Hideous Destructor Morcillete's addons 02/Oct/2015
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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.
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Re: Hideous Destructor sound sub-mod (only sounds this time)
This time I've used fileswap as filedropper page seems to be down (at least for me).
http://www.fileswap.com/dl/hb2mvN3VF8/
I've changed the link in the main post as well.
I hope it works this time! Sorry for the previous inconvenience
http://www.fileswap.com/dl/hb2mvN3VF8/
I've changed the link in the main post as well.
I hope it works this time! Sorry for the previous inconvenience
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Re: Hideous Destructor sound sub-mod (only sounds this time)
Now that I have access again to a proper connection, I have uploaded a video showing the current sounds of the weapons.
The rifle far sounds are not present but they are a modified sound of the standard rifle sound.
The video:
I want to keep it as clean as possible, as I will probably use this same thread to place my HD specific map when I finish it. I'm having almost no free time and it is a sort of ghost recon mission with big distances, several independent buildings, etc, so it is a lot of work for a noob mapper like me and therefore it is taking forever.
The rifle far sounds are not present but they are a modified sound of the standard rifle sound.
The video:
Spoiler:The old videos have been removed from the main post and now only this one is available.
I want to keep it as clean as possible, as I will probably use this same thread to place my HD specific map when I finish it. I'm having almost no free time and it is a sort of ghost recon mission with big distances, several independent buildings, etc, so it is a lot of work for a noob mapper like me and therefore it is taking forever.
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Re: Hideous Destructor sound sub-mod (only sounds this time)
RE: Plasma gun replacements:
I think the charged-Gauss-gun shot sound from Half-Life would work wonders for the Thunder Buster.
I think the charged-Gauss-gun shot sound from Half-Life would work wonders for the Thunder Buster.
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Re: Hideous Destructor sound sub-mod (only sounds this time)
I agree but the problem is that I think the Thunder Buster is using the sounds of other weapon (the shotgun may be) so there is no thunder buster sound to be replaced. But I will have to look into the code to see if I am right and which are the sounds it is using.
I will try as soon as I can.
If I find some way to do it, I will try to find a template sound in the sound bible (now I prefer to use sounds without any kind of intellectual property issues) and modify it till it gets somehow close to that "charged-Gauss-gun" sound (probably with a bit rougher touch, to fit with the rest of the sounds).
Other things I would like to try when I have some time are:
-To find a way to implement a shotgun far sound (which I think is not there for the moment but I'm not sure)
-To divide the pump sound in two parts and use it in the reload animation, to fit what you see in the reloading sprites:
.The shotgun is raised
.The fore-end is moved back (first part of the pumping sound)
.Shells are indexed
.The fore-end is moved front again (second part of the pumping sound)
.The shotgun returns to the firing position
-And if this last part works, to modify the shotgun reload behaviour to trigger to different reload animations:
.With pumping if the shell in the chamber is used or if the gun is completely empty. In this case you are supposed to index a shell directly in the chamber
I don't know if I'm explaining myself. This is what I mean with indexing a shell directly in the chamber:
I know this might be a bit too much, but I would like to try. The biggest problem right now is to find time.
EDIT: Does anyone know how to add some spacing at the start of a line, because I wrote the lines in this post indented and they are not shown in that way when submitted.
I will try as soon as I can.
If I find some way to do it, I will try to find a template sound in the sound bible (now I prefer to use sounds without any kind of intellectual property issues) and modify it till it gets somehow close to that "charged-Gauss-gun" sound (probably with a bit rougher touch, to fit with the rest of the sounds).
Other things I would like to try when I have some time are:
-To find a way to implement a shotgun far sound (which I think is not there for the moment but I'm not sure)
-To divide the pump sound in two parts and use it in the reload animation, to fit what you see in the reloading sprites:
.The shotgun is raised
.The fore-end is moved back (first part of the pumping sound)
.Shells are indexed
.The fore-end is moved front again (second part of the pumping sound)
.The shotgun returns to the firing position
-And if this last part works, to modify the shotgun reload behaviour to trigger to different reload animations:
.With pumping if the shell in the chamber is used or if the gun is completely empty. In this case you are supposed to index a shell directly in the chamber
I don't know if I'm explaining myself. This is what I mean with indexing a shell directly in the chamber:
Spoiler:.Without pumping if there is a ready shell in the chamber.
