Doom Enhanced Released - Final Finished Build!
Forum rules
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
- Posts: 4349
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- Location: Capital of Explodistan
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
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- Location: MAP33
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I credited you from R2 onwards.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.

doomenh.txt wrote:Vader: Alternate Imp Death (Edited from KDiZD/ST Dark Imp)
- Kinsie
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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.
- 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
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.

- 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
- Cutmanmike
- Posts: 11354
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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?
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?
- Kinsie
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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.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?
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.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?
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.
No need to smack Zdoom around. Beat yourself with a newspaper instead.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?

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.
- Kinsie
- Posts: 7402
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Well, aren't I a bumble-butt. Thanks Enjay!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.
I might add more ambient sounds soon.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
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.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
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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.
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.
- Matt
- Posts: 9696
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- Contact:
Kinsie wrote:Plasma Rifle shots effected by teleporter lines again.

.......oh, you mean affected.

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:
- Matt
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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.
That said, I've gained a new appreciation for the footstep sounds playing Map05 in software mode.
- Project Shadowcat
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I missed an update!
Mirror is updated: Click here if you hate SendSpace.
Kinsie. This enhancement rocks. Enough said.
Mirror is updated: Click here if you hate SendSpace.

Kinsie. This enhancement rocks. Enough said.