Xim's Star Wars Doom - Updated (MAY/4/2024)

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Dan_The_Noob
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Re: Xim's Star Wars Doom - Small Update (AUG/23/2022)

Post by Dan_The_Noob »

I know this is old and cool or whatever... but what the heck is up with the scuffed spawners for barons, cyberdemons and masterminds haha... makes this mod only work 80% with stuff like corruption cards.

or is this just some old way of doing randomspawners to preserve map triggers?
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Xim
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Re: Xim's Star Wars Doom - Small Update (AUG/23/2022)

Post by Xim »

Yeah it's an old way to preserve map triggers. I'm also using the same trick for making squad bosses. There's probably a better way to do it now but I still need to learn how.
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Dan_The_Noob
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Re: Xim's Star Wars Doom - Small Update (AUG/23/2022)

Post by Dan_The_Noob »

far as i know, map triggers preserve automatically through randomspawners now (supposedly?) maybe requires A_bossdeath in the death state of the spawns.

--EDIT--
ok just double checked this, randomspawners preserve boss triggers.

currently the main reason i bring this up is something (I'm guessing corruption cards, maybe) is causing baronofhell, cyberdemon and mastermind to spawn in game instead of their replacements.


--EDIT 2--
sorry i think i worked this out, the map patch for spacewar had to be unzipped, misunderstood the readme
randomspawners do preserve mapstuff though, so i'll leave this comment around.
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Xim
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Xim »

And here is the update that I have been working on and off for a while. I updated on ModDB a few days ago and got tired and forgot, so here is my post here. I've made a bunch of additions and changes. I'll try and update with fixes if needed, so let me know if there are any major errors. I still can't guarantee compatibility with some other mods though.
Spoiler:
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StraightWhiteMan
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by StraightWhiteMan »

Dude this looks and plays so much better now. It was already awesome, but the massive list of changes that you made turned the quality of everything up by like 300%. I started writing feedback for you but realized I was just making a list of things I liked about the mod which isn't really all that helpful lol. Great job though, and thank you for keeping this awesome project alive and healthy. I'm extremely grateful.
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Valherran
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Valherran »

I had another look at this as well, and wow did things change! The new movement system is a little too stiff for my taste but I'll adapt. A major gripe I have is with the collision of projectiles against walls/floors. When you are clearly shooting at enemies at high points and are clearly aiming above the ledge the projectiles still catch onto the ledge and you wind up wasting a lot of ammo trying to hit the target. The other gripe would be some enemies not telegraphing some attacks because they lack an animation for it or just throw an attack off of a cooldown without any hinderance and it often leads to fatal results that are nearly unavoidable. A suggestion I'd like to make is a way to carry shield boosters as an inventory item, in heavily populated maps it is very easy to lose your shields, having a shield booster on the go would help with this greatly. Another idea would be a way to convert excess battery drops into shields too since they drop often. And another suggestion would be to put an indicator of some kind on the droids you resurrect with the fusion cutter indicating that they are yours and not an enemy.
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Xim
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Xim »

StraightWhiteMan wrote: Tue Mar 07, 2023 9:24 pm Dude this looks and plays so much better now. It was already awesome, but the massive list of changes that you made turned the quality of everything up by like 300%. I started writing feedback for you but realized I was just making a list of things I liked about the mod which isn't really all that helpful lol. Great job though, and thank you for keeping this awesome project alive and healthy. I'm extremely grateful.
Thank you I'm glad you're enjoying it so far!
Valherran wrote: Tue Mar 07, 2023 11:19 pm I had another look at this as well, and wow did things change! The new movement system is a little too stiff for my taste but I'll adapt. A major gripe I have is with the collision of projectiles against walls/floors. When you are clearly shooting at enemies at high points and are clearly aiming above the ledge the projectiles still catch onto the ledge and you wind up wasting a lot of ammo trying to hit the target. The other gripe would be some enemies not telegraphing some attacks because they lack an animation for it or just throw an attack off of a cooldown without any hinderance and it often leads to fatal results that are nearly unavoidable. A suggestion I'd like to make is a way to carry shield boosters as an inventory item, in heavily populated maps it is very easy to lose your shields, having a shield booster on the go would help with this greatly. Another idea would be a way to convert excess battery drops into shields too since they drop often. And another suggestion would be to put an indicator of some kind on the droids you resurrect with the fusion cutter indicating that they are yours and not an enemy.
Thanks for the input.

Might be a bit tricky fixing up the projectiles, but maybe eventually I could fix them.
I could try and fix up the attack states for enemies when they perform a stronger attack to give the player a bit of a warning.
I could try and make a shield converter item that consumes batteries and boosts your shields.

