[WIP] Doom Expanded Beta 7.5 Released
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
[WIP] Doom Expanded Beta 7.5 Released
Download Doom Expanded Beta 0.75 here:
http://www.mediafire.com/?htu5ud0hg46p0bh
Be also sure to check out the Partial Conversion compatible version of Expanded,
Doom Expanded Lite
And here are some screenshots from the Beta:
From E4M1 (Hell Beneath): From E2M8 (Tower of Babel), featuring the cheat weapon, the Unmaker: From MAP32 (Grosse):
http://www.mediafire.com/?htu5ud0hg46p0bh
Be also sure to check out the Partial Conversion compatible version of Expanded,
Doom Expanded Lite
And here are some screenshots from the Beta:
From E4M1 (Hell Beneath): From E2M8 (Tower of Babel), featuring the cheat weapon, the Unmaker: From MAP32 (Grosse):
Last edited by BlueFireZ88 on Sun Apr 27, 2014 11:21 pm, edited 21 times in total.
Re: [WIP] Doom Expanded
Very nice! I thought of something like this long ago, but never made anything LOL.
The [wiki=Classes:Column]light column[/wiki] effect looks ugly IMO. An effect like the KDiZD would be more than enough. And, I can still see the old weapons when using the fullscreen HUD. You should try using the "replaces" keyword instead of redefining the actors, as it's pointed out in the wiki (it even says it's harmful to do it the way you did, and believe me, it is).
Defining the footstep sounds could be a bit tricky, considering the player does make sounds when stepping on liquids and terrain effects, so adding the +DONTSPLASH flag to the player character would be a start.
The [wiki=Classes:Column]light column[/wiki] effect looks ugly IMO. An effect like the KDiZD would be more than enough. And, I can still see the old weapons when using the fullscreen HUD. You should try using the "replaces" keyword instead of redefining the actors, as it's pointed out in the wiki (it even says it's harmful to do it the way you did, and believe me, it is).
Defining the footstep sounds could be a bit tricky, considering the player does make sounds when stepping on liquids and terrain effects, so adding the +DONTSPLASH flag to the player character would be a start.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
I'll look into the column lamp thing. What screen resolution are you playing at? I've tried full screen at 1440x900, and I'm not sure what your talking about, I don't see any overlap.hfc2x wrote:Very nice! I thought of something like this long ago, but never made anything LOL.
The [wiki=Classes:Column]light column[/wiki] effect looks ugly IMO. An effect like the KDiZD would be more than enough. And, I can still see the old weapons when using the fullscreen HUD. You should try using the "replaces" keyword instead of redefining the actors, as it's pointed out in the wiki (it even says it's harmful to do it the way you did, and believe me, it is).
Defining the footstep sounds could be a bit tricky, considering the player does make sounds when stepping on liquids and terrain effects, so adding the +DONTSPLASH flag to the player character would be a start.
Any particular weapon seems to be doing it?
Tried using the "replaces" keyword, and it doesn't want to work. Tried it on the Fist to see if it might help. Goes to the default fist animation rather than the smooth version.
Example:
Actor SFist : Fist Replaces Fist (among a few variations)
Not too picky when it comes to step sounds and liquids. Still, I'll look into this flag your talking about.
Re: [WIP] Doom Expanded
The native screen resolution of my computer is 1920x1080, but it has nothing to do anyways. I said that the old weapons can be seen if you use the "Alternate HUD" option (I think the default fullscreen HUD defined in SBARINFO is quite ugly). You can see the list of weapons you have in the right side of the screen, and because the way you did define your actors, it shows a huge listBlueFireZ88 wrote:What screen resolution are you playing at?
The problem is that you need to make a PlayerPawn actor with the new weapons defined, for example:BlueFireZ88 wrote:Tried using the "replaces" keyword, and it doesn't want to work.
Code: Select all
ACTOR NewDoomPlayer : DoomPlayer
{
Player.WeaponSlot 1, "SmoothFist", "PrettyChainsaw"
Player.WeaponSlot 2, "KickassPistol"
// and so on...
Player.WeaponSlot 0, "KoolWeaponNumber10"
}
Code: Select all
clearplayerclasses
addplayerclass NewDoomPlayer
Code: Select all
ACTOR NewBFG : Weapon replaces BFG9000
{
// wee properties!
