MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

Projects that alter game functions but do not include new maps belong here.
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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.
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

Truvix wrote:Shifting away from the technical issues for now, what exactly is next on the priorities list? I imagine there's still plenty of weapons and enemies that are in development as we speak, so I was curious as to if you're planning on trying to implement any specific weapons or features ASAP. From what I've seen from development, it seems it's pretty well still up in the air as to what we could see in the near future.
My immediate priority is a hotfix update or two to fix some of the bugs that have been identified since v1.0 was released.

After that, I have a lengthy and incomplete list of stuff I want to implement filed in order of priority, ranging from "Next Version" to "Crazy Pie In The Sky Bullshit". Based off of that, and keeping in mind that this IS flexible because this is a dumb hobby project, my current plans for the next big version are...
  • Two variants of the Hellhound that will appear on later levels.
  • Variants of the Cacodemon and/or the Pain Elemental
  • Maybe another Lost Soul variant?
  • A complete re-do of the Cyberdemon. Ideally, I'd like to Photoshop up additional frames for the D64 sprites to add some of his Doom 4 attacks - launching around the arena, firing while walking, that sword slash thing...
  • Either the Unmaker or the Soul Cube. Maybe both, if I get zesty!
  • The Hologram and maybe the Personal Teleporter if Ghastly_Dragon is done with his implementation
Grigori wrote:What does Blood Cull Radius do? Prevents blood sprites from occupying same spot?
Yup. Fades out blood that's within X map units of where a blood splat lands. Probably not too useful once the next update with Cooke's redo of that effect's code lands, but it's nice to have.
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by skyrish10 »

Kinsie wrote: [*]Variants of the Cacodemon and/or the Pain Elemental
[*]Maybe another Lost Soul variant?
1. There is two of them from Doom 64, one is a Cacodemon with arms and the other is the twin-mouth Pain Elemental
2. The Doom 3 Resurrection of Evil's Forgotten One?

Also add a Trite (one of the Doom 3 enemies), there is one from Realm667
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Captain J »

Don't forget the D3 and D4 variants as well.
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

skyrish10 wrote:Also add a Trite (one of the Doom 3 enemies), there is one from Realm667
Also on the to-do list, but it's gonna be tricky - Ghastly Dragon sent me a nice DECORATE-isation of the ceiling spider robots from Strife to use as a base, and there are partial spritesets out there on Realm667, but I haven't even started thinking about how to integrate them into gameplay.
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Viscra Maelstrom
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Viscra Maelstrom »

i was thinking it could be a Lost Soul replacement, as weird as that sounds. with its ability to climb on ceilings, and possibly traverse walls if possible, it shouldn't hinder the placement of the things too much. they'd be weak as balls, but aggressive, and always come in packs of at least 3 or 4 per every spawn. that's probably not the smartest idea, but it just felt like the right slot to fit them in, for me.
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by wildweasel »

For some reason I'm imagining them being Demon replacements...but not 1:1, more like how DRLA's Bruiser Brothers spawn as a replacement for the Spider Mastermind, a single Demon spawn can potentially spawn 4 Trites in the same space.
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

v1.1 - "Slayer" (~20mb)
v.1.1 "Slayer" (22/09/16)
=========================
Some quick, but vital bug-fixes for issues raised after 1.0 was launched.

- Blood Splats are completely reprogrammed to be far less resource-intense (Thanks Major Cooke!)
- Dog Collar now ignores Switch on Pickup setting and makes you switch to the Hellhound as intended.
- Fixed Mancubus shots not generating decals.
- Fixed Cyberdemon not spawning in Doom 1. (Thanks Techokami!)

Optional Content:
- Keens no longer block the player after death.
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Captain J »

Goood fixes, thanks for that!
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Kinsie
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Kinsie »

Developer Repo on Github

Go here to recoil in horror at my coding, file bugs and/or help me out!
Truvix
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Truvix »

Kinsie wrote:Developer Repo on Github

Go here to recoil in horror at my coding, file bugs and/or help me out!
This may be a bit off-topic, but is good looking code actually a thing? I have pretty much no experience with coding myself, but everyone I've even spoken to with any sort of coding experience tends to say that their code is an absolute monstrosity. I'm under the impression that even the nicest, most organized code on the planet still wouldn't be all that pleasant to look at.
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Kinsie
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Kinsie »

Truvix wrote:
Kinsie wrote:Developer Repo on Github

Go here to recoil in horror at my coding, file bugs and/or help me out!
This may be a bit off-topic, but is good looking code actually a thing? I have pretty much no experience with coding myself, but everyone I've even spoken to with any sort of coding experience tends to say that their code is an absolute monstrosity. I'm under the impression that even the nicest, most organized code on the planet still wouldn't be all that pleasant to look at.
Oh, for sure, but the fact remains that I'm simply not very good at programming and some things could be done a lot better.
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by GOODGOOD »

Damn were you using Reshade in the trailer Kinsie? looks good btw
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Kinsie
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Kinsie »

GOODGOOD wrote:Damn were you using Reshade in the trailer Kinsie? looks good btw
I don't use third party shader filter things, as more often than not they're basically Photoshop Filters But For Games. Everything in the trailer was a raw recording from a developer build of GZDoom with dpJudas's recently-added bloom effect enabled. The only post-processing effect I used was some brightness/contrast filters in the intro and slowing down 120fps recordings so they'd still be as smooth as the full-speed footage.
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by JohnnyTheWolf »

One small issue I have with Nightmare and Ultra-Nightmare!! modes is that, much like in vanilla Nightmare, the Demon has its speed doubled, which not only looks fairly ridiculous but seems to make it hard for them to move around.

Another issue I have in general is that the Chainsaw does not share the same weapon slot as the pistol - but the Berserk fists do.
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Re: MetaDoom - v1.1 "Slayer" - Thank You For The Hotfix (p41

Post by Viscra Maelstrom »

that's to avoid weapon slot cluttering. once, slot 1 had the pistol, berserk fists, chainsaw AND axe all bundled into one. so the melee weapons were moved to slot 8 to prevent that.
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