[3DGE] Doom Forever (happy new year!)
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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.
Re: DOOM Forever (updated)
Thank you. Really makes me happy that people find enjoyment in my creations.
Re: DOOM Forever (updated)
Just played 3 maps, it's as awesome as I remember it 
Those shotgun guys are super-dangerous, sometimes if you are unlucky enough, they get a shot off instantly! And it hurts, they are good at spraying from a distance, too. Shiiiieeettt ... so I'm only playing some old school wads in HMP difficulty, to have a chance
But I disagree with replacing the dual pistols with the rifle. It was so fucking awesome to pick up a second pistol and dual wield them. Now you have one pistol which fires like a machine gun and stunlocks enemies and a boring rifle that acts like a slower pistol, looks like a shotgun etc.
And the high rate of fire of the pistols made sense because they were two.

Those shotgun guys are super-dangerous, sometimes if you are unlucky enough, they get a shot off instantly! And it hurts, they are good at spraying from a distance, too. Shiiiieeettt ... so I'm only playing some old school wads in HMP difficulty, to have a chance

But I disagree with replacing the dual pistols with the rifle. It was so fucking awesome to pick up a second pistol and dual wield them. Now you have one pistol which fires like a machine gun and stunlocks enemies and a boring rifle that acts like a slower pistol, looks like a shotgun etc.
And the high rate of fire of the pistols made sense because they were two.
Re: DOOM Forever (updated)
Really loving this mod, the environmental interaction is very nice. Do you think you could make the tech pillars destructible too? That would be superb. 

Re: DOOM Forever (updated)
I'd rather not, since they are used to block the player in some maps. Besides, I have no death sprites for them.Rayd3r wrote:Really loving this mod, the environmental interaction is very nice. Do you think you could make the tech pillars destructible too? That would be superb.
Thank you.
Re: DOOM Forever (updated)
There is that one glass tech pillar on the Realm that when you shoot it shatters the glass, pretty satisfying, but doesn't remove it so it will still be there to block. But anyway, this mod is a load of fun to play and I'm still throwing mice and keyboard from dieing here and there. Any plans for new Rocket Launcher sprites?
Re: DOOM Forever (updated)
I'm been looking for a suitable RL replacement since pretty much the start. I've just recently found a Plasma gun replacement that had a familiar look of the original.
Re: DOOM Forever (updated)
Is the health calculated in fractions or what? I have a savegame where I am at 100% health but I can pick up the stimpak in front of me, weird. Also, I have noticed that at certain heights there is indication of the player being damaged from the fall but health stays the same.
Re: DOOM Forever (updated)
These are issues with the engine that I've also noticed. I believe I've reported them.VGA wrote:Is the health calculated in fractions or what? I have a savegame where I am at 100% health but I can pick up the stimpak in front of me, weird. Also, I have noticed that at certain heights there is indication of the player being damaged from the fall but health stays the same.
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Re: DOOM Forever (updated)
Thanks for the plug. 

Re: [3DGE] Doom Forever REDUX (2016)
See first post 

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Re: [3DGE] Doom Forever REDUX (2016)
Not bad! Two things, however:
- How can I switch back to the Pistol once I acquire the Rifle?
- Shouldn't the armor bar be under the health bar and not the other way around?
- How can I switch back to the Pistol once I acquire the Rifle?
- Shouldn't the armor bar be under the health bar and not the other way around?
Re: [3DGE] Doom Forever REDUX (2016)
You can't, the pistol is a useless piece of crap and replaced with the rifle as indicated by the player throwing it away once he acquires the rifle. It is superior in every way. Why would you want a dinky little peashooter when you have a rifle?JohnnyTheWolf wrote:Not bad! Two things, however:
- How can I switch back to the Pistol once I acquire the Rifle?
Why? As I see it, the health takes higher priority and as such is placed on top of the armor. That's my logic, anyways.JohnnyTheWolf wrote:- Shouldn't the armor bar be under the health bar and not the other way around?
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Re: [3DGE] Doom Forever REDUX (2016)
True, but then again, Doom games usually let you keep it in your inventory even after you acquire the Chaingun or, in Doom 3 and Doom 2016's case, the Machine Gun.CeeJay wrote:Why would you want a dinky little peashooter when you have a rifle?
Because it is pretty much a convention to have the armor bar placed above the health bar. Even Doom 2016 does it.CeeJay wrote:Why? As I see it, the health takes higher priority and as such is placed on top of the armor. That's my logic, anyways.
Doing the opposite strikes me as a bit counterintuitive.
Re: [3DGE] Doom Forever REDUX (2016)
It is also meant somewhat as an internal joke. Originally, there was both. People would complain about the redundancy of having both the pistol and the rifle when they were in fact very similar. I actually do agree wholeheartedly, having them both is kinda pointless. But I like the idea of having a rifle (which was the original idea as witnessed in the early Doom alphas) while I also like the idea of staying true to the source. So I made a compromise. It keeps the arsenal simple and effective and non-confusing to the casual player.JohnnyTheWolf wrote:True, but then again, Doom games usually let you keep it in your inventory even after you acquire the Chaingun or, in Doom 3 and Doom 2016's case, the Machine Gun.
1 - Melee (fist and/or chainsaw)
2 - Fallback weapon
3 - Spread weapon(s)
4 - Fully-auto weapon
5 - Explosive weapon
and so on...
Well, I suppose I could... swap 'em around.JohnnyTheWolf wrote:Because it is pretty much a convention to have the armor bar placed above the health bar. Even Doom 2016 does it.
Doing the opposite strikes me as a bit counterintuitive.
Re: [3DGE] Doom Forever REDUX (2016)
I actually like the pistol.... It kinda sucks being forced to have it replaced with the rifle. Seeing that there are some levels that are so narrow that it is impossible to avoid picking one up. Also in 3dge there is no drop weapon key like there is in GZdoom and Zandronum.... So ya, I am one of those that likes "the dinky little peashooter".CeeJay wrote:You can't, the pistol is a useless piece of crap and replaced with the rifle as indicated by the player throwing it away once he acquires the rifle. It is superior in every way. Why would you want a dinky little peashooter when you have a rifle?JohnnyTheWolf wrote:Not bad! Two things, however:
- How can I switch back to the Pistol once I acquire the Rifle?