[Release] SD3TII (no updates 01/03/12)
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.
Re: [WIP] SuperDoom3: Take II
Wow, very nice work DBThanatos, everything's much neater looking now. Also +1 for using Silent Hill music in the videos.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] SuperDoom3: Take II
printz wrote:If only the gun flashes were flexible enough to be used for this purpose (permanent overlays such as numbers).
hmmm interesting, numbers overlays the sprites, but the problem of that is only called with a_gunflash.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] SuperDoom3: Take II
Yes, but I decided to not do it that way. I dont like it, and I find it better to me as is now. As I said before, this isnt a 1:1 replica of doom3, but more like what I think is somehow fair and fun. That includes changing whatever and anything I have to.DOOMERO-21 wrote:ok looks great but i have some disagree points:
1. the red color is when you have "0" ammo, yellow is for "20%/25% of ammo" and white for full.
2. later of sent you the hud, i was working increasing the scale of the ammo1 and health, but you also removed the script for the yellow and red warning around the ammo hud:
Thanks, and yes, I have made my own playlist for music when Im testing/playing this thing, because, somehow it adds to the ambientation.BurningCadavre wrote:Wow, very nice work DBThanatos, everything's much neater looking now. Also +1 for using Silent Hill music in the videos.
Thanks guys for the positive comments. Im trying to get this done ASAP, but is just that I keep finding stuff I have to fix.
Re: [WIP] SuperDoom3: Take II
I have a little more feedback to give. I'll PM you later with the details. 

- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] SuperDoom3: Take II
ok, is your patch, but was a opinion, i will make my own patch later for that with more monsters.DBThanatos wrote:Yes, but I decided to not do it that way. I dont like it, and I find it better to me as is now. As I said before, this isnt a 1:1 replica of doom3, but more like what I think is somehow fair and fun. That includes changing whatever and anything I have to.DOOMERO-21 wrote:ok looks great but i have some disagree points:
1. the red color is when you have "0" ammo, yellow is for "20%/25% of ammo" and white for full.
2. later of sent you the hud, i was working increasing the scale of the ammo1 and health, but you also removed the script for the yellow and red warning around the ammo hud:
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] SuperDoom3: Take II
Little bump with updates. While almost everything is as good as I can do, I just found out a relatively major problem.
Under the weirdest circumstances, which I unfortunately cant replicate, a weird bug happens where gzdoom starts using the old definitions (the ones from the original mod) instead of the new ones (take II's), causing weird issues like weapons that wont reload, unlimited ammo, wrong display of the HUD elements, etc.
The reason for this, is the ugly way I used to replace the old definitions. I acknowledge the fact that was an ugly, hackish way to do it, but at the beginning I didnt have much option.
Im going to keep backup of the actual state as is, in case I find out I cant actually do what I want. Hopefully this wont take me too long, but oh well...
Under the weirdest circumstances, which I unfortunately cant replicate, a weird bug happens where gzdoom starts using the old definitions (the ones from the original mod) instead of the new ones (take II's), causing weird issues like weapons that wont reload, unlimited ammo, wrong display of the HUD elements, etc.
The reason for this, is the ugly way I used to replace the old definitions. I acknowledge the fact that was an ugly, hackish way to do it, but at the beginning I didnt have much option.
Spoiler: Useless info for playersBottom line: Im going to take a big "risky" step here, hoping I can replace everything in the proper way, deprecating ALL the old definitions, thus, getting rid of this unpredictable bug.
Im going to keep backup of the actual state as is, in case I find out I cant actually do what I want. Hopefully this wont take me too long, but oh well...

Re: [WIP] SuperDoom3: Take II
Geez man, that sounds like a lot of work. If I can help in any way (ie/ testing builds for you etc) let me know and I'll happily do it. You know I think highly of this mod. 

- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] SuperDoom3: Take II
that are the risk, take your time, i dont have intention to continue (for this year), i finnished the mod and now starting other, good luck.
Re: [WIP] SuperDoom3: Take II
Sucks that you were so close to releasing it before finding this bug. Hope it doesn't get too ugly in there. Looking forward to this getting released nonetheless.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [WIP] SuperDoom3: Take II
Does this mean you're going to make SD3TII standalone instead of requiring the original mod to work?DBThanatos wrote:Bottom line: Im going to take a big "risky" step here, hoping I can replace everything in the proper way, deprecating ALL the old definitions, thus, getting rid of this unpredictable bug.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] SuperDoom3: Take II
Im working on this thing, and apparently everything is going OK, but I still havent touched the ACS, and that's where hell will break loose.
Anyway, no, SD3TII will still need the original mod, since it contains all graphics and sounds. But pretty much all the code for SP will be re-done, to avoid dependences on the original code.
Perhaps at some point, a re-release of the main pack will be done by me, that being, optimizing it to use as little allocation space as possible. As is, Super Doom 3 is a bunch of wads in the zip, and graf said something about this...
But for now, I just want to get rid of all this duplicate actors.
EDIT:
So, apparently, is good that I exposed almost everything of the original mod in TakeII, because the new replacements is almost done. I just went through all the original files searching for more instances that need to be changed, but apparently, Im almost done! Good thing the saturday's lazyness of "I dont wanna leave home today" is (hell, Im quite usure if that last sentence made sense).
Anyway, no, SD3TII will still need the original mod, since it contains all graphics and sounds. But pretty much all the code for SP will be re-done, to avoid dependences on the original code.
Perhaps at some point, a re-release of the main pack will be done by me, that being, optimizing it to use as little allocation space as possible. As is, Super Doom 3 is a bunch of wads in the zip, and graf said something about this...
Spoiler:And overall, trying to navigate through the original files, is kind of a nightmare, because everything seems to be spread all around. I'd rather have it organized. Still, this is something that might or not be done.
But for now, I just want to get rid of all this duplicate actors.
EDIT:
So, apparently, is good that I exposed almost everything of the original mod in TakeII, because the new replacements is almost done. I just went through all the original files searching for more instances that need to be changed, but apparently, Im almost done! Good thing the saturday's lazyness of "I dont wanna leave home today" is (hell, Im quite usure if that last sentence made sense).
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] SuperDoom3: Take II
Well, Im not prone to bumping while double posting, but I got some good news!
After spending pretty much the whole day in front of the computer (real life is overrated
), I was able to do this step successfully! So much, that I cant even tell the difference 
Anyway, so, Im back on track, fixing whatever I can, and now, hopefully, much closer to the release.
Note to testers: Expect a new build shortly.
Also, I took the liberty of getting rid of almost all console warnings from the original mod (only 3 warnings remaining). So, finally, it looks a little less awful when is loading up.
If I'd have to guess, I'd say that this is 95% done. So, after several rounds of testing, we should be done, once and for all
After spending pretty much the whole day in front of the computer (real life is overrated


Anyway, so, Im back on track, fixing whatever I can, and now, hopefully, much closer to the release.
Note to testers: Expect a new build shortly.
Also, I took the liberty of getting rid of almost all console warnings from the original mod (only 3 warnings remaining). So, finally, it looks a little less awful when is loading up.
If I'd have to guess, I'd say that this is 95% done. So, after several rounds of testing, we should be done, once and for all

Re: [WIP] SuperDoom3: Take II
Cool mod but wouldn't it be easier to just buy Doom 3 because it looks pretty wack when you copy graphics like that. Amazing amount of work involved in this, thumbs up.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP] SuperDoom3: Take II
nice;DBThanatos wrote:Well, Im not prone to bumping while double posting, but I got some good news!
After spending pretty much the whole day in front of the computer (real life is overrated), I was able to do this step successfully! So much, that I cant even tell the difference
Anyway, so, Im back on track, fixing whatever I can, and now, hopefully, much closer to the release.
Note to testers: Expect a new build shortly.
Also, I took the liberty of getting rid of almost all console warnings from the original mod (only 3 warnings remaining). So, finally, it looks a little less awful when is loading up.
If I'd have to guess, I'd say that this is 95% done. So, after several rounds of testing, we should be done, once and for all
i remember the shotgun have a bug but is insignificant, i dont know if you founded, the bug is when you have 7 shotgunholder and 0 doom3shells, reload and later you will have 8 shells for attack.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: [WIP] SuperDoom3: Take II
Well, it's a matter of opinion. Plus, somehow doom3 doesnt feel right, and this is much easier to mod than doom3, or at least, I know already how to do it here. So, yeah, that's all I need.NZ_Reaper wrote:Cool mod but wouldn't it be easier to just buy Doom 3 because it looks pretty wack when you copy graphics like that. Amazing amount of work involved in this, thumbs up.
Oh well. Gotta check that. Remaking the reloading sequence should be no problem. Thanks for reporting itDOOMERO-21 wrote:i remember the shotgun have a bug but is insignificant, i dont know if you founded, the bug is when you have 7 shotgunholder and 0 doom3shells, reload and later you will have 8 shells for attack.
