Hideous Destructor Morcillete's addons 02/Oct/2015

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and bonus replacement addons.

Post by Morcillete »

New sounds addon version:

Change log:
1.1 to 1.2:
-Changed far sounds.
-New supersonic crack sound (probably will be changed again in the future).
-Changed crack sound volume to make it audible.

Sounds addon 1.2:
http://www.fileswap.com/dl/3mtJcEN9h8/
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and bonus replacement addons.

Post by Morcillete »

New replacement addon test version:

1.0 to 1.1:
- Modified most of the spawners.
- Added a more varied loot (I think now every weapon and item has at least a minimum a certain chance to spawn).
- Small balance changes (mainly increasing health and grenade pickups), but this task is far from being finished.

Replacements addon 1.1:
http://www.fileswap.com/dl/2SW6lvMfh/

Still not sure about what to do with the blood pools. I tried increasing them but that particular sprite (with the weird looking perspective) looks somehow ugly when seen in groups.

In case anyone want to play with the spawn probabilities, the easiest way is to edit the first lines:

Code: Select all

actor HelmFragModded : RandomSpawner replaces HelmFrag
{
	dropitem "RandomDeadTrooper", 100, 25
	dropitem "RandomDeadShotgunGuy", 100, 20
	dropitem "RandomDeadMarine", 100, 10
	dropitem "RandomGib", 100, 10
	dropitem "Gibs", 75, 30
}
The first number is the probability (over 256) of being spawn when selected, and the second is the probability (over the sum of all the second numbers in the spawer) to be selected.

And to open and edit the .pk7 file just use 7zip.

As soon as I get some time to test this a suppose I will release more updates.
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Morcillete »

New replacement addon version and new video showing gameplay with both addons using dark doom (lite) and flashlight (as Big C suggested, which I think is a pretty good idea).
The video is quite a disaster to be honest. It looks way darker than the gameplay was and the sounds sound with a lower pitch and lower quality.
I suppose I will have to learn to use Open Broadcaster (which I used to record it - https://obsproject.com/) or Kdenlive (which I used to edit it - http://www.kdenlive.org/) properly...

VIDEO:
Spoiler:
1.1 to 1.2:
- Added more spawn choices using Vaecrius' new replacements as reference.
- Balance changes.

Download:
Replacements addon 1.2:
http://www.fileswap.com/dl/D2RVGtqez1/
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Big C »

Nifty. Now I'm torn between which replacements to use, though. :P

Also, what music pack did you use for that video? It sounds different from the ambient music pack Vaecrius linked in his own topic.
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Morcillete »

Thanks!

Sorry, I wrote all the resources in the video description but I forgot to write them here in the forum. I didn't realized that description wasn't shown when the video was played through the embedded player.

Here it goes (I will fix the main post too):

Video description with the resources used in the video:
Spoiler:
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Big C »

I know there's a separate thread for mod reupload requests, but I figure Morcilette should know too: The Fileswap links in the original post are dead.
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Morcillete »

Thanks!! It seems that fileswap no longer supports uploads without an account. Reuploaded using http://www.megafileupload.com
New links are:
Sounds addon 1.2:
http://www.megafileupload.com/en/file/5 ... 2-pk7.html

Replacements addon 1.3:
http://www.megafileupload.com/en/file/5 ... 3-pk7.html

The replacement addon now is 1.3 because I no longer have the original 1.2. I,ve checked and I think I only changed a little the main spawner. It's being a long time since the last time I had time to work on this and I've lost the track of the changes...

Btw, I'm still slowly working on the "ghost reconish" map, but as I can hardly find 2 or 3 hours a month to spend on it, I don't think it will be finish till next year....

Edit: does anyone know why there is a spoiler not working in the main post?
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Big C »

Hey Morc, two questions (or rather a question and a request of sorts):

A) What did you use for the source sounds? And furthermore do I have permission to make a submod of your sound mod?

B) I think you prob'ly want to reupload the files as they're no longer available at Megafileupload.
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Morcillete »

Hi, I've been busy as hell and I've abandoned this for a few months.
Now real life seems to be getting reasonable again and I think I will be able to spend some time with this soon.

