Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

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kalensar
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by kalensar »

Just tested the Guns section because that was the area I adore even though this whole mod is awesome. Having a Doom styled Doom 3 mod is excellent.

My only real complaint is that the centered weapons are huge graphic downgrades from there original version q1.0 forms 😰
This applies mainly to the Pistol, shotgun, SSG, Rifle and Plasma rifle. I love the sprites for the Chaingun though. I enjoy those version 1.0 set so much that I'm building a custom version to satisfy my love of it.

All in all excellent job dude! I love your enthusiasm you show on this mod.
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Nems
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by Nems »

Took me longer to play through a megawad with this due to real life but here's some of my thoughts/critiques:

-I feel like the Plasma Rifle's rate of fire could be increased more. I remember Doom 3's Plasma Rifle having a pretty fast ROF, either about the same as the machine gun or a little below it.
-The BFG self-damage CVAR is very much welcomed. While it's still possible to kill yourself with a point-blank BFG blast even with self-damage turned off, the rays/balls coming from the main ball itself as it travels don't hurt/kill you, making it perfect for wiping out crowds of Hellspawn.
-The Blursphere spawn option is also very welcomed as in previous versions I had instances where the sentry bot unable to leave its spawn point. That and I find adrenaline more useful and fun. :P
-Huge kudos on being able to switch the Arch-Vile's behavior in the monster pack.
-Just a huge kudos in general for having all kinds of options. I'm a sucker for options in mods. :P

Haven't tried the Artifact yet but I'm gonna do that once I finish a playthrough I'm currently doing with a different mod. <3
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Xim
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by Xim »

Holy-moly, didn't intend to take so long for a new release but I feel like now's the time. Let me know if you find any errors, I added a lot of new features. Enjoy! Download link is in the first post.

Changes from last version
Spoiler:
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mamaluigisbagel
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by mamaluigisbagel »

Just had this crash when using the vanilla flashlight and pressing the flashlight key twice in quick succession.

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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by Xim »

Aw darn it. Oddly enough the crash doesn't seem to happen with the vanilla Doom weapons, at least for me. I'll have to look more into that next week though. Got some stuff going on IRL.
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by armymen12002003 »

Loving this new update especially the demons and the cyberdemon being replaced in the secret levels. Also any chance of having an optional patch to replace the midi DOOM3 theme music with HiRez music?
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by -Ghost- »

Great update! Noticed one thing audio-wise, it kind of sounds like the pump shotgun's pump sound gets a little cut off, it's like it ends a second short.
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by mamaluigisbagel »

Fair enough, I am enjoying the update. Especially the ability to disable Trites, Ticks, and Cherubs. I still don't know why Trites don't scare me in Doom 3 but they do in classic Doom lol Arachnophobia is a bitch.
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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Post by Nems »

Currently doing a playthrough of Doom 2 Reloaded with this and I have to say this is an awesome update. I've always been fond of Doom 3's implementation of Berserk so to see it recreated in this mod is a welcome treat. :D I also really like the option to have demons dissolve after killing them. Makes me wish there was a stand-alone/universal implementation of it. :P In general, I like how many options there are to tweak to your liking. Really kickass update. :)

I do have a question though: If I were to kill a Berserk Hunter before any of the other Hunters, am I supposed to get the Berserk and Helltime power ups for the Artifact or am I supposed to only be getting the Berserk powerup? I ran into a Berserk Hunter in my playthrough and killing it gave me both Helltime and Berserk. Don't know if that's a bug or not but I thought I'd bring it up.

I'll provide more thoughts and feedback as I play through Doom 2 Reloaded with this. :)

EDIT: Actually killing the Berserk Hunter gave me all three upgrades even though I had set the options to start me with zero upgrades when I did pick up the Artifact.

EDIT 2: Also experienced a crash. Imgur is being an ass so here's a Google Drive link to the screenshot I took.

https://drive.google.com/file/d/1rpJCOj ... sp=sharing

EDIT 3: Some additional thoughts now that I've beaten Doom 2 Reloaded with GZDoom3:

-The teleportation graphic looks off with the black borders. It's not a game breaking thing but I feel like it could be translucent or something to look better. At the very least a CVAR to toggle vanilla teleportation graphics would be nice. :P
-Speaking of CVARs, I wish I was able to experience all of the different Specter variants in my playthrough like I'm able to experience all of the different Baron of Hell variants and different Arachnatron variants.
-Really dig the extra ZSec types. :D
-Not sure if this a Doom thing or a mod thing but when I was standing on a ledge over a lava floor I took massive damage out of nowhere. I wasn't even touching the floor.
-Hopefully one day we'll get to see a Doom 3-inspired Spider Mastermind added to the roster.

This mod is easily a keeper and one I keep an eye for when it comes to updates. Really good stuff. <3
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Xim »

New update is here!

Changes from last version:
Spoiler:
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Nems
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Nems »

Oooo, this is a pleasant surprise. :D

Gonna give this a spin with a megawad or two. <3
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Unregret »

Love this so much.
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Nems »

So here are my thoughts and critiques based on what I've played so far.