I know this might be a bit too much, but I would like to try. The biggest problem right now is to find time.
EDIT: Does anyone know how to add some spacing at the start of a line, because I wrote the lines in this post indented and they are not shown in that way when submitted.
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Re: Hideous Destructor sound sub-mod (only sounds this time)
Hell yeah.
I always wanted to do this but he didn't seem too stoked on it.
If I finish mine could I upload it here as an alternative version?
I'm gonna give yours a go as well. I always felt like the sounds were what really killed that mod for me.
And the mini pinkies. I hate them so much.
I always wanted to do this but he didn't seem too stoked on it.
If I finish mine could I upload it here as an alternative version?
I'm gonna give yours a go as well. I always felt like the sounds were what really killed that mod for me.
And the mini pinkies. I hate them so much.
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Re: Hideous Destructor sound sub-mod (only sounds this time)
Of course, feel free to use this thread to upload your version. If you do I can add it to main post if you want.
Also if you find any of the sounds in the sub mod useful for your project you can use them, modify them or anything.
Also if you find any of the sounds in the sub mod useful for your project you can use them, modify them or anything.
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Re: Hideous Destructor sounds and bonus replacement addons.
A new addon and a sounds addon update have been uploaded. Check the main post for full description.
The new addon is a sort of "realistic" replacer for the bonus items.
It replaces health potions and armor helmets with the following:
-Corpses with some random loot nearby.
-Blood pools.
-Nothing at all (most of the time).
Screenshot (The map most saturated with bonuses in doom2 I could think of - Obviously not a good representation of the most frequent gameplay but useful to show the concept):
Replacements addon:
http://www.fileswap.com/dl/tagJzqCFiZ/
Sounds addon change log:
-Changed dsfclk sound (the one used when the forend is pulled back during reload) to make the shotgun reload sound consistent with the modified shotgun cocking sound.
-Changed a bit rifle sounds.
-Changed shotgun sounds to fit better with the rifle ones.
-Lowered supersonic crack sound volume to make rifle sounds audible and shotgun sounds not to feel underpowered in comparison.
Downloads:
Sounds addon new version:
http://www.fileswap.com/dl/nm1BpmMzq4/
The new addon is a sort of "realistic" replacer for the bonus items.
It replaces health potions and armor helmets with the following:
-Corpses with some random loot nearby.
-Blood pools.
-Nothing at all (most of the time).
Screenshot (The map most saturated with bonuses in doom2 I could think of - Obviously not a good representation of the most frequent gameplay but useful to show the concept):
Spoiler:Download:
Replacements addon:
http://www.fileswap.com/dl/tagJzqCFiZ/
Sounds addon change log:
-Changed dsfclk sound (the one used when the forend is pulled back during reload) to make the shotgun reload sound consistent with the modified shotgun cocking sound.
-Changed a bit rifle sounds.
-Changed shotgun sounds to fit better with the rifle ones.
-Lowered supersonic crack sound volume to make rifle sounds audible and shotgun sounds not to feel underpowered in comparison.
Downloads:
Sounds addon new version:
http://www.fileswap.com/dl/nm1BpmMzq4/
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Re: Hideous Destructor sounds and bonus replacement addons.
The replacer turns out surprisingly well! Mind if I do this or something similar in HD itself in the future?
The distant rifle sound now overpowers just about everything, it is louder than sirens and bells and not particularly hot or sweet.* It should also be a bit muffled since it's supposed to be a sound from very far away - right now it seems just like the up-close rifle sound (which upon inspection of the file it actually is).
As for the crack, maybe 0.4 might be a bit more reasonable because right now I can't hear the rifle crack at all. (By the way if you ever find a better replacement sound for that crack please add it!)
Really digging that battle rifle sound though.
*(sorry just got this playing atm)
The distant rifle sound now overpowers just about everything, it is louder than sirens and bells and not particularly hot or sweet.* It should also be a bit muffled since it's supposed to be a sound from very far away - right now it seems just like the up-close rifle sound (which upon inspection of the file it actually is).
