[RELEASE] DN3DooM - update v.1.08c

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Duke91
Posts: 18
Joined: Sun Jun 21, 2020 6:06 pm
Graphics Processor: nVidia with Vulkan support

Re: [RELEASE] DN3DooM - update v.1.03

Post by Duke91 »

Duke91 wrote:
kipo wrote:New update, updated link in the first post.

v1.04
Added new enemies (toggleable): dukinator, megabrain, assault pig, pig brute, alien sniper, lameduke's robot, lamduke's drone
Added new weapon: Lameduke's Plasma Cannon (includes alt fire), dropped by some of the new enemies
Added new sprite for armor bonus
Reworked burning death logic so now it doesn't depend on sprites anymore
Fixed expander's explosion area of effect
Added headshot death animations for: netherworldqueen, alien queen
Added water & other liquid splashes
Added new option for extra gore: "gibs & blood drops" or just "blood drops"
Added customizable recoil effect option for each weapon
Removed killcount from hatched eggs
Fixed automap door colors
Reworked duketalk to not be cut off on taunts, weapons pickup, etc
Improved sentry drones, added hover sound, lowered damage, speed and turning like in vanilla duke, and they can try to dodge missiles (dodging is toggeable)
improved slimers, lowered speed, and they can be killed instantly like in vanilla duke (when face-hugging)
Reworked reload system so now it's automatic if you keep firing, and now uses the default weapon reload key bind
Fixed SSG bug when using primary fire with one shell loaded
Lowered pistol damage (but it's still fun to use)
Improved intro and titlepic
Fixed pickup names
Added quick exit
Other bugfixes/improvements
Could you please add compatibility with Universal Weapon Wheel mod ( viewtopic.php?f=43&t=61061 )? just tested it and only 3 weapons appear in the wheel (chaingun, rpg and freezethrower), makes gameplay easier for those that play with joysticks (me included). Awesome mod by the way, really enjoying playing Ultimate Doom 2 with it.
So after a few tweaks I managed to make weapon wheel work with DN3Doom, all you need to do is open notepad and add:

ZDukePlayer
{
include "Pistol ";
include "Dual Pistol";
include "Shotgun ";
include "SSG";
include "Plasma Cannon";
include "Chaingun Cannon";
include "RPG";
include "Pipebomb";
include "Expander";
include "Shrinker";
include "Devastator Weapon";
include "LaserTrip";
include "Incinerator Flamethrower";
include "Freezethrower";
}

Save it as PYWHEEL.txt, then add it to a zip file, rename to .pk3 and load it together with DN3Doom and universal wheel mod.

Only bug I noticed is that sometimes when selecting a weapon, like super shotgun, it'll select shotgun instead, same happens with other weapons like freezethrower/incinerator, chaingun/plasmacannon, etc. I believe this is a bug on DN3Doom because same thing can happen when changing weapons normally.
kipo
Posts: 134
Joined: Mon Oct 07, 2019 1:31 am
Contact:

Re: [RELEASE] DN3DooM - update v.1.04

Post by kipo »

Thank you for your work with the universal wheel mod.
May I suggest considering only one weapon per slot (and naming it accordingly, like "shotgun/ssg", although I don't really know if the wheel mod supports custom names).
That's because my mod has a hardcoded functionality that saves the last selected weapon in each slot, to mimic duke3d's behaviour (in duke3d the weapon raised depends on your last choice), so this is actually a feature not a bug.

Another suggestion is to add another .txt file in your pk3, named "decorate.txt", and inside create new weapons that inherit and replace the original weapons, like:
ACTOR NEW_SSG : SSG Replaces SSG
{
}
And in your other file you just include the new weapons (include "NEW_SSG";) and not the original ones.
But I don't know if this approach works, and it may break other parts of the mod. And you probably won't be able to select the weapons normally.
Duke91
Posts: 18
Joined: Sun Jun 21, 2020 6:06 pm
Graphics Processor: nVidia with Vulkan support

Re: [RELEASE] DN3DooM - update v.1.04

Post by Duke91 »

kipo wrote:Thank you for your work with the universal wheel mod.
May I suggest considering only one weapon per slot (and naming it accordingly, like "shotgun/ssg", although I don't really know if the wheel mod supports custom names).
That's because my mod has a hardcoded functionality that saves the last selected weapon in each slot, to mimic duke3d's behaviour (in duke3d the weapon raised depends on your last choice), so this is actually a feature not a bug.

Another suggestion is to add another .txt file in your pk3, named "decorate.txt", and inside create new weapons that inherit and replace the original weapons, like:
ACTOR NEW_SSG : SSG Replaces SSG
{
}
And in your other file you just include the new weapons (include "NEW_SSG";) and not the original ones.
But I don't know if this approach works, and it may break other parts of the mod. And you probably won't be able to select the weapons normally.
Just tried the inherit method but it didn't worked, either I was getting errors or the weapons doesn't load at all, and I'm also not really good in coding these stuffs, if you ever find a way to make it work properly, remember to include in your next update. And one more thing, I'd like to ask you to 're-include' the older SSG (black one with Duke's icon on it's side) even though it doesn't look 'real', I think that one fits Duke's weapons perfectly, maybe add an option to change between the newer/older one.
Artman2004
Posts: 197
Joined: Sat Aug 31, 2019 11:59 pm

Re: [RELEASE] DN3DooM - update v.1.04

Post by Artman2004 »

I feel like the pipebomb and laser tripmine carry limit is too strict. Also, do you plan on adding more stuff(i.e. weapons, monsters, items) or is there no more room for new content?
kipo
Posts: 134
Joined: Mon Oct 07, 2019 1:31 am
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Re: [RELEASE] DN3DooM - update v.1.04

Post by kipo »

Well I did try to add Lameduke's octabrain at some point, but the sprites available are so low quality, that it didn't look good in game.
Other than that, I don't know of other sources of (cool) enemies.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM - update v.1.04

Post by kadkad14 »

Thank you for waiting.
I have some urgent things to do IRL.
But I have some resources from DNA. Maybe they could be useful for you.
Spoiler:
kipo
Posts: 134
Joined: Mon Oct 07, 2019 1:31 am
Contact:

Re: [RELEASE] DN3DooM - update v.1.04

Post by kipo »

Cool stuff, although they seem kinda low res. And they don't look so hot when ported to the game either:
https://www.youtube.com/watch?v=Al6fHgYNh-8
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Carrotear
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Graphics Processor: Intel (Modern GZDoom)

Re: [RELEASE] DN3DooM - update v.1.04

Post by Carrotear »

Doesn't work with the latest gzdoom or lzdoom.
kipo
Posts: 134