Doom Hellfall (UPDATE 06/07): Alpha v04 - the glory kill update

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duskredy
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Doom Hellfall (UPDATE 06/07): Alpha v04 - the glory kill update

Post by duskredy »



DOOM: HELLFALL is a mod that brings the Doom Eternal experience to the classic game not by using sprites or models, but instead by using weapon sprite rips from the original game (inspired by the likes of Zion v08 and TITAN)

It tries to mimic Doom Eternal's feature-set by including features such as Weapon Mods, the chainsaw, mod-drones, dashing and even the meathook. Reminder to bind your keys at the mod options menu, so you don't miss out on using your chainsaw or swapping weapon mods. I hope you enjoy this mod, but keep in mind that it's only an alpha version still - it has some issues and many stuff are either incomplete, temporary or entirely missing but they will be added or improved over time.

WEAPONS:
Spoiler:
COMPATIBILITY:
Spoiler:
KNOWN ISSUES:
Spoiler:
SCREENSHOTS:
Spoiler:
A FEW QUESTIONS:
Spoiler:
WEAPON SHOWCASE VIDEO:


CHANGELOG:

Code: Select all

Alpha v04 - the glory kill update 07/06/24
- Glory kills were added
- Blood punch was added
- A few reripped weapons, a few new animations
- Bumped the player speed by 7%
- Zombies fire 5 non-homing projectiles now
- Improved menu
- New sticky bomb sprites
- Fixed a glitch with the fov with the sticky bomb shotgun
- Accurate precision bolt mechanics now, and new zoom sprites
- A ton of compression work, mostly by Darkcrafter, some by myself (tysm for the help!!)
- Cleaned up modbot rip, also by Darkcrafter
- New (temp, but improved) bfg sprites
- New cacodemon
- Improved default heavy cannon rips
- New option to start game with all weapons and upgrades
- New remote detonation rips
- Very small cleanup
- Changes to weapon balancing
- A few unlisted changes
Download the latest version here (Alpha v04) (31mb)
This is only compatible with the stable release of GZDoom 4.11.0 and later - older versions will not get any support.
Join the Hellfall discord server here

Anything on moddb is really, REALLY outdated and i recommend you stay away from it unless you're interested in the old hellfall versions that released in 2019.
Last edited by duskredy on Fri Jun 07, 2024 7:34 pm, edited 2 times in total.
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duskredy
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by duskredy »

A new update is out (Alpha v02b)
Some of the new additions are:

- New remote detonation add-on
- New dashing system
- Changed micro missiles behavior
- Changed some sounds
- New explosion sfx
- Chainsaw drops now drop and go to the player like the original game
- Chainsaw can now hold up to 3 charges
- More cool stuff i once again forgot to add

Also, if someone is interested in helping out with programming (since mine is not so great as seen by some of the weapon mods being glitchy), sounds or better sprite rips, feel free to join our discord and message me, i'd really appreciate it!

Download Alpha v02b
Otak
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by Otak »

Nice mod I like it. An option to play with vanilla monsters will be a great addition. Thanks for your effort.
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kalensar
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by kalensar »

The quick punch is weak to the point of being pointless. 6 hits to kill a zombieman on HMP. The rocket explosion also leaves a large ugly black square during the animation that is completely unintentional and easy to fix.
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duskredy
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by duskredy »

Otak wrote: Mon Oct 30, 2023 5:31 am Nice mod I like it. An option to play with vanilla monsters will be a great addition. Thanks for your effort.
kalensar wrote: Tue Oct 31, 2023 11:52 am The quick punch is weak to the point of being pointless. 6 hits to kill a zombieman on HMP. The rocket explosion also leaves a large ugly black square during the animation that is completely unintentional and easy to fix.
thanks for the suggestions you both, i tried to address this on the new version (v02c)

Alpha v02c - 31/10/23
- Dash now recharges accurately
- Rocket launcher remote detonation now uses less time to allow detonation
- +BLOODSPLATTER flag added on tracers so enemies can now bleed with the chaingun and heavy cannon.
- New kick animation
- Dash now has i-frames
- Fixed rocket launcher explosion on vanilla transparency glitch (thanks kalensar)
- Added a cvar on the mod options menu to toggle between 2016-like stronger punches and eternal-like weaker punches (thanks kalensar)
- Added a way to play with vanilla monsters (although they're incompatible with the chainsaw, using a 3x ammo factor as a workaround for it) (thanks Otak)