As for the crack, maybe 0.4 might be a bit more reasonable because right now I can't hear the rifle crack at all. (By the way if you ever find a better replacement sound for that crack please add it!)
Really digging that battle rifle sound though.
*(sorry just got this playing atm)
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Re: Hideous Destructor sounds and bonus replacement addons.
Wow, I really like the idea. The bonuses do seem out of place for HD, and this replacement works quite well. Maybe make more pools of blood than bodies, since some maps spam bonuses it would just be body on top of body on top of body.
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Re: Hideous Destructor sounds and bonus replacement addons.
The bonus replacement addon is terrific. Makes it look like you're late to a very bloody party. I need to experiment to see whether the amount of corpses lying around makes maps with healer imps/arch viles any more "exciting", though...Also, I think there should be a higher bias towards spare ammo/individual items than guns lying around, save for common lower-tier guns like the basic and semi-auto ZM66 rifles and the Hunter shotgun. And maybe, just maybe,let an occasional health/armor pickup remain as a health/armor pickup for completeness' sake.
New sounds are great too. The Vulcanette sounds absolutely beastly at its higher fire rate now.
Lastly, DAT SHOTGUN LOADING SOUND.
New sounds are great too. The Vulcanette sounds absolutely beastly at its higher fire rate now.
Lastly, DAT SHOTGUN LOADING SOUND.
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Re: Hideous Destructor sounds and bonus replacement addons.
Vaecrius:
Of course, there is no problem at all if you use the concept or the code itself in HD. The same goes with the sounds, if you end up liking any of them you are free to use and/or modify them.
I will change rifle far sound which, to be honest, was sort of a placeholder and was not properly tested.
And the 0.1 volume reduction was not supposed to be in the distributed version. I used that value for testing purposes but I suppose I ended up distributing the wrong file. 0.5 was the value I had in the file I thought I was using. I'll fix this in the next version.
As for the crack sound I was already thinking about it. I found this video (http://www.youtube.com/watch?v=hdzdXExRrSM) which I think could offer some nice samples to start from, but it is under standard youtube license and I have to check what this implies if I want to use it.
For the moment next version should have:
-Proper rifle far sound.
-Right volume reduction for supersonic crack and/or new crack sound.
Lava Grunt and Big C:
This release was more or less a proof of concept and everything can be changed, so I'm very interested in your opinions. Right now the spawn chances are defined by this:
Other thing I would like to do is to create more varied loot. I'd like to add almost all the weapons and ammo types, but properly balance their spawn chances. This could give the gameplay an interesting rogue-like feeling.
I agree with Big C in the idea of biasing towards ammo and lower tier guns, but giving chances to more interesting (highly unlikely) loot too. I definitely should spend some time designing some spawners but first I have to dig in the HD actors and make a list of the stuff that could be spawned.
As I said any other idea like these is highly appreciated.
Thank you all for the interesting feedback!!!
Of course, there is no problem at all if you use the concept or the code itself in HD. The same goes with the sounds, if you end up liking any of them you are free to use and/or modify them.
I will change rifle far sound which, to be honest, was sort of a placeholder and was not properly tested.
And the 0.1 volume reduction was not supposed to be in the distributed version. I used that value for testing purposes but I suppose I ended up distributing the wrong file. 0.5 was the value I had in the file I thought I was using. I'll fix this in the next version.
As for the crack sound I was already thinking about it. I found this video (http://www.youtube.com/watch?v=hdzdXExRrSM) which I think could offer some nice samples to start from, but it is under standard youtube license and I have to check what this implies if I want to use it.
For the moment next version should have:
-Proper rifle far sound.
-Right volume reduction for supersonic crack and/or new crack sound.
Lava Grunt and Big C:
This release was more or less a proof of concept and everything can be changed, so I'm very interested in your opinions. Right now the spawn chances are defined by this:
Spoiler:If I got it right, this means that "Gibs" (the blood pool) have a 3/9 (~33.33%) probability of being selected and then a 100/256 (~39.06%) probability of being spawned. Increasing the "3" should do the the blood pool trick. Maybe it is a good idea to decrease the amount of bodies spawned but increase the quality of their loot. By the way, bodies are spawn with certain displacement (technically the actors are thrown in random directions) to prevent that "body on top of body on top of body" effect, but maybe I could increase this displacement.
