[WIP] Batman Doom Patch for ZDoom/Skulltag (0.4)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
Post Reply
Evil Space Tomato
Posts: 78
Joined: Tue Jul 20, 2004 7:56 pm
Graphics Processor: nVidia with Vulkan support

[WIP] Batman Doom Patch for ZDoom/Skulltag (0.4)

Post by Evil Space Tomato »

This is a patch for Batman Doom by ACE Team that replaces the DEH file entirely and converts it to use DECORATE.

I have tried to remain faithful to how the features worked in the original Batman Doom, but some things have been very difficult to replicate.
Most of the game is playable and skulltag compatible for multiplayer.

Current known issues:
Teleport freezes player for 1/2 second

Resolved issues:
Spoiler:
Screenshots:
Spoiler:
Download:
Patch 0.4 Standard http://www.humenet.net/BatDoom/BatDoomPatch04.pk3
Patch 0.4 Plus http://www.humenet.net/BatDoom/BatDoomPatchPlus04.pk3
Old versions
Patch 0.3 http://www.humenet.net/BatDoom/BatDoomPatch03.wad
Patch 0.2 http://www.humenet.net/BatDoom/BatDoomPatch02.wad
Patch 0.1 http://www.humenet.net/BatDoom/BatDoomPatch01.wad
Last edited by Evil Space Tomato on Sat May 12, 2012 9:16 pm, edited 6 times in total.
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by Tormentor667 »

Whats the improvement instead of using the original DEH anyay?
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by The Zombie Killer »

@Tormentor667
The original deh was very buggy in modern sourceports, and didn't work well with ZDoom, GZDoom and Skulltag. Half of the things in it wouldn't work with a modern engine.

-MBF
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by Tormentor667 »

Are you sure? I never had trouble playing Batman Doom with GZDoom/ZDoom
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by Tapwave »

Last time i tried, batman doom was completely unplayable with 2.5.0 and onwards.
Evil Space Tomato
Posts: 78
Joined: Tue Jul 20, 2004 7:56 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by Evil Space Tomato »

Tormentor667 wrote:Whats the improvement instead of using the original DEH anyay?
I may do some improvements if I have time, I start school again in a few days
Tormentor667 wrote:Are you sure? I never had trouble playing Batman Doom with GZDoom/ZDoom
The Molotov guy sometimes telefrags you
The ammo count for the smoke bombs and the final weapon are wrong
Some of the sounds are missing or incorrect
The explosion wall on Map22 does not work
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by TerminusEst13 »

This for one helps me personally--I never got Batman Doom able to work with later Skulltag/ZDoom editions.
Thanks very much.
Gez
 
 
Posts: 17833
Joined: Fri Jul 06, 2007 3:22 pm

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Post by Gez »

MAP30 was impossible in ZDoom before r3522.
Evil Space Tomato
Posts: 78
Joined: Tue Jul 20, 2004 7:56 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.2)

Post by Evil Space Tomato »

New version

Resolved issues:
Map03 Killer Croc gets stuck about 50% of the time
Map07 End door never opens
Map15 fire sounds get a bit much
Problems occur due not actors not being infinity tall for collision
Map31 secret access inaccessible
(Resolved 0.2)Chairs had the wrong death sound

Patch 0.2 http://www.humenet.net/BatDoom/BatDoomPatch02.wad
User avatar
Tormentor667
Posts: 13530
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.2)

Post by Tormentor667 »

Then this is quite awesome :)
Evil Space Tomato
Posts: 78
Joined: Tue Jul 20, 2004 7:56 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Post by Evil Space Tomato »

New version

Resolved issues:
Blue key dropped in multi-player now stays
Fixed Penguin robots not have explosion sounds
Fixed flame projectiles where not bright
Fixed Two Face did not triggering tag 666 on death
Floor Fire radius set to 1 to reduce stuttering in Skulltag

Patch 0.3 http://www.humenet.net/BatDoom/BatDoomPatch03.wad


Here is something I am planning to add to the next version

Health bars for the bosses
Different color schemes for regular enemies
Tell me what you think
Spoiler:
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Post by Enjay »

This might be outwith the scope of what you want to do but I always found that the viewheight in Batman Doom was too low. With most of the enemies being quite tall but the player using the standard Doom viewheight I always felt that Batman must either be a midget or crawling on his knees in Batman Doom.
Gez
 
 
Posts: 17833
Joined: Fri Jul 06, 2007 3:22 pm

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Post by Gez »

His armored batmask protects his eyes. To see, he has batscreens in front of the eyes, linked to the batcam on his utility belt.

The batmore you batknow!
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Post by Kinsie »

Enjay wrote:This might be outwith the scope of what you want to do but I always found that the viewheight in Batman Doom was too low. With most of the enemies being quite tall but the player using the standard Doom viewheight I always felt that Batman must either be a midget or crawling on his knees in Batman Doom.
From ACE Team's blog:
Edmundo Bordeu wrote:We tried to create more detailed textures for the enemies and the world and we intended to make Batman bigger tweaking the engine, but this proved to be very difficult and at the end the player is very small compared to the enemies!
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Post by Snarboo »

I definitely like the idea of increasing Batman's view height, and new enemy variations are always a good thing. That said, I think that you should try and release two versions of this if possible: a "vanilla" one for people who want the original experience, and an "enhanced" one with all of the improvements.

Keep up the good work! :) I've always wanted to play this in a modern source port, so I'm glad to see someone tackling this.
Post Reply

Return to “TCs, Full Games, and Other Projects”