Doom Enhanced Released - Final Finished Build!

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Ryan Cordell
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Post by Ryan Cordell »

Screw foot weaponry, we have melee states!
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Kinsie
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Post by Kinsie »

Vader wrote: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 credited you from R2 onwards. :)
doomenh.txt wrote:Vader: Alternate Imp Death (Edited from KDiZD/ST Dark Imp)
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Kinsie
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Post by Kinsie »

It's that time of night again, kids!

Doom Enhanced R4

- Gibs are much more framerate-friendly, not detecting the blockmap until they are at rest and doing less fancy stuff if you aren't looking. This means the framerate issue with the Crusher on UV/NM is fixed, and you can even do the Kill Monsters cheat code on the default Doom levels and most usermaps. I still wouldn't recommend playing Mock 2 with this, though. :P
- Bosses spew a saner amount of gibs and do not trigger the ROTT easter egg.
- Fist now has proper sound for punching solid walls (you doof) as well as different sounds when you have Berserk. I might improve these later.
- "Falling an obscene distance" sound redone. Remember kids, never save your sounds as 8-bit wav. Ever. Or I'll find you.
- Stealth monsters splat like their visible, non-[censored word] counterparts.
- Chaingun animation fixed. How did I not notice this?


HELP WANTED:
I have multiple directions in doomenh.wad for the WolfSS's attack, but they are overwritten by Doom2.wad's one-direction sprite. Any idea how to smack Zdoom with a newspaper and say "No, bad" and get around this?

TO DO:
- Update spent casings
- Improve torches
- Get shamelessly drunk
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Cutmanmike
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Post by Cutmanmike »

Replace the wolfSS actor with a new one using a different set of sprite names for the attack frame?

Also here's an idea for you. Give the cacodemon a crash state so if it falls so far it'll splat into a big bloody mess. Also I wonder if it would be possible to give other monsters "falling" damage and animations?
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Kinsie
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Post by Kinsie »

Cutmanmike wrote:Also here's an idea for you. Give the cacodemon a crash state so if it falls so far it'll splat into a big bloody mess. Also I wonder if it would be possible to give other monsters "falling" damage and animations?
It already has one. It's just subtle and splat-free because I couldn't figure out how to spawn blood with the actor's blood translation.
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Post by Gez »

Kinsie wrote:HELP WANTED:
I have multiple directions in doomenh.wad for the WolfSS's attack, but they are overwritten by Doom2.wad's one-direction sprite. Any idea how to smack Zdoom with a newspaper and say "No, bad" and get around this?
I've made myself a big pk3 file which contains a lot of stuff -- mostly PNGified graphics resources from Doom2, Heretic, and Hexen, but also sounds and stuff and some improvements -- which is put in autoload.

This lets me do stuff like summoning monsters or weapons from the various games to organize monster fight or using a different set of weapons to finish a level.

Anyway, among the improvements, I have in that file multiple direction for the Wolf guy, too -- and they do work.

So I don't see why it wouldn't be working for you.
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Enjay
 
 
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Post by Enjay »

Kinsie wrote:HELP WANTED:
I have multiple directions in doomenh.wad for the WolfSS's attack, but they are overwritten by Doom2.wad's one-direction sprite. Any idea how to smack Zdoom with a newspaper and say "No, bad" and get around this?
No need to smack Zdoom around. Beat yourself with a newspaper instead. ;)

Sure, you do have full rotations for the WolfSS shooting sprites. However, you have also included the original single direction sprites (SSWVE0 etc) in your WAD after the multi-direction ones and so the single view ones get used instead. Remove them from the WAD and it works as intended.
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Zenon
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Post by Zenon »

Its a great update, even though it needs just a little more ambience (Eg. Heart Beating, "Live Victims" moaning in pain.. That sort of thing)

And there needs to be WolfSS Gibs
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Kinsie
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Post by Kinsie »

Enjay wrote:Sure, you do have full rotations for the WolfSS shooting sprites. However, you have also included the original single direction sprites (SSWVE0 etc) in your WAD after the multi-direction ones and so the single view ones get used instead. Remove them from the WAD and it works as intended.
Well, aren't I a bumble-butt. Thanks Enjay!
Cyberdemon2006 wrote:Its a great update, even though it needs just a little more ambience (Eg. Heart Beating, "Live Victims" moaning in pain.. That sort of thing)

And there needs to be WolfSS Gibs
I might add more ambient sounds soon.

As far as ther WolfSS gibs, I kinda neglected them due to them being an easter egg monster (Hence their silly gib sounds), but if people want I'll give them better gibs.
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Matt
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Post by Matt »

I like the WolfSS gibs the way they are now...
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Kinsie
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Post by Kinsie »

Let's do this a little early since I had some spare time...

Doom Enhanced R5

CH-CH-CH-CHANGES:
- Spent casings have been changes to be better and more varied.
- Monsters eject spent casings. Could have swore I already had this in...
- Removed crappy unfinished corpse buoyancy effect.
- Removed uses of A_SetGravity as they did absolutely nothing.
- Fixed bug where WolfSS wouldn't use new firing angles.
- Added +RANDOMISE to some sound-making props, to mix things up a little.
- Plasma Rifle shots effected by teleporter lines again.
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Matt
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Post by Matt »

Kinsie wrote:Plasma Rifle shots effected by teleporter lines again.
:shock: Good godding freak, man, that is insane!

.......oh, you mean affected. :P

Anyway... I'm not a huge fan of the fact that monsters start out completely motionless like statues or inanimate decorations or something. Though I suppose this does make the zombies a bit more uncanny...

Also, GZDoom is crashing again D:
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Kinsie
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Post by Kinsie »

Vaecrius wrote:Also, GZDoom is crashing again D:
Any specific message?
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Matt
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Post by Matt »

It's just this. In the prior release of Doom Enhanced the crash would go away if I put the files in a zip and run the zip, but for some reason that doesn't work anymore, so I'll just settle for software until "tomorrow".

That said, I've gained a new appreciation for the footstep sounds playing Map05 in software mode.
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Project Shadowcat
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Post by Project Shadowcat »

I missed an update!

Mirror is updated: Click here if you hate SendSpace. :lol:

Kinsie. This enhancement rocks. Enough said.
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