Other thing I would like to do is to create more varied loot. I'd like to add almost all the weapons and ammo types, but properly balance their spawn chances. This could give the gameplay an interesting rogue-like feeling.
I agree with Big C in the idea of biasing towards ammo and lower tier guns, but giving chances to more interesting (highly unlikely) loot too. I definitely should spend some time designing some spawners but first I have to dig in the HD actors and make a list of the stuff that could be spawned.
As I said any other idea like these is highly appreciated.
Thank you all for the interesting feedback!!!
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Re: Hideous Destructor sounds and bonus replacement addons.
RE: Loot varieties:
Part of me is worried that could break the balance of the game somewhat (although given that this is still Hideous Destructor and everything still hates you, I'm not TOO worried).
Some WADs have very particular weapon balances. For example, if I recall correctly, the original Ultimate Doom doesn't give you cell ammo or plasma guns/BFGs until Shores of Hell and onward. This means two things: By default, it's impossible to get the Liberator, lightning gun, BFG or Brontornis in episode 1, and by default there is no way to recharge the Vulcanette and chainsaw if you run out of juice for them in episode 1. Furthermore, players starting UDoom using the medic, support gunner, specialist and Hideous Destructor playerclasses will be at a disadvantage (even though all four of them will probably be repeatedly dead by E1M4 anyway ).
This is less of a problem for Doom 2 and Doom 2-based WADs because all the levels are one continuous playthrough instead of four limited episodes and most WADs give out cell ammo and cell ammo-using weapons earlier on in the level sequence.
Speaking of UDoom, any way to load Doom 2 as a PWAD for it alongside HD in a way that doesn't result in UDoom levels with Doom 2 skies and sometimes Doom 2 switch textures where there shouldn't be? I'm getting a bit peeved at being able to have my shotgun reload sounds but having the aforementioned texture bugs.
Part of me is worried that could break the balance of the game somewhat (although given that this is still Hideous Destructor and everything still hates you, I'm not TOO worried).
Some WADs have very particular weapon balances. For example, if I recall correctly, the original Ultimate Doom doesn't give you cell ammo or plasma guns/BFGs until Shores of Hell and onward. This means two things: By default, it's impossible to get the Liberator, lightning gun, BFG or Brontornis in episode 1, and by default there is no way to recharge the Vulcanette and chainsaw if you run out of juice for them in episode 1. Furthermore, players starting UDoom using the medic, support gunner, specialist and Hideous Destructor playerclasses will be at a disadvantage (even though all four of them will probably be repeatedly dead by E1M4 anyway ).
This is less of a problem for Doom 2 and Doom 2-based WADs because all the levels are one continuous playthrough instead of four limited episodes and most WADs give out cell ammo and cell ammo-using weapons earlier on in the level sequence.
Speaking of UDoom, any way to load Doom 2 as a PWAD for it alongside HD in a way that doesn't result in UDoom levels with Doom 2 skies and sometimes Doom 2 switch textures where there shouldn't be? I'm getting a bit peeved at being able to have my shotgun reload sounds but having the aforementioned texture bugs.
Last edited by Big C on Sun Oct 12, 2014 10:17 pm, edited 1 time in total.
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Re: Hideous Destructor sounds and bonus replacement addons.
Don't believe so, your best bet would to be to go into UDoom and yank out the offending sounds. It's what I did with CAMPE.wad and it wasn't much work at all in Slade 3.
