[Release] SD3TII (no updates 01/03/12)

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Blue Shadow
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Re: [WIP] SuperDoom3: Take II

Post by Blue Shadow »

Well, I think it's too late to offer some suggestions then if it's almost done.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Well, Im always open to suggestions. The complexity, the time to implement and the functionality of it will determine if will be added.

So, go ahead, I dont mind changing stuff as long is for the better :D
Blue Shadow
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Re: [WIP] SuperDoom3: Take II

Post by Blue Shadow »

Okey then, I hope they aren't that complex:

- Rocket/grenade explosion animation is slow as in it's going slow motion. Maybe you could make faster. Just the 'boom' part, the smoke is ok when it comes to that.
- The smoke of the explosion could use a little darkening.
- When it comes to the hud. All the digits are the same size. The digits for health and weapon 'clip' need to be bigger than armor's and reserve ammo's.
- Every time you pick up a weapon its icon is displayed. See if you can make it be displayed just the first time you pick the weapon up.

These are merely suggestions, I'm not forcing you to do any of these changes if you like things the way they are. After all, its your mod.

You have done great job with the this, keep it up.
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Cyanosis
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Re: [WIP] SuperDoom3: Take II

Post by Cyanosis »

Phew! I got pretty scared there when I read about that bug. Very happy to know everything is alright now.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

Blue Shadow wrote:Okey then, I hope they aren't that complex:

- Rocket/grenade explosion animation is slow as in it's going slow motion. Maybe you could make faster. Just the 'boom' part, the smoke is ok when it comes to that.
- The smoke of the explosion could use a little darkening.
- When it comes to the hud. All the digits are the same size. The digits for health and weapon 'clip' need to be bigger than armor's and reserve ammo's.
- Every time you pick up a weapon its icon is displayed. See if you can make it be displayed just the first time you pick the weapon up.

These are merely suggestions, I'm not forcing you to do any of these changes if you like things the way they are. After all, its your mod.

You have done great job with the this, keep it up.
the size of the numbers is very easy using hirestex, about the display the weapon image when you pick up, only 1 time is very easy too using a new inventory for the custoinventory for check if you have or not the weapon.
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Blue Shadow wrote: - Rocket/grenade explosion animation is slow as in it's going slow motion. Maybe you could make faster. Just the 'boom' part, the smoke is ok when it comes to that.
Well, no one else have said anything about this, so Im dismissing it until someone backs this suggestion up.
Blue Shadow wrote: - The smoke of the explosion could use a little darkening.
I think is fine. And most importantly, I dont know how to edit them without messing the transparency the images have (im pretty bad when it comes to image editing, though I've been slowly learning)
Blue Shadow wrote: - When it comes to the hud. All the digits are the same size. The digits for health and weapon 'clip' need to be bigger than armor's and reserve ammo's.
- Every time you pick up a weapon its icon is displayed. See if you can make it be displayed just the first time you pick the weapon up.
True in both cases, I might actually follow DOOMERO-21's suggestions.

As for updates on the game's functionality, well, Im still testing, and found nothing gamebreaking at all. But just for a little spoiler, 2 new skills have been added into the mod. Hopefully, it will fulfill player's gameplay needs :P

EDIT: For the weapon displayed everytime is picked, what does other people think about this? I just made it this way, and found out I dont like it, because I barely ever look up to see what I picked, and with this, it feels more convenient.
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:
Blue Shadow wrote: - Rocket/grenade explosion animation is slow as in it's going slow motion. Maybe you could make faster. Just the 'boom' part, the smoke is ok when it comes to that.
Well, no one else have said anything about this, so Im dismissing it until someone backs this suggestion up.
Blue Shadow wrote: - The smoke of the explosion could use a little darkening.
I think is fine. And most importantly, I dont know how to edit them without messing the transparency the images have (im pretty bad when it comes to image editing, though I've been slowly learning)
Blue Shadow wrote: - When it comes to the hud. All the digits are the same size. The digits for health and weapon 'clip' need to be bigger than armor's and reserve ammo's.
- Every time you pick up a weapon its icon is displayed. See if you can make it be displayed just the first time you pick the weapon up.
True in both cases, I might actually follow DOOMERO-21's suggestions.

As for updates on the game's functionality, well, Im still testing, and found nothing gamebreaking at all. But just for a little spoiler, 2 new skills have been added into the mod. Hopefully, it will fulfill player's gameplay needs :P

EDIT: For the weapon displayed everytime is picked, what does other people think about this? I just made it this way, and found out I dont like it, because I barely ever look up to see what I picked, and with this, it feels more convenient.
actualy dbthanatos that property for see always that image for the weapon when you pick up, is a multiplayer doom3 feature and i liked....
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

True. now that I read my post again I think is not very clear on the "EDIT" part.

