Doom: The Devil's Tattoo - Action Shooter vs. Gothic Horror

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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

Gez wrote:A couple of issues I've noticed in the latest version:

Odd texture alignment: the panels wallpaper around the angles.

The problem here should be self-evident:
Oops! That's a side-effect of me fixing the underwater floor textures being weird. Thanks for the heads up, I'll make a quick hotfix update once I'm finished with the exterior redecorating I'm currently doing.

As for the wall textures wrapping around weirdly, yeeeaaahhh, I've basically given up on managing that. At some point I'll go back through and nudge them all into alignment by hand, I think.

edit: Done, fix uploaded. Also, the mansion is now a brick building to give it some more texture and color variation! Inside will still be wood, though. Over the next day or so I'll be adding more depth and different brick textures to the building so that it looks cleaner.
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

I've just pushed an update that addresses some of your complaints. The changelog's in the OP, but here it is as well: :)

0.0.3.0 - Broken Bones, Kaleo
-------

+ Made the Revolver fire slightly faster for convenience's sake, it now fires a bit faster than the default Doom pistol
+ The Double-Barrel's reload animation is less jiggly
+ Also fixed an arm frame that was cut off in said animation
+ The golden Revolver now fires tiny invisible explosions that deal splash damage, to differentiate it from the normal weapons a bit (no self-damage though)
+ Changed how the storage closet doors work in the basement segment
+ Optimized enemy spawning script just a tiny bit
+ Gave the outside of the mansion a bit more depth/texture

I'm just stepping out of the house now unfortunately so this is all I had time to do. However, I'll probably quietly push out a hotfix tonight that addresses some of the smaller feedback I've received, like removing a couple of the health packs from the arena segment and the mapinfo thing.

edit: Hotfix is in place. New changes:

+ (HOTFIX) Removed some of the health packs from the arena segment
+ (HOTFIX) Forced proper 3D compatibility in MAPINFO (Thanks, Linguica)
+ (HOTFIX) The eye statue now won't activate until it finishes speaking
+ (HOTFIX) Shotgunners now use the proper shotgun sound
+ (HOTFIX) Gave the Golden Revolver firing sound a bit more oomph
+ (HOTFIX) The Golden Revolver's explosion radius is more reliable now
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

Pushed out a relatively small update, no real changelog to speak of so I didn't make a new one. I've added a bunch of decorations! Candelabras, cobwebs, barrels, the works. If anyone has any ideas for other decorations I could add (or places to get more decorations from), please let me know. :)

There was one minor change, however: The golden revolver's projectile moved at 150,000 speed to give the illusion of it being a bullet and not an invisible rocket projectile. This was so fast that it didn't give the projectile time to ascend if you aimed upward with it, meaning you couldn't shoot enemies that were standing on inclines or above you. It now moves much slower (but still pretty much instant) so that it has time to ascend to enemies above you/in the air.
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Kinsie
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by Kinsie »

CJacobsSA wrote:Pushed out a relatively small update, no real changelog to speak of so I didn't make a new one. I've added a bunch of decorations! Candelabras, cobwebs, barrels, the works. If anyone has any ideas for other decorations I could add (or places to get more decorations from), please let me know. :)

There was one minor change, however: The golden revolver's projectile moved at 150,000 speed to give the illusion of it being a bullet and not an invisible rocket projectile. This was so fast that it didn't give the projectile time to ascend if you aimed upward with it, meaning you couldn't shoot enemies that were standing on inclines or above you. It now moves much slower (but still pretty much instant) so that it has time to ascend to enemies above you/in the air.
If you're trying to create an exploding hitscan attack, then look into creating a custom BulletPuff actor with the +PUFFONACTORS flag that uses [wiki]A_Explode[/wiki], then use the [wiki]A_FireBullets[/wiki] command to fire a hitscan attack using that puff actor and some appropriate impact damage.

Probably a bit more reliable than warpspeed projectiles. :)
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

I was unaware you could do that! That does sound like a much more reliable fix, thank you. I'll implement it in the next update. For now, some spooooky october preview shots.

Image

Image
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

So hey, I'm trying to implement the custom bulletpuff for the golden Revolver that The Kins recommended, and it works! The only problem is that it self-damages the player, which the rocket method did not do.

Here is the method I used to create the rocket projectile it used to utilize:

Image

It shoots from the gun via A_FireCustomMissile and damages enemies, but not the player. Until now I assumed the reason for this was the '0' flag on A_Explode, which I thought set XF_HURTSOURCE to 0 (it's 1 by default).

Image

But that doesn't work for the bulletpuff, so maybe I'm wrong, because it still damages the player even though I've got the same flag set. I have no idea why. Is it because it's no longer a projectile?
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Cryomundus
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by Cryomundus »

Give it a custom damagetype, such as "GoldBoom", and then in the
Player decorate, type 'damagefactor "GoldBoom" 0.0'. Might require a comma or 2 in there, but that's roughly how you would make a player immune to a specific explosive attack.
Gez
 
 
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by Gez »

Add [wiki=Actor_flags#PUFFGETSOWNER]+PUFFGETSOWNER[/wiki] to your puff's definition and it should work.

