MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
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.
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.
- QuakedoomNukem Cz
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
A Bug Report: When I picked up the Haste Sphere, it was not draining or how you want to call that, and the effect ended only, when i exited the level.
- Hellstorm Archon
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
I'm glad I'm not the only one who noticed. The delay between shots on the altfire is understandable, but the delay between shots is way too much on the standard fire, and the standard fire itself isn't powerful enough to warrant such a delay. Besides, the GL altfire still isn't powerful enough; case in point, a direct hit on a Pinky only shaves off 2/3rds of its health.ArchXeno wrote:The shotgun has 9 more tics of firing animation that the original shotgun, I don't know if this is to compensate for the grenade launcher, but it feels like an overall downgrade.
EDIT- Found a new bug in the 1.2 hotfix: When picking up the chainsaw, I can't equip it again after switching to another weapon (it gets to the point where I often have to do the IDCHOPPERS cheat just to get it again.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
I moved the Chainsaw and Axe to Slot 8. I thought I made this clear in the changelog, but I suppose it might be easy to miss.Hellstorm Archon wrote:EDIT- Found a new bug in the 1.2 hotfix: When picking up the chainsaw, I can't equip it again after switching to another weapon (it gets to the point where I often have to do the IDCHOPPERS cheat just to get it again.
- Doomguy5th
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
For the chainsaw and axe, I modified them a little bit, because IMO, it felt annoying having to raise your weapon every time you're done with doing the altfire.
Spoiler: One TINY Edit of the ChainsawFor the axe, it feels weird that it awakens monsters. Just curious, was this intentional for balance reasons? It would be nice if you could add the +WEAPON.NOALERT flag, so people can start "axe"-ing in maps like Map 18 of Doom 2 Reloaded
Spoiler: One SMALL edit for the Axe
- Captain J
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
Bug report:
Intentional?
Sometimes when the monsters got gibbed, the blood drips spew out of their body become spiky when landed.Intentional?
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
Looks like a load order bug. Are you loading Doom Complete/WADSmoosh or something similar as a PWAD after MetaDoom?Captain J wrote:Bug report:Sometimes when the monsters got gibbed, the blood drips spew out of their body become spiky when landed.
Intentional?
- Captain J
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
Nope, nothing at all. Just running it with Gzdoom version g2.2pre-1993-g0e5a3eb and Doom2 iwad.
- Viscra Maelstrom
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
so has anyone tried this with Ultra-Nightmare yet? i tried it with E1 of Doom, and i did fairly well... until the final room of E1M6, that is. also, shouldn't Ultra-Nightmare write at least 4 autosaves? for me, 3 autosaves means i could potentially load my old file and act as if my death didn't matter.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
I have it set to do five before the map transition and five after, IIRC. I think ZDoom only reports the last three, but it definitely writes more than that.Viscra Maelstrom wrote:so has anyone tried this with Ultra-Nightmare yet? i tried it with E1 of Doom, and i did fairly well... until the final room of E1M6, that is. also, shouldn't Ultra-Nightmare write at least 4 autosaves? for me, 3 autosaves means i could potentially load my old file and act as if my death didn't matter.
- Viscra Maelstrom
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
hmm. i was fairly sure i could load the begining of E1M6 though. i'm gonna have to check that tomorrow.
- Dr_Cosmobyte
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
Sorry for the late response.
Please, don't take this as a negative feedback, as i said before, i don't want to sound dumb. And i'm hyped for this.
In my opinion...
- Rocket Launcher sprites are way too small. They shouldn't be at the Doom64 size, though. Increasing 20~30% of the actual size would do the trick.
- Shotgun pumping seems like player is only bringing the gun up as the same action as the G.Launcher, no pumping action/recoil/punch at all.
- SSG has no naturality. Gun stops on mid air, hand comes too slow, the animation only cranks up on the end.
- Holy water pistol's hand moves the upper part, but i can see the line drawn on the lower part that doesn't move at all.
Usually when i want to give the impression of a pulled trigger, i just move the offset 1 tic down, but that's just me.
- Chainsaw needs some middle frames on the main attack when starting. Also, AltFire is fast, too much on the right side of the screen (could be my resolution too).
That's all i can remember off my head now. All the guns are badass. Can't wait to see the BFG, Chaingun and maybe the other surprises you'll bring us.
Please, don't take this as a negative feedback, as i said before, i don't want to sound dumb. And i'm hyped for this.
In my opinion...
- Rocket Launcher sprites are way too small. They shouldn't be at the Doom64 size, though. Increasing 20~30% of the actual size would do the trick.
- Shotgun pumping seems like player is only bringing the gun up as the same action as the G.Launcher, no pumping action/recoil/punch at all.
- SSG has no naturality. Gun stops on mid air, hand comes too slow, the animation only cranks up on the end.
- Holy water pistol's hand moves the upper part, but i can see the line drawn on the lower part that doesn't move at all.
Usually when i want to give the impression of a pulled trigger, i just move the offset 1 tic down, but that's just me.
- Chainsaw needs some middle frames on the main attack when starting. Also, AltFire is fast, too much on the right side of the screen (could be my resolution too).
That's all i can remember off my head now. All the guns are badass. Can't wait to see the BFG, Chaingun and maybe the other surprises you'll bring us.

- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
It's fine. I need actual critique to make this mod better. Endless praise would just give me a big head and a buggy mod. Thanks for the feedback!GAA1992 wrote:Please, don't take this as a negative feedback, as i said before, i don't want to sound dumb. And i'm hyped for this.
- Viscra Maelstrom
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
hellhounds don't have an XDeath state.
berserk punching alerts enemies. i dunno if this is intentional. the quick melee attack, however, does not alert enemies.
if you try and enable chasecam in MetaDoom, the game instantly crashes. i dunno if it's related to something in my autoload or if it's in MetaDoom itself though.
berserk punching alerts enemies. i dunno if this is intentional. the quick melee attack, however, does not alert enemies.
if you try and enable chasecam in MetaDoom, the game instantly crashes. i dunno if it's related to something in my autoload or if it's in MetaDoom itself though.
Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
That's actually a problem with Zdoom itself, which I believe was fixed. Try switching to a different version.Princess Viscra Maelstrom wrote:if you try and enable chasecam in MetaDoom, the game instantly crashes. i dunno if it's related to something in my autoload or if it's in MetaDoom itself though.
- Kinsie
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Re: [WIP] MetaDoom - Techdemo 1.2 "Flynn" Re-Hotfixed! (p24)
Already fixed in the next version.Viscra Maelstrom wrote:hellhounds don't have an XDeath state.
Already fixed in the next version.Viscra Maelstrom wrote:berserk punching alerts enemies. i dunno if this is intentional. the quick melee attack, however, does not alert enemies.
Update your dev build.Viscra Maelstrom wrote:if you try and enable chasecam in MetaDoom, the game instantly crashes. i dunno if it's related to something in my autoload or if it's in MetaDoom itself though.