}
It's simple. Player characters make sounds when they fall (or jump) in liquids, and that is because all actors by default produce a splash. By adding +DONTSPLASH flag to your player character, you will cause it to not cause any effect when it steps on water. Then, you should add a dummy actor that spawns from the player at every step which will cause sounds when it drops to the floor. So it will cause "water" sounds when walking on water and "solid" sounds when walking on solid floors. Everything depends on what you define into the TERRAIN lumpBlueFireZ88 wrote:Not too picky when it comes to step sounds and liquids. Still, I'll look into this flag your talking about.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
Ohhhhh. That's what you mean by overlap. Your talking about the alternate HUD weapon icons, not the actually HUD weapons themselves. Right?
Anyway, if you use cheats, then yes, I noticed the huge stack of weapons on the right side. But this is only when I use the give all cheat IDKFA. If you use the "summon" command in the console, or just up the weapon normally, they don't duplicate. Just thought I mention that observation. Though I probably should fix that anyway if cheats are going to be used.
I use the original status bar, so it's not hard to understand why I miss that.
I am aware of player class, but I suppose I was not aware that it was necessary to fix this duplication issue. My player character is already renamed, all I would have to do is rename the weapons, add the "replaces" keyword, and then add the new names into the player DECORATE, and they should work.
Straight vanilla Doom doesn't use the splash effects, and while those effects ARE listed under "ZDoom.pk3" they are used by the other Doom engine games which came after it, like Heretic/Hexen and Strife.
"WetStep" IS a dummy actor that fills this exact purpose of generating splashes and noise from the splash. Look under the primary DECORATE and you'll find it.
UPDATE: New Column Lamp effect
Also, the Alternate HUD issue has been fixed and all Weapons have been given the "Replaces" keyword function.
New version for Download in first Post (ExpandedBETA2.pk3)
Anyway, if you use cheats, then yes, I noticed the huge stack of weapons on the right side. But this is only when I use the give all cheat IDKFA. If you use the "summon" command in the console, or just up the weapon normally, they don't duplicate. Just thought I mention that observation. Though I probably should fix that anyway if cheats are going to be used.
I use the original status bar, so it's not hard to understand why I miss that.
I am aware of player class, but I suppose I was not aware that it was necessary to fix this duplication issue. My player character is already renamed, all I would have to do is rename the weapons, add the "replaces" keyword, and then add the new names into the player DECORATE, and they should work.
Straight vanilla Doom doesn't use the splash effects, and while those effects ARE listed under "ZDoom.pk3" they are used by the other Doom engine games which came after it, like Heretic/Hexen and Strife.
"WetStep" IS a dummy actor that fills this exact purpose of generating splashes and noise from the splash. Look under the primary DECORATE and you'll find it.
UPDATE: New Column Lamp effect
Also, the Alternate HUD issue has been fixed and all Weapons have been given the "Replaces" keyword function.
New version for Download in first Post (ExpandedBETA2.pk3)
Re: [WIP] Doom Expanded
Looks good, but I've run into a few minor issues.
First one being the blood. When I shot an enemy before using the first version of this mod it instantly spawned those arcing blood trails, now it seems that when I shoot an enemy there is a blood drop that falls off them, and when that hits the ground it spawns the arcing blood trail from the floor. It looks delayed and really odd.
Second, when the Doomguy gibs it shows the falling backwards animation which suddenly becomes a pile of gibs after it ends.
First one being the blood. When I shot an enemy before using the first version of this mod it instantly spawned those arcing blood trails, now it seems that when I shoot an enemy there is a blood drop that falls off them, and when that hits the ground it spawns the arcing blood trail from the floor. It looks delayed and really odd.
Second, when the Doomguy gibs it shows the falling backwards animation which suddenly becomes a pile of gibs after it ends.
Re: [WIP] Doom Expanded
replacement actors don't effect playerpawns (and startitems); if you don't make a new playerclass, you will ALWAYS start with the default fist, pistol, and 50 bullets, even if you replace the fist/pistol/clip actors.BlueFireZ88 wrote:I am aware of player class, but I suppose I was not aware that it was necessary to fix this duplication issue. My player character is already renamed, all I would have to do is rename the weapons, add the "replaces" keyword, and then add the new names into the player DECORATE, and they should work.
just FYI
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
Fixed the problems you mentioned.Vict wrote:Looks good, but I've run into a few minor issues.
First one being the blood. When I shot an enemy before using the first version of this mod it instantly spawned those arcing blood trails, now it seems that when I shoot an enemy there is a blood drop that falls off them, and when that hits the ground it spawns the arcing blood trail from the floor. It looks delayed and really odd.
Second, when the Doomguy gibs it shows the falling backwards animation which suddenly becomes a pile of gibs after it ends.