No need to fuss around with damage types. Projectiles always get their shooter as their target, puff don't unless they have the aforementioned flag. With the flag it'll behave like a projectile and then A_Explode will work just like with a projectile.
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

Ahh, thank you guys for the help/explanation, Gez's solution worked just fine. :D

The next major update is coming this week, the second level is on its way. Get hyped!
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

The second level, 'Bookends', is here! It's more ornate and library-themed.

Image

Image

Image

Image

I took peoples' criticism about how Doom levels should by cyclical to heart for this one, so I had some fun with making loopbacks. I've tried so far to make it so you can beat the maps without jumping, by the way, so if at any point you get stuck and can't move on in my campaign without having to jump please let me know.

The download link in the OP has been updated! Here's the changelog:

0.0.4.0 - Too Old To Die Young - https://www.youtube.com/watch?v=FQNFcYvILJE
-------

+ IMPLEMENTED THE SECOND LEVEL: BOOKENDS
+ The golden Revolver now fires a custom exploding bulletpuff so that it is a hitscan weapon again (Thanks, The Kins)
+ Added a bunch of decoration to the first level
+ Added more depth to the outside of the mansion and some more grass stuff
+ The Rocket Launcher's firing corkscrew is still messed up, I was unable to figure out how to fix it. I'll mess around with it more!
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QuakedoomNukem Cz
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by QuakedoomNukem Cz »

Just finished Bookends ,fist-start', and I enjoyed it as first level, level seems a bit shorter that first and evil eye thing (I am just calling it Devilnatti), doesn't seem to activate golden gun challenge and I'm not sure if you are gonna implement, but I would like no-jumping added on levels. Also, is another level gonna be Outlast like level?
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

Oh, yeah, I forgot to mention that I haven't implemented the golden gun arena for the level yet (because I stalled on trying to come up with a fun unique idea to follow up the last one). It'll probably be put in with the next update.

And yeah, it is quite a bit shorter. I was thinking about extending it a bit, adding a few more rooms and so on. I may do that!

edit: As for the content of future levels, I'm not sure, I'm pretty much making it up as I go along. I find it more fun that way, even if it is a bit more disorganized. The campaign will get a bit more "horror-oriented" as it goes along with creepy imagery and screwy geometry and all that fun stuff, but I don't think I'll go full-on horror with it. Not really the kind of atmosphere I'm looking for (probably, anyway).
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Captain J
 
 
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by Captain J »

Oh shoot, i never heard this one before! I'm really digging for the mansion map and the fancy weapons! Gotta try this soon!

EDIT: Okay, i played it and it was really great. Custom weapon sprites of this mod is my most favorite! Except it needs more work but still i like the way they are.
Spoiler: And also, got some gripes to tell.
And that's it. Thanks for the new and decent mod of yours!
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CJacobsSA
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by CJacobsSA »

I've decided that instead of learning to sprite guns myself, which is proving to be way frustrating for me, I am going to do my part for the starving artists among us and commission them instead. So hey, if you are good at making sprites that fit Doom's general visual style, PM me or email me (CJacobsSA at gmail.com). We can talk pricing and what I'll be wanting you to draw up. I'm basically just looking to make them more Doom-y, because I like the way they look, it's just that the shadows and lighting don't match up at all.
Captain J wrote:Oh shoot, i never heard this one before! I'm really digging for the mansion map and the fancy weapons! Gotta try this soon!

EDIT: Okay, i played it and it was really great. Custom weapon sprites of this mod is my most favorite! Except it needs more work but still i like the way they are.
Spoiler: And also, got some gripes to tell.
And that's it. Thanks for the new and decent mod of yours!
Thank you for the feedback! Glad you enjoyed it. Yeah, I might speed up the machine gun because as-is you don't really need it once you've picked up the golden revolver (which does more damage per second due to the additional damage from the explosion). I also think I'm going to tighten the rocket launcher's corkscrew because through some testing I've noticed that you can shoot straight ahead in a corridor and it'll hit the wall right next to you, which is not exactly fair.

And yeah, adding bullet-hole decals to the weapons is still on my to-do list. And also my figure-out-how-to-do-list.

edit: Also, no, you can't legitimately obtain the double-barrel at this time. I haven't found a good place to put it yet! It also seems I broke the muzzleflash in the most recent update somehow, so thanks for the heads up on that one. :v
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Re: Doom: The Devil's Tattoo - Action Shooter vs. Gothic Hor

Post by Captain J »

Hey, glad my gripes were helpful. I got it and i'll wait for the next update!
CJacobsSA wrote:And yeah, adding bullet-hole decals to the weapons is still on my to-do list. And also my figure-out-how-to-do-list.
You know, i think i made post about how to implement the decal. Is it helpful?

Also you can search some decals in gzdoom.pk3.
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