Here's the download link for v02c

by the way, i've added the quick punch thing as a cvar since eternal's default punch is also weak and pointless, it was there as a stand-in for glory kills (which i've tried to implement but haven't managed to yet)
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by kalensar »

duskredy wrote: Tue Oct 31, 2023 4:55 pm

by the way, i've added the quick punch thing as a cvar since eternal's default punch is also weak and pointless, it was there as a stand-in for glory kills (which i've tried to implement but haven't managed to yet)
I can partially help with your Glory kill issue with my own version I comically named "Glory Kills on the Cheap" in my mod D4V-Re-ZDoom V4EX. If you look on the Decorate.KalsSleekMonsters you see how I implemented a cheap version, but it has to be applied per monster, and involves Pain State and Death.Melee along with corresponding dropitems on the Death.Melee state.

https://www.moddb.com/mods/kals-duke3d- ... 4v-rezdoom


My whole schtick with coding is doing Decorate versions of ACS/ZScript stuff because I suck at ACS and ACS styled ZSC. haha.
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duskredy
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by duskredy »

kalensar wrote: Tue Oct 31, 2023 7:22 pm
I can partially help with your Glory kill issue with my own version I comically named "Glory Kills on the Cheap" in my mod D4V-Re-ZDoom V4EX. If you look on the Decorate.KalsSleekMonsters you see how I implemented a cheap version, but it has to be applied per monster, and involves Pain State and Death.Melee along with corresponding dropitems on the Death.Melee state.

https://www.moddb.com/mods/kals-duke3d- ... 4v-rezdoom

My whole schtick with coding is doing Decorate versions of ACS/ZScript stuff because I suck at ACS and ACS styled ZSC. haha.
tysm for this, it actually helped me figure out what was wrong with my code so it wouldnt work, glory kills are finally done (i just have to put it on the other monsters and add the drops to it)

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kalensar
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Re: Doom Eternal Hellfall (UPDATE 10/29): Alpha v0.2b

Post by kalensar »

duskredy wrote: Thu Nov 02, 2023 5:25 pm

tysm for this, it actually helped me figure out what was wrong with my code so it wouldnt work, glory kills are finally done (i just have to put it on the other monsters and add the drops to it)


You're very welcome! My version is very simple and shooting them while in their pain state can cancel "Glory State" (Pain2 state), but other than that it performs adequately with no need of ACS or acs-type zscript. Technically it can be rigged with a token type system to act as a pain state checker, but I didnt think that far ahead when I initially cooked up the system.
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Re: Doom Eternal Hellfall (UPDATE 10/31): Alpha v0.2c

Post by Darkcrafter »

That's some interesting project! Here is something I'd like to change.

* Sounds:
- "argh" sound a player makes when landing is fucking ridiculuos and must be replaced over boots hitting the ground sound.

* Music:
- loosely original based MIDI version approximations should be used.

* Weapons:
- pistol is Doom 2016 and must go away;
- all weapons must correspond to Doom Eternal;
- all weapons must have 2 options per number like you press "2" you get a nade launcher mod, you press "2" again it gets you a full auto mod;
- I'd prefer all guns to be fully upgraded like in DLC campaigns and all done in accordance to that DLC regarding rate of fire, damage, speed etc;
- you may hide UI in Doom Eternal to rip the guns better;
- Doom 3 SMG must go away;
- Chainsaw must not be a weapon but be called with an additional key "C" to saw enemies and rip their health, armor and ammo.

* Gameplay
- the movement code needs to get changed and the best thing I can think of you can base of is Project Brutality 3, it has ledge climbing, double jumping and even a pseudo-dash (it's not a dash the way you know it in Doom Eternal though!);
- climb surfaces with scratches must be implemented, they pull the player in as soon as it comes closer to the range of a use key "E". Perhaps the best thing that can be done here is to create a couple of 3D models, shaped and textured differently, put them on actors that would trigger a scripted action;
- jump pads need to impelemented, perhaps actor based ones are again the best idea.

