Particle Fire Enhancer Mod (v0.8)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Kappes Buur
 
 
Posts: 4022
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: Particle Fire Enhancer Mod (Beta is UP)

Post by Kappes Buur »

DRD Team Uploader temporarily unavailable

Is there an alternate download site available ?
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Z86
Posts: 101
Joined: Mon Jan 24, 2011 5:22 pm

Re: Particle Fire Enhancer Mod (Beta is UP)

Post by Z86 »

There is:

http://rapidshare.com/files/453290771/PFEnh.pk3

Seems like the DRD team site is still down.

I'm also planning updates pretty soon (but i'm lazy as all hell, so i don't know how soon it will be)
New features:
- Bugfixes for sounds
- Wall brightmaps (there are a few currently in, but i recently made brightmaps for all Doom1/2 walls - final doom is a bit trickier, since some names actually overlap original wall names. Even in Doom1-2 i had to make compromises, such as i'd have brighmapped the STEP textures if only they were the same size in both IWAD, but unfortunately Doom2 STEPS are 16 high compared to Doom1's 8)
- New lightning effects, with more than just 8 angles (If you want to see how it looks like, just take a look at my Terminator Portal submission in R667)
- Some custom deaths. Right now there are chainsaw custom deaths, but i want to do elemental based custom deaths, but they take a lot of pain to implement, and are even more of a pain to implement with the code pointers at the exact same place as the original deaths.
Planned particle-y custom elemental deaths: Death.BluePlasma (Plasmagun), Death.GreenPlasma (Arachotron ball and BFG), Death.PurplePlasma (Cacodemon ball), Death.Explosion (Rockets, Revenants), Death.Fire (Imp fireball), Death.GreenFire (HK, Baron)
- Bullet Tracers (for pistol, chaingun, rifle guy and chaingun guy)
- Version numbering (lol). I'll start from 0.8 (consider the current version to be 0.7)
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Turbo
Posts: 161
Joined: Tue Mar 22, 2011 1:54 pm

Re: Particle Fire Enhancer Mod (Beta is UP)

Post by Turbo »

"Unassigned file limit of 10 downloads reached."

:(
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edward850
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Location: New Zealand

Re: Particle Fire Enhancer Mod (Beta is UP)

Post by edward850 »

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Z86
Posts: 101
Joined: Mon Jan 24, 2011 5:22 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by Z86 »

A new version is up (see p1).

I have plans for a lot of future tweaks, some will require a lot of work...

The next batch of fixes will probably be a better casing ejection / gun smoke code so it behaves better with freelook. Since this is meant to be a vanilla enhancer most of the time it will look fine considering doom's planar design.

Specific future plans:
- Custom damage and death types (will be excessive amount of work, since all monsters need death types with particles and stuff, and as far as i know i am simply unable to make a reusable decorate for all the monster deaths for different elements)
- New water splashes (light work, only need some photoshopping and coloring)
- New blood effects and decals (some new sprites for blood and redoing all decals, most probably i'll be using doom3 decals)
- Adding particle based muzzle flashes (will need to find a way to make it look right)
- Gunsmokes for monsters (low priority)
- New ambient sounds on decorations
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Enjay
 
 
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Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Particle Fire Enhancer Mod (v0.8)

Post by Enjay »

This is very nice. There are a load of cool effects here and many of them fit naturally enough with the game to not come across as "OMG USING GL FEATURES NAOW!!!!" (well, not too often any way).

I love the spidey/cybie death explosions and Barrels 'o' fun is a fantastically noisy level with this loaded. :D
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: Particle Fire Enhancer Mod (v0.8)

Post by jimbob »

Heh, until today i skipped this mod beause of it's name. "Something Fire Enhancer"...? Pfff!
To my suprise it is enhancing more then just the fire. :D I like it.
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LkMax
Posts: 264
Joined: Fri Aug 10, 2012 9:22 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by LkMax »

It's an excellent addon! I really wish there was a mod like that for Heretic and Hexen. (Or there is?)
Are this mod still being updated?

For better framerate performance when exploding barrels you could disable the metal shards resulting form the explosions (or add an option to remove them) - It's a nigthmare in maps like "barrel 'o fun". A good alternative is the kind of explosions implemented in Brutal Doom, they are good looking and performance saving.
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TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: Particle Fire Enhancer Mod (v0.8)

Post by TypeSaucy »

LkMax wrote:Is* this mod still being updated?
well, if you can look at the date when this thread was last updated, you would get your answer. best advice, dude: pm the guy who made this rather than to post something on his thread that's not currently updated.
mckracken
Posts: 132
Joined: Tue Aug 14, 2012 12:33 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by mckracken »

just a quick thanks for making that gfx pack.

it has really pretty effects (among those the Best BFG ever, Killer Cacodemon attacks, Best Plasma Rifle i have ever seen)
cool sounds and particles (Imps!!!) :)

wish there was an easy way to include this into every wad/partial conversion without messing up/crashing...
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Z86
Posts: 101
Joined: Mon Jan 24, 2011 5:22 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by Z86 »

X-CrAzYkOoL-X wrote:
LkMax wrote:Is* this mod still being updated?
well, if you can look at the date when this thread was last updated, you would get your answer. best advice, dude: pm the guy who made this rather than to post something on his thread that's not currently updated.
I am currently not woring on this (as I have a crapload of started projects, and I wish to finish at least some of those). I do wish (plan) to revisit this sometimes, fix some bugs and implement a few new effects.
mckracken
Posts: 132
Joined: Tue Aug 14, 2012 12:33 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by mckracken »

Hey Z86, I think your Weapon FX are the best looking (except for the Rocketlauncher) but often enough PFE will crash a lot of mods because it changes a lot more...

Now my idea would a mod that modifies the DOOM2.IWad (or integrated directly into gzdoom as alternative like the HUD) weapons to yours...that would solve all combatibility issues!!
cacomonkey
Posts: 5
Joined: Tue Nov 20, 2012 9:57 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by cacomonkey »

This is my favorite mod. Tried Beautiful Doom and Brutal and disliked the way it changed too many things in the game. But this one keeps vanilla doom from being so incredibly ugly I can't bear to play it w/o at least some visual enhancements. I have an i5 3570k with Nividia 660ti so I don't have to worry about slow downs. Thanks to the creator for making this.
Alexandra
Posts: 54
Joined: Thu Jan 17, 2013 9:28 pm

Re: Particle Fire Enhancer Mod (v0.8)

Post by Alexandra »

I love these visuals. The dynamic-fire Lost Souls are the best implementation I"ve seen. They look great when they die and split into embers. The RL and BFG are Chaingun (love the tracers) are hugely satisfying, too. You seem to have a real flair for pyrotechnics!

The custom sounds kill me, though. I like to keep my Doom sorta "vanilla enhanced"; improved with modern technology like GL and voxels, but retaining the same flavor. The new sounds (especially footsteps) are just a bridge too far for me.

Still, the visuals are fantastic, so I hope you get around to picking this up again someday. And, if I'm lucky, making a version that's not so sonically altered, hehe. (I tried to rip out all the audio myself but it was just too enmeshed with everything else for my limited know-how.)
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LucasGodzilla
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Location: California

Re: Particle Fire Enhancer Mod (v0.8)

Post by LucasGodzilla »

Every single download link isn't working! Can't you host a new one, maybe on Mediafire? That's a reliable download place

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