Glad to hear you develop on the concept more, Morcillete. As for the bonuses, you can break down at the very beginning of planning on what they'll be replacing; health bonuses gave you life juice in the original, so if anything I think they should be more health oriented than weapon, so maybe stims and single berserk packs (I think there's an actor for this, but I'm not 100% sure.) The rare, rare spawn for health bonuses could be a deployed med station (with the corpse that spawns with it acting as almost a scene of a marine that didn't reach it in time.) Armor bonuses could rarely drop armor (often green) and the usual frag grenades. Rare spawn (a bit more common than the med station for health bonuses) could be a DERP Bot (either active or off, active could make for some interesting map starts and give the impression that the dead body deployed it at the last second.) There's a bunch of potential for sure, but overall, I'd say a tad less bodies, more blood, and switch out some of the guns and ammo with items suited to the original bonuses. Great job so far though!
Glad to hear you develop on the concept more, Morcillete. As for the bonuses, you can break down at the very beginning of planning on what they'll be replacing; health bonuses gave you life juice in the original, so if anything I think they should be more health oriented than weapon, so maybe stims and single berserk packs (I think there's an actor for this, but I'm not 100% sure.) The rare, rare spawn for health bonuses could be a deployed med station (with the corpse that spawns with it acting as almost a scene of a marine that didn't reach it in time.) Armor bonuses could rarely drop armor (often green) and the usual frag grenades. Rare spawn (a bit more common than the med station for health bonuses) could be a DERP Bot (either active or off, active could make for some interesting map starts and give the impression that the dead body deployed it at the last second.) There's a bunch of potential for sure, but overall, I'd say a tad less bodies, more blood, and switch out some of the guns and ammo with items suited to the original bonuses. Great job so far though!
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Re: Hideous Destructor sounds and bonus replacement addons.
No no no, the sounds are fine---by default, playing HD in UDoom results in some problems where the shotgun doesn't make proper noises while reloading due to UDoom lacking the sound FX for the super shotgun reload sequence.Lava Grunt wrote:Don't believe so, your best bet would to be to go into UDoom and yank out the offending sounds. It's what I did with CAMPE.wad and it wasn't much work at all in Slade 3.
The problem here is that loading Doom 2 as a PWAD fixes THAT problem but adds in texture bugs as Doom 2 textures overwrite their UDoom equivalents that share the same texture filenames.
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Re: Hideous Destructor sounds and bonus replacement addons.
Big C:
And about the balance thing, precisely, now that cells are useful for the chainsaw and the Vulcanette, I think that having a little chance of finding a cell in a corpse can be interesting. As you say HD is unforgiving enough hehehe. In fact, I due to its mechanics I think it doesn't rely on vanilla doom maps balance as much. In the end, you can start E1M1 with the BFG as an starting weapon and die anyway.
Lava Grunt:
I agree with the need of life juice thing... its a good point! However I think we could keep (with proper balancing) weapons, ammo and health loot and see how it works. Thinking on the more hellish themed maps, this could give some weapon supplies when human dudes are not frequent. And in the maps with lots of zombies this should not break anything as you will have lots of spare ammo anyway.
However it might be interesting to create two versions of the addon. One with varied loot and one with the standard.
Thank you guys for these nice ideas!!!
Maybe you can load doom.wad as IWAD and doom2.wad doom.wad (in that order) as PWADS and whatever you want after those. I made a short try and seems to work.Big C wrote: Speaking of UDoom, any way to load Doom 2 as a PWAD for it alongside HD in a way that doesn't result in UDoom levels with Doom 2 skies and sometimes Doom 2 switch textures where there shouldn't be? I'm getting a bit peeved at being able to have my shotgun reload sounds but having the aforementioned texture bugs.
And about the balance thing, precisely, now that cells are useful for the chainsaw and the Vulcanette, I think that having a little chance of finding a cell in a corpse can be interesting. As you say HD is unforgiving enough hehehe. In fact, I due to its mechanics I think it doesn't rely on vanilla doom maps balance as much. In the end, you can start E1M1 with the BFG as an starting weapon and die anyway.
Lava Grunt:
I agree with the need of life juice thing... its a good point! However I think we could keep (with proper balancing) weapons, ammo and health loot and see how it works. Thinking on the more hellish themed maps, this could give some weapon supplies when human dudes are not frequent. And in the maps with lots of zombies this should not break anything as you will have lots of spare ammo anyway.
However it might be interesting to create two versions of the addon. One with varied loot and one with the standard.
Thank you guys for these nice ideas!!!