it was never perfect.
While this may seem like overkill, it would be an interesting addition.
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Sgt. Ham
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Sgt. Ham »

SLON wrote:From what I understand, this is the attack that Archvile ended up with. Probably because it would be an overbuff for Pinkie.
Huh, never thought of the Arch-Vile's attack like that. I was thinking of it being some kind of napalm area-denial attack that sets a chunk of land on fire for a few seconds. Oh well.
TheOldKingCole
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by TheOldKingCole »

I know that the SSG has kept it's retail animation for balance purposes, but do you think that we could in a future update get the original beta pump animation as a toggle-able option?
Ludicrous_peridot
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Ludicrous_peridot »

I also mentioned earlier that it would be nice to add replacement of decorations and enemies on map 31-32 with authentic ones. This is what they were clearly going to go with, using the standard ones as placeholders (see changes between alpha and final release), but due to overall total time constraints, it was never perfect.
Do you mean real Wolf 3D ones instead of e.g. Doom trees?
Funny thing I was always annoyed with Wolf and Keen stuff in these levels, and replace them with pre-release Doom textures and sprites for when I want to play them. It retaines the "Tarantinesque" feel, but does not feel so out of place, at least for me.

EDIT: One thing that would have "redeemed" 31-32 for me would be if you could grab a special version of weapon (e.g. wolf chaingun or Keen's blaster) and then bring it over into the main campaign, and that it would've made a difference there (like, e.g. improve your firepower). Would've even worked UX-wise, as secondary weapon for slot 4 and 6.
SLON
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by SLON »

Ludicrous_peridot wrote: EDIT: One thing that would have "redeemed" 31-32 for me would be if you could grab a special version of weapon (e.g. wolf chaingun or Keen's blaster) and then bring it over into the main campaign, and that it would've made a difference there (like, e.g. improve your firepower). Would've even worked UX-wise, as secondary weapon for slot 4 and 6.
I have already mentioned this. The Alpha SMG is actually a "HD" redesign of the Wolf machinegun, so it would make sense for the SS to drop it on death.
CoolerDoomeR
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by CoolerDoomeR »

Hey dude i want the pump action SSG from beta, there is a way to add it to your mod??? :wub:
ThrashfanBert1994
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by ThrashfanBert1994 »

when we be getting some map addons for this?
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Kinsie
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Kinsie »

ThrashfanBert1994 wrote:when we be getting some map addons for this?
When you be making 'em.
Ludicrous_peridot
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Ludicrous_peridot »

Kinsie wrote:
ThrashfanBert1994 wrote:when we be getting some map addons for this?
When you be making 'em.
Or you could try these viewtopic.php?f=43&t=52262&start=615#p1173783 , although many are "novelties" or "curios" of sorts.
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mamaluigisbagel
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Re: [1/28/2022] Doom Delta v2.4.0b!

Post by mamaluigisbagel »

Apologies for the bump, but after putting a good amount of time into Doom Delta I feel like I had to ask: Did the shields get removed or made much more rare? I didn't see anything saying so in the changelogs, and yet I never find them anymore whereas previous updates I would come across them often.
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