If you want to be able to tell which monsters are friendly, I added an optional friendly highlight feature in the new options menu. It's a bit ugly and somewhat clunky so I have it off by default. It pretty much makes a colored glow around their shadow so you can easily tell who is on your team.
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Felix_Margarita
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Felix_Margarita »

I just downloaded the update and haven't looked too far into what's new, but what are the DarkForcesIIPatch, DarkForcesPatch, and JediOutcastPatch for? Thanks again for making this mod - it truly rules.
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Xim
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Xim »

Felix_Margarita wrote: Wed Mar 08, 2023 7:30 pm I just downloaded the update and haven't looked too far into what's new, but what are the DarkForcesIIPatch, DarkForcesPatch, and JediOutcastPatch for? Thanks again for making this mod - it truly rules.
They pretty much just set the weapons and enemies to be closer to how they're set up in those three Star Wars FPSs, which this mod is partly inspired by. For the enemies, it replaces the "No Replacement" setting in the replacements opinion menu. You'll have less weapons overall and some of them will be different.
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Felix_Margarita
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Felix_Margarita »

Xim wrote: Wed Mar 08, 2023 9:33 pm
Felix_Margarita wrote: Wed Mar 08, 2023 7:30 pm I just downloaded the update and haven't looked too far into what's new, but what are the DarkForcesIIPatch, DarkForcesPatch, and JediOutcastPatch for? Thanks again for making this mod - it truly rules.
They pretty much just set the weapons and enemies to be closer to how they're set up in those three Star Wars FPSs, which this mod is partly inspired by. For the enemies, it replaces the "No Replacement" setting in the replacements opinion menu. You'll have less weapons overall and some of them will be different.
Hey, thanks for the quick response. Again, top-notch stuff.
Starman the Blaziken
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Starman the Blaziken »

I feel like I want to mention the fact that droid enemies repairable by the Jeron Fusion Cutter alt when they are 'killed' still count as count enemies and thus do not fulfill a full kill percentage unless I type in a kill command for them.
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Xim
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Xim »

Starman the Blaziken wrote: Sun Mar 12, 2023 10:28 am I feel like I want to mention the fact that droid enemies repairable by the Jeron Fusion Cutter alt when they are 'killed' still count as count enemies and thus do not fulfill a full kill percentage unless I type in a kill command for them.
Aw snap, I thought I fixed that. Guess I should rethink my method for the next update. Thanks for pointing that out.
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by openroadracer »

I hate to say this, but could you please make a version that DOESN'T have ZMovement? It just changes things around too much, even forcing me to use the "hold to crouch" control bind instead of "crouch toggle".

Yes, I play using a wired 360 controller, because I was a console gamer in my formative gaming years.
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Valherran
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Valherran »

I have some more feedback for you:

1. Darth Vader does something that causes all nearby enemies to awaken and attack him. I'm thinking this is supposed to be the other away around.

2. AT-ST is too durable - It eats up a lot of my ammo trying to kill these things, If you could lower it's resistance to explosives, it would solve this issue.

3. Droids that drop items will keep dropping items when they die if resurrected with the fusion cutter.

4. Enemies ignore resurrected droids when attacked by them, allowing easy clearing of levels.

5. Phase 2 Dark Troopers are using the wrong attack animation when their back is turned to you, so when they attack they are always facing you and firing backwards.

6. Resurrected droids should not be allowed to harm the player when attacking.

As for the indicator telling you what droids are yours... Yeah that doesn't work to well, the aura on their feet often disappears. A better idea would be to have a colored outline around their sprites, that way it will be very obvious that it is an ally, even at a distance.
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Xim
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Re: Xim's Star Wars Doom - Updated (MAR/3/2023)

Post by Xim »

openroadracer wrote: Sun Mar 19, 2023 7:19 am I hate to say this, but could you please make a version that DOESN'T have ZMovement? It just changes things around too much, even forcing me to use the "hold to crouch" control bind instead of "crouch toggle".

Yes, I play using a wired 360 controller, because I was a console gamer in my formative gaming years.
Not sure why you can't crouch. I don't know if ZMovement can be easily removed without me rebuilding or removing features I've added.
Valherran wrote: Sun Mar 19, 2023 4:46 pm I have some more feedback for you:

1. Darth Vader does something that causes all nearby enemies to awaken and attack him. I'm thinking this is supposed to be the other away around. Nothing like that is supposed to happen. Maybe enemies are getting hit by his debris throw attack and then they want to infight. Is Vader infighting with imperial enemies too? EDIT: Oh wait, it's probably that blasted force push bug coming to haunt me again.

2. AT-ST is too durable - It eats up a lot of my ammo trying to kill these things, If you could lower it's resistance to explosives, it would solve this issue.

3. Droids that drop items will keep dropping items when they die if resurrected with the fusion cutter.

4. Enemies ignore resurrected droids when attacked by them, allowing easy clearing of levels.

5. Phase 2 Dark Troopers are using the wrong attack animation when their back is turned to you, so when they attack they are always facing you and firing backwards.

6. Resurrected droids should not be allowed to harm the player when attacking.

As for the indicator telling you what droids are yours... Yeah that doesn't work to well, the aura on their feet often disappears. A better idea would be to have a colored outline around their sprites, that way it will be very obvious that it is an ally, even at a distance.
1. That is really strange, I've never experienced Vader doing that before.
2. I think ATST have the same HP as the Cyberdemon, but I guess I could make them a bit easier than they are now considering they have stronger attacks.
3. I didn't think the item drop thing would be too much of a problem but if it's unbalanced, then well sorry. I guess I have to recode or remove the entire feature at this point.
4. Don't know why they're getting ignored. I tagged everyone with "seesfriendlyplayers"
5. Yeah I just need to put together rotations or something, I could probably just placeholder with basic standing sprites for now
6. I'm keeping friendly fire. You're already at an advantage so their should be a risk. I'd have to make new enemies and projectiles for every droid. Guess I gotta recode the whole feature anyways, which may or may not take a while for me to do.

I'll see about making a new friendly indicator code. I have no idea how to make it look better atm, the glowing shadow is the best I could come up with. I tried doing a translation highlight but that messed up sprites too much.

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