About your questions first:

A) I cannot look at the credits file at the moment but, if I remeber it right, I think I took most (if not all) the sounds from the sound bible site (http://soundbible.com/) and edited them with audacity (http://audacity.sourceforge.net/). I think all the sounds used were credited individually in the .txt file, but I will confirm it when I get home.
Of course you can use the content of these addons at will. If you need any help with it just tell me. I just would ask you to credit the original source of the sounds and, if you use the modified sounds, credit me too.
About the credits thing, I think some of the sounds in the sound bible require you to cite not only http://soundbible.com/ but also the author of the sound, which makes sense. However I'll check how I wrote those credits when I get home too.

B) Unless someone wants the files of the current versions (in which case I can upload them again with no real problem), I would like to wait for the HD map I'm making to be finished. My intention is to release the mission map along with a tiny sprites replacement addon as well as new versions for the sounds and bonus replacement addons.

And now, talking about something totally unrelated with the questions, the map status is the following:
Finished:
- Map structure.
- Texture placement
- 3d floors
To do:
- Make doors and elevators to work (easy task but I need to find some time to do it)
- I would like to do some scripting to introduce some built in placement randomization of both the enemies and the keys (which I hope is possible). I want to make the gameplay somehow unpredictable and force the players to change the approach on the run during each playing session.

EDIT: I finally got home. Here goes the whole readme.txt from the 1.2 version containing all the credits:
Spoiler:
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor sounds and replacement addons 20/Oct/

Post by Big C »

Gotcha, I'll wait for the new version then. Most of your sounds are great, but the ZM66 and the Libby sound too similar for me. Also, I found some sounds that would probably be perfect for the T-Buster---I just wanted to make sure whether it was okay to incorporate some/all of your sounds into my own soundpack. Thanks!
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor sounds and replacement addons 18/Jun/

Post by Morcillete »

Updated the main post and the download links. Now I'm trying google drive. I hope it works.

There are two new addons and an update for the sounds one.

In the end I'm keeping these separated from the doom recon thing because I think it would be confusing otherwise.

Although the full version of the doom recon mission 1 contains all these addons as a sort of recommende pack, I will post here anything related with the addon development.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Hideous Destructor Morcillete's addons 18/Jun/2015

Post by Big C »

Holy shiiiiit, yes, that new Liberator rifle sound.

Also, why does the SMG zombie use the ZM66 rifle sound instead of the pistol/SMG sound?
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor Morcillete's addons 18/Jun/2015

Post by Morcillete »

I've made some tests and it seems to be a problem related with the SMG zombie replacement addon instead of the sound addon itself. I have to check what I did wrong there.
Thanks!!!

EDIT: I think I fixed it. I think it was a quite shameful mistake in the decorate file :S
The new file is: https://drive.google.com/open?id=0B1hk7 ... authuser=0
The main post has been consequently updated.
User avatar
Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

Re: Hideous Destructor Morcillete's addons 18/Jun/2015

Post by Silentdarkness12 »

Honestly, I think there's already a canonical explanation for the Blue Potions and Green Helmets.

The Blue Potions are attempts by UAC researchers to bottle up the strange secretions that follow wherever the Dictator invades. The Green Helmets are the souls of the righteous dead materializing, and hanging around to assist the player by strengthening his/her armor.

Don't suppose there could be an alternate version of the health/armor bonus replacer that still has a tiny chance to spawn the potions and helmets....
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: Hideous Destructor Morcillete's addons 18/Jun/2015

Post by Morcillete »

I totally agree. The whole point of the addon is to give a corpse loot feeling instead of finding items mysteriously placed all over the maps. So, for me, it makes sense if blue potions and spiritual armor have small chances of appearing next to dead marines.

This made me remember that I had to rework the bonus replacer addon to add new items to be spawned, as the current version was more for testing purposes than anything. So apart from more stuff, the health/armor bonuses will be added in the in the next update (probably in a few days, as it is quite simple to do).

Thanks for the idea.
Post Reply

Return to “Gameplay Mods”