1. The blood issues is fixed. The reason it spawned like that is because there was an A_SpawnDebris command in the middle of the blood DECORATE where it looks like the flying blood is being spawned from the dropped blood. This A_SpawnDebris command has been moved to the top so that it lloks like it's being spawned from the monster rather than the blood. This is more in line with my original intentions with the effect (have dropped blood and flying blood both be generated at the same time for more detailed damage effects).
2.The reason it does this is because the sprite names for the players Alt Death animation overlap the XDeath ones. Ultimately, I don't really like the Alt Death, and because of this issue, I just flat out removed it.
I did fix this issue, but thank you for mentioning it. You can view the changes in Beta 2.Ethril wrote:replacement actors don't effect playerpawns (and startitems); if you don't make a new playerclass, you will ALWAYS start with the default fist, pistol, and 50 bullets, even if you replace the fist/pistol/clip actors.BlueFireZ88 wrote:I am aware of player class, but I suppose I was not aware that it was necessary to fix this duplication issue. My player character is already renamed, all I would have to do is rename the weapons, add the "replaces" keyword, and then add the new names into the player DECORATE, and they should work.
just FYI
Because of these changes, my next post will outline the 3rd Beta release and what to expect from it. I know there it's seems like there will be a lot of Betas, but this is because I want to show off fixes, changes, and additions in a sort of real time in order to get proper feedback.
Re: [WIP] Doom Expanded
Sounds good.
I don't mind the multiple beta releases, it's easier to see it progress and change that way.
I don't mind the multiple beta releases, it's easier to see it progress and change that way.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
Alright, Beta 3 coming right up (check the first post for download), but first, here's a list of the stuff that's been fixed/finished since this thread started:
1.New Column Lamp light effect.
2.The new smooth weapons now officially replace the old ones, thus presenting properly on the Alternate HUD.***
3.New Explosive Barrel explosion effects (be sure to try and shoot the Burning Barrel from Doom 2).
4.Blood's been fixed so that the SpawnDebris blood shows up at the beginning of the Spawn state and not in the middle.
5.Removed Doomguy's Alt Death animation cause it overlapped with XDeath and I didn't really like it anyway.
***Officially what's been done is:
-I changed the weapons so they replaced the originals.
-Adjusted the coding in the Player DECORATE so you have the new weapons at start.
-Also had to change the Berserk powerup to recognize the fist weapon replacement.
If there any other places that need to be applied with these weapon replacements in mind, please let me know.
As of right now, unless there are any more suggestions I'm going to continue adding in my "WetStep" dummy Actor in the remaining Monster DECORATE.
1.New Column Lamp light effect.
2.The new smooth weapons now officially replace the old ones, thus presenting properly on the Alternate HUD.***
3.New Explosive Barrel explosion effects (be sure to try and shoot the Burning Barrel from Doom 2).
4.Blood's been fixed so that the SpawnDebris blood shows up at the beginning of the Spawn state and not in the middle.
5.Removed Doomguy's Alt Death animation cause it overlapped with XDeath and I didn't really like it anyway.
***Officially what's been done is:
-I changed the weapons so they replaced the originals.
-Adjusted the coding in the Player DECORATE so you have the new weapons at start.
-Also had to change the Berserk powerup to recognize the fist weapon replacement.
If there any other places that need to be applied with these weapon replacements in mind, please let me know.
As of right now, unless there are any more suggestions I'm going to continue adding in my "WetStep" dummy Actor in the remaining Monster DECORATE.
Re: [WIP] Doom Expanded
I liked the new barrel explosion animation. However, I'm not fond into changing the original gameplay that much. It's ironic that I say that, as ZDoom is totally different from the original Vanilla Doom, but my comment was pointing to the fact that Flaming Barrels now explode. The effects are very well done and all that, but there's something not right about seeing them explode (and I will never get used to all mods I've seen that change their behavior into doing that).
Anyways, this gives Doom a totally new image, and it feels very pleasant. One thing you still have to fix, however, is that like the weapons were conflicting in the first beta, in this one, almost every actor there is in Doom has definition conflicts at startup (even though I see no changes in their behavior).
And finally, but not least, I think you should include some sort of ACS mechanism to remove the Super Shotgun from Doom 1 games (if cheats are used). I've done this a few times in the past trying crazy ideas. The script should be like this:
Anyways, this gives Doom a totally new image, and it feels very pleasant. One thing you still have to fix, however, is that like the weapons were conflicting in the first beta, in this one, almost every actor there is in Doom has definition conflicts at startup (even though I see no changes in their behavior).
And finally, but not least, I think you should include some sort of ACS mechanism to remove the Super Shotgun from Doom 1 games (if cheats are used). I've done this a few times in the past trying crazy ideas. The script should be like this:
Spoiler:
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
Removed the Burning Barrel death DECORATE. I didn't know it was THAT utilized a decoration. Now it's normal again, with the exception of the flame effects, of course.
I'm going to have to see what items need replacing. Most of them are just use new pickup sounds. Nothing really special. I'll see what I can do to fix it.
Is there really something wrong with the Super Shotgun in Doom 1? If your using cheats, isn't the intention of it just to use all the weapons already? I mean, it's not like there's some other special weapon you could access only from cheats, and that's deliberate. If you play the game fair (not using IDFA/IDKFA), you'll NEVER encounter the Super Shotgun or that other weapon throughout the whole thing. Cheats in the case of Expanded, means you get all the weapons, not matter what IWAD it is.
I get you want to try and keep the gameplay as tried and true as possible, but technically aren't cheats like IDKFA and IDDQD are already changing gameplay anyway? I mean, in terms of the intentions of ID, weapons like the Plasma Gun or the BFG9000 weren't never meant to be had in Episode 1.
UPDATE: Fixed all of the items that were overlapping the originals. Now it boots up with no errors.
I'm going to have to see what items need replacing. Most of them are just use new pickup sounds. Nothing really special. I'll see what I can do to fix it.
Is there really something wrong with the Super Shotgun in Doom 1? If your using cheats, isn't the intention of it just to use all the weapons already? I mean, it's not like there's some other special weapon you could access only from cheats, and that's deliberate. If you play the game fair (not using IDFA/IDKFA), you'll NEVER encounter the Super Shotgun or that other weapon throughout the whole thing. Cheats in the case of Expanded, means you get all the weapons, not matter what IWAD it is.
I get you want to try and keep the gameplay as tried and true as possible, but technically aren't cheats like IDKFA and IDDQD are already changing gameplay anyway? I mean, in terms of the intentions of ID, weapons like the Plasma Gun or the BFG9000 weren't never meant to be had in Episode 1.
UPDATE: Fixed all of the items that were overlapping the originals. Now it boots up with no errors.
- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
New Beta up, first post as usual.
Fixes and such:
1.Burning Barrel no longer explodes.
2.All DECORATE items/weapons/monsters have been fixed.
3.All weapons now leave decals on the walls (bullet holes, scorches, plasma burns, BFG burns, and Blood?)
-Try punching a wall while using Berserk.
Fixes and such:
1.Burning Barrel no longer explodes.
2.All DECORATE items/weapons/monsters have been fixed.
3.All weapons now leave decals on the walls (bullet holes, scorches, plasma burns, BFG burns, and Blood?)
-Try punching a wall while using Berserk.

Re: [WIP] Doom Expanded
LOL I liked the berserk-punch effect, although it causes problems when hitting Hell textures, like meat or skin. You should want to give those textures the "nodecals" flag. The other thing I was aware is that you changed some of the pain sounds. The Imp and Lost Soul sounds great, but the Cacodemon... I just cannot get used to it. Also their fireballs are damn too fast.
Otherwise, this is looking pretty neat!
Otherwise, this is looking pretty neat!

- BlueFireZ88
- Posts: 1087
- Joined: Tue Jan 18, 2011 9:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Tallon IV
- Contact:
Re: [WIP] Doom Expanded
First off, I understand the textures need that particular change (though a list of the exact ones would be helpful), I'm not sure how to assign it to a texture or even where to put the texture def to begin with.
Those pain sounds have been there since the beginning of this project. So far, the pain sound for the Cacodemon is really the only one I could find. It may not be perfect, but I've gotten used to it. If you can find a better one, I'll gladly add it in. You should check out all the other monsters and hear their pain sounds.
I hate to be the bearer of bad news, but:
With the exception of it's Death animation, ALL of the coding for the Cacodemon is identical to the original. In other words, if their fireballs are too fast for you, your not fast enough. I'm just saying.
Those pain sounds have been there since the beginning of this project. So far, the pain sound for the Cacodemon is really the only one I could find. It may not be perfect, but I've gotten used to it. If you can find a better one, I'll gladly add it in. You should check out all the other monsters and hear their pain sounds.
I hate to be the bearer of bad news, but:
With the exception of it's Death animation, ALL of the coding for the Cacodemon is identical to the original. In other words, if their fireballs are too fast for you, your not fast enough. I'm just saying.
