You could just disable the blood eminating from a Spider Mastermind, that, or somehow use the BulletPuff as a check if it hit a bleed-able actor, then make it spawn blood?Kinsie wrote:The mysterious framerate murdering Spidey issue in MAP06 still exists though...
Doom Enhanced Released - Final Finished Build!
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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.
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.
- Ryan Cordell
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- Cutmanmike
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- Kinsie
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If I remember correctly, I disabled NOBLOCKMAP so that debris would properly react to lifts and other platforms instead of hanging in the air or embedded three feet inside a lift.Graf Zahl wrote:It depends on the flags. Any object flying around should have the +NOBLOCKMAP flag (implicitly set by 'Projectile'.) If not any piece of gore will be checked against every other piece of gore - and that will indeed cause huge slowdowns.
I'll try this, though, and see how it works out. Any other possible solutions?
- Kinsie
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I restored NOBLOCKMAP to the five "generic" gibs and surprisingly I didn't find it pube-tearingly frustrating that they didn't travel with plats! This also obviously fixes the Spider crush framerate issues.
I also fixed the Stealth monsters, by making them inherit from my edited monsters instead of the Doom originals. Not sure if I'll also remove their footstep sounds, though.
2.) I'm probably going to do a heavy spring clean on the casings. Currently they use rips from the Doom Press Release, which has a slight pinkish outline due to a bug in XWE. I'm going to replace them with cleaner, non-outlined versions from doom.wad v1.1, and add more rotations to make them more interesting and varied.
So, here's my current to do list.
Version R4
- Fix stealth monsters
- Fix spider crush bug
- Fix fist and chainsaw ricochet sounds.
- Improve "falling to death" player sound.
Version R5
- Update shell casings
- Improve torches
Update R6
...will be skipped, as I'll likely be celebrating my birthday a little early due to conflicting commitments (work etc.) for my friends. DECORATE is for the sober.
I also fixed the Stealth monsters, by making them inherit from my edited monsters instead of the Doom originals. Not sure if I'll also remove their footstep sounds, though.
Both good ideas. I'll do the randomisation thing now, and look into Torm's torches or some other implementation later.Cutmanmike wrote:I'd say ask tormentor for his torches from torment and torture. They're pretty neat looking.
Also i'd say change the ambient sound the tall torches give off and/or randomize the delay of the first frame so it sounds more random and not loud (try map20 to see what I mean).
1.) I'm aware, and this is really easy to fix. I'm just looking into other stuff first.TheDarkArchon wrote:There's another thing I've forgotten to mention: Fisting walls causes ricochet sounds to occur.
Also, the casings seem kinda meh to me. The player never really gets to see them unless they've hit the ground and when they do appear, they only have 2 rotations and look kinda unnatural when spinning in the air. Also, you might want to consider using the gravity property so the casings aren't too elastic when bouncing. 0.4 seems to be a good value for casings when I use them.
2.) I'm probably going to do a heavy spring clean on the casings. Currently they use rips from the Doom Press Release, which has a slight pinkish outline due to a bug in XWE. I'm going to replace them with cleaner, non-outlined versions from doom.wad v1.1, and add more rotations to make them more interesting and varied.
So, here's my current to do list.
Version R4
- Fix stealth monsters
- Fix spider crush bug
- Fix fist and chainsaw ricochet sounds.
- Improve "falling to death" player sound.
Version R5
- Update shell casings
- Improve torches
Update R6
...will be skipped, as I'll likely be celebrating my birthday a little early due to conflicting commitments (work etc.) for my friends. DECORATE is for the sober.
- Project Shadowcat
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- Unknown_Assassin
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can you fix.
-the chaingun, you screwed the animations somehow.
-the bullet hitting flesh sound.
I don't know why i can't hear it, and i tried using gzdoom 1.0.25 but it crashed on start up.
EDIT: It appears to be the items wad. When using the items wad the chaingun animations are botched.
Using 1.0.25 i CAN hear the flesh hitting sounds but i can't use both the items wad and the normal one at the same time, it just crashes.
-the chaingun, you screwed the animations somehow.
-the bullet hitting flesh sound.
I don't know why i can't hear it, and i tried using gzdoom 1.0.25 but it crashed on start up.
EDIT: It appears to be the items wad. When using the items wad the chaingun animations are botched.
Using 1.0.25 i CAN hear the flesh hitting sounds but i can't use both the items wad and the normal one at the same time, it just crashes.
- Kinsie
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I'm thinking of making the spectre flicker back to visibility as it dies, but I'm not sure. I'll look into it.Unknown_Assassin wrote:I think you should fix the spectre problem. If you gib a spectre, it's guts and body parts should still look fuzzy instead of being just a regular demon in gibbed form.
Looks like you're loading the items wad before the main wad.hitmanx wrote:can you fix.
-the chaingun, you screwed the animations somehow.
-the bullet hitting flesh sound.
I don't know why i can't hear it, and i tried using gzdoom 1.0.25 but it crashed on start up.
EDIT: It appears to be the items wad. When using the items wad the chaingun animations are botched.
Using 1.0.25 i CAN hear the flesh hitting sounds but i can't use both the items wad and the normal one at the same time, it just crashes.
Gonna look into the chaingun animation bug now.
- Matt
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@Hitmanx: Try using ZDoom. If it's crashing you may be suffering from this bug.
Also, one way to load both at once (and, at least on my machine, avoid the crash) is to create a blank zip file, drag in doomenh.wad, then drag in doomenh-items.wad, leaving out the text file.
@Kinsie: About the lift/noblockmap issue: why not have the gib spawn a stationary gib one it's stopped?
Also, one way to load both at once (and, at least on my machine, avoid the crash) is to create a blank zip file, drag in doomenh.wad, then drag in doomenh-items.wad, leaving out the text file.
@Kinsie: About the lift/noblockmap issue: why not have the gib spawn a stationary gib one it's stopped?
Although I'm not a huge fan of wads that add more gibs etc. I have to say I quite like this mod!
The new sounds and the alternative death animations are a neat idea, however you forgot to credit me for the dark imp death sprites you used as a base for the new imp death animation.
I also think the way the Cyberdemon and the Mastermind die, is a bit overboard, although cool looking!
The new sounds and the alternative death animations are a neat idea, however you forgot to credit me for the dark imp death sprites you used as a base for the new imp death animation.
I also think the way the Cyberdemon and the Mastermind die, is a bit overboard, although cool looking!
- Ryan Cordell
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- Cutmanmike
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