I indeed meant that I like it when it displays the weapon everytime you pick it, because otherwise, I never know what Im grabbing (especially in really dark maps).
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Sorry for the double post, but jeez, I keep finding stuff to do with this thing :P

First, a mandatory screenshot. Nothing to see here but the HUD. I took the advice to make the numbers bigger, but that meant fixing other issues in the numbers, like some of them being misaligned, and looking funny as they changed. The end result I liked; feels a bit more consistent.
Spoiler:
But I wasted a good chunk of yesterday and today fixing the "leapers" leaps. At least now, it should not be possible for them to get stuck if they jump and fall over another actor. This meant a horrendously bloated code, but at least it works as I wanted.

Also, I didnt change weapon messages appearing when you pick 'em. I think is better the way it is :)

Now, if anyone has more suggestions, Im all open to read them :P
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

to dbthanatos:
Spoiler:
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Well, to be honest, I dont see myself ripping them without ripping them in small, and not so small, left and right, each. If I just rip the numbers leaning right, they'll probably look different (quality wise) than your's, so that means I'll have to rip the ones leaning left too. But if Im ripping those, I would be then ripping them in a small version, and big, to avoid one looking "detailed" (small) and other looking blurred (big) as shown in the screenshot.

So, I think I'll just settle with the ones I have already :P
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:Well, to be honest, I dont see myself ripping them without ripping them in small, and not so small, left and right, each. If I just rip the numbers leaning right, they'll probably look different (quality wise) than your's, so that means I'll have to rip the ones leaning left too. But if Im ripping those, I would be then ripping them in a small version, and big, to avoid one looking "detailed" (small) and other looking blurred (big) as shown in the screenshot.

So, I think I'll just settle with the ones I have already :P
is not necesary do that only rip the hires number and with hirestex you need to put a normal doom number like low res and the hires res the new...
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

Not really. HIRESTEX has been deprecated, so has the "REMAP" method. For the numbers you see in the HUD screenshot I posted vs the original ones, using the same graphics, I remade them through TEXTURES rather than HIRESTEXT; that's why it looks more in the ideal proportions, instead of the stretched ones you get when you remap graphics. And what I meant with the high/low-res numbers is that in the screenshot the big numbers look blurred while the small look sharp; obvious side effect of resizing (doesnt matter through which method), and to avoid that, one would need to rip 2 versions, the small numbers, and the big ones, for them to have the same "neatness" look while being "physically" different in size.

Anyway, LOL:
Spoiler:
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DOOMERO-21
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Re: [WIP] SuperDoom3: Take II

Post by DOOMERO-21 »

DBThanatos wrote:Not really. HIRESTEX has been deprecated, so has the "REMAP" method. For the numbers you see in the HUD screenshot I posted vs the original ones, using the same graphics, I remade them through TEXTURES rather than HIRESTEXT; that's why it looks more in the ideal proportions, instead of the stretched ones you get when you remap graphics. And what I meant with the high/low-res numbers is that in the screenshot the big numbers look blurred while the small look sharp; obvious side effect of resizing (doesnt matter through which method), and to avoid that, one would need to rip 2 versions, the small numbers, and the big ones, for them to have the same "neatness" look while being "physically" different in size.

Anyway, LOL:
Spoiler:
you can use remap into hirestex lump....i was meaning the use of this, for example use a normal number like a low res number

remap "doom number" "new hires doom3 number", try..is not necesary 2 versions of the doom3 number....only you need the hi res...
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DBThanatos
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Re: [WIP] SuperDoom3: Take II

Post by DBThanatos »

DOOMERO-21 wrote:you can use remap into hirestex lump....i was meaning the use of this, for example use a normal number like a low res number
That's far from optimal, dont take my word for it:
The zdoom wiki wrote:Warning: Please consider using the more robust composite texture definition feature instead. These old HIRESTEX commands are considered deprecated and won't get updated anymore in the future.
Also, once again:
DBThanatos wrote:I remade them through TEXTURES rather than HIRESTEXT; that's why it looks more in the ideal proportions, instead of the stretched ones you get when you remap graphics.
Dont believe me? Compare:
Image

See? Theres a big difference between methods. The one you used stretches the graphic in a ugly way (right), to fit the image is replacing. By defining the new graphics, I can tweak them as much as I want (left).
DOOMERO-21 wrote:remap "doom number" "new hires doom3 number", try..is not necesary 2 versions of the doom3 number....only you need the hi res...
And once again:
...in the screenshot the big numbers look blurred while the small look sharp; obvious side effect of resizing (doesnt matter through which method), and to avoid that, one would need to rip 2 versions, the small numbers, and the big ones, for them to have the same "neatness" look while being "physically" different in size
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