* Monsters:
- monsters must pursue players more agressively and have an ability to jump to a certain height and jump off the ladders;
- fatalities you may also record straight out of the game and use short animated, PNG compressed series of such frames.

* Maps:
- need to be more vertical and 3D. GZDoom may get us some really nice options like 3D floors and stacked sectors and even 3D models with supporting "collision" actors, so in this regard it's a thing to worry about later.

* Skyboxes:
- My Hell Renaissance mapset makes a heavy usage of "Andrew "A-Bomb" Matzureff" "Dynamic SkyBox" ACS script and it could get really useful.
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Re: Doom Eternal Hellfall (UPDATE 10/31): Alpha v0.2c

Post by Darkcrafter »

So it turns out I tried the older version, the current one (v0.2c) is much better, good job!

I've made my own version out of that, so that all graphics is PNG compressed by both PNGQuant and PNGOut by Ken Silverman, all sounds are ogg 32/48kbps, 22-32khz. So now it's 18.6mb instead of 46.6mbs, 2.5 times lighter :lol:

I found a way to enhance weapon sprites graphics but I don't know how to make Photoshop work with a 3rd party PNG plugin that would save the chunks required for Doom as batch operation.
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Re: Doom Eternal Hellfall (UPDATE 10/31): Alpha v0.2c

Post by duskredy »

Darkcrafter wrote: Mon Apr 08, 2024 12:34 pm So it turns out I tried the older version, the current one (v0.2c) is much better, good job!

I've made my own version out of that, so that all graphics is PNG compressed by both PNGQuant and PNGOut by Ken Silverman, all sounds are ogg 32/48kbps, 22-32khz. So now it's 18.6mb instead of 46.6mbs, 2.5 times lighter :lol:

I found a way to enhance weapon sprites graphics but I don't know how to make Photoshop work with a 3rd party PNG plugin that would save the chunks required for Doom as batch operation.
i havent visited here in a while so this went by unnoticed, but thanks for your help since ive been able to compress the new version i'll be posting right now from around 55mb to 31mb using some of your tips (pngquant, compressing a few sounds to 32000mhz, etc). also the enhanced modbot sprites look waaay better than that noisy mess
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duskredy
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Re: Doom Hellfall (UPDATE 06/07): Alpha v04 - the glory kill update

Post by duskredy »

Alpha v04 was just released.
"wait, where's alpha v03"? that's because i only released a rushed dev version of v03 exclusively on the hellfall discord server back in december since it wasn't polished enough to be considered an "new update"... however, it has been so long since i've released a new update i decided to just push it to v04 with a lot of improvements.
I've decided to focus more on improving and polishing stuff instead of adding a new weapon mod for now... anyways, i hope you enjoy the update

Changelog:
- Glory kills were added
- Blood punch was added
- Accurate precision bolt mechanics now, and new zoom sprites
- A ton of compression work, mostly by Darkcrafter, some by myself (tysm for the help!!)
- Cleaned up modbot rip, also by Darkcrafter
- New option to start game with all weapons and upgrades
- A few reripped weapons, a few new animations
- Bumped the player speed by 7%
- Zombies fire 5 non-homing projectiles now
- Improved menu
- New sticky bomb sprites
- Fixed a glitch with the fov with the sticky bomb shotgun
- New (temp, but improved) bfg sprites
- New cacodemon
- Improved default heavy cannon rips
- New remote detonation rips
- Very small cleanup
- Changes to weapon balancing
- A few unlisted changes

Download Alpha v04 here
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Darkcrafter
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Re: Doom Eternal Hellfall (UPDATE 10/31): Alpha v0.2c

Post by Darkcrafter »

duskredy wrote: Fri Jun 07, 2024 7:27 pm i havent visited here in a while so this went by unnoticed, but thanks for your help since ive been able to compress the new version i'll be posting right now from around 55mb to 31mb using some of your tips (pngquant, compressing a few sounds to 32000mhz, etc). also the enhanced modbot sprites look waaay better than that noisy mess
I'm really glad to know that helped! Btw, if you need to use anything like this, you're welcome.
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