-I meant to report this on the last version of the mod but I got sidetracked and forgot. Anyway, the custom movement physics in the weapon side of the mod don't play nice with maps that have voodoo dolls, specifically when there's conveyors in use. At least I think that's what's going on. If you warp to map 09 of Azazel's Second Descent with the weapon part of the mod you'll be able to see and experience the problem a lot better than I can describe it. :P In any event, I think having a CVAR that reverts physics back to vanilla movement would be a good idea in the event someone plays this with a wad that utilizes voodoo dolls.

-I used the Soul Cube on a Cyberdemon in Hellcore but got no health back. I have it set up where the Cyberdemon can be killed by any means so I don't know if that has anything to do with it.

-If you activate the Artifact's Helltime, then try to load a save while in the middle of it, it crashes the game back to the menu. I didn't think to take a screenshot of it because my thought was just don't do that again. :P If I encounter it again though I'll take a screenshot and upload it.

Other than those issues I'm really enjoying the update. Love the new sprites and the interpretation of the Spider Demon in a more Doom 3 style. <3

EDIT: Sabaoth doesn't have A_BOSSDEATH. I was playing through the Lite version of Doom Tribute Project and it replaced a Spider Mastermind on Dis. Killing it should have opened the doors in the center of the room but it didn't. I checked to see if this was the case with Ultimate Doom's Dis and I was able to replicate it there as well.
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Xim »

Nems wrote: Thu Apr 06, 2023 5:41 pm So here are my thoughts and critiques based on what I've played so far.

-I meant to report this on the last version of the mod but I got sidetracked and forgot. Anyway, the custom movement physics in the weapon side of the mod don't play nice with maps that have voodoo dolls, specifically when there's conveyors in use. At least I think that's what's going on. If you warp to map 09 of Azazel's Second Descent with the weapon part of the mod you'll be able to see and experience the problem a lot better than I can describe it. :P In any event, I think having a CVAR that reverts physics back to vanilla movement would be a good idea in the event someone plays this with a wad that utilizes voodoo dolls.

-I used the Soul Cube on a Cyberdemon in Hellcore but got no health back. I have it set up where the Cyberdemon can be killed by any means so I don't know if that has anything to do with it.

-If you activate the Artifact's Helltime, then try to load a save while in the middle of it, it crashes the game back to the menu. I didn't think to take a screenshot of it because my thought was just don't do that again. :P If I encounter it again though I'll take a screenshot and upload it.

Other than those issues I'm really enjoying the update. Love the new sprites and the interpretation of the Spider Demon in a more Doom 3 style. <3

EDIT: Sabaoth doesn't have A_BOSSDEATH. I was playing through the Lite version of Doom Tribute Project and it replaced a Spider Mastermind on Dis. Killing it should have opened the doors in the center of the room but it didn't. I checked to see if this was the case with Ultimate Doom's Dis and I was able to replicate it there as well.
I'll see about adding a cvar for the movement. Soul Cube only gives health if you kill the enemy, not damage it, so that might be why you aren't getting healed in the cybie fight. I already know about the helltime crash, so uh, I guess for now just don't save or load while in helltime? I'm not sure how to fix it yet. I'm not sure why the Sabaoth isn't working because it does in fact have A_BossDeath.

edit: I can't replicate the sabaoth bug you're experiencing. Are you running anything else with it?
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Nems »

Xim wrote: Thu Apr 13, 2023 11:17 am edit: I can't replicate the sabaoth bug you're experiencing. Are you running anything else with it?
When I was playing the Doom Tribute Project Lite with the monster half of GZDoom 3 I was playing with Soldier Z and autoloaded minimods. However, I don't think any of those could be the issue as none of them touch monster behavior. When I tested it in Ultimate Doom's E3M8 I used no weapon mods, only the autoloaded minimods I mentioned and the monster portion of GZDoom 3. I had to reload E3M8 a few times before I got a Sabaoth spawn though. I'll disable all of my autoloads and just run the monster half of the mod just to be sure.

EDIT: Disabled all of my mods and minimods and only loaded the monster half of GZDoom 3. Killing Sabaoth doesn't end E3M8. I went ahead and tried the other Spiderdemon replacements and the Guardian of Hell and Doom 3-styled Spiderdemon also don't end E3M8 when killed. I remember this also being an issue in Colorful Hell too where Hege definitely had A_BOSSDEATH implemented on the mod's Spiderdemon replacements but killing them didn't end the level. That's really weird.

I'm using the latest stable version of GZDoom too (4.10.0).

EDIT2: If I remember right, VDP Monster Randomizer has menu options to manually trigger A_BOSSDEATH actions in the event killing the associated monsters doesn't work. Maybe that could be used as a potential failsafe?

EDIT3: I think I might have found the issue. Under the Monster Replacement Settings, if I set the Mastermind replacement to the "Guardian, Sabaoth, Mastermind" option, none of the replacements trigger the A_BossDeath but the other options ("Sabaoth, Mastermind", "Guardian, Mastermind", etc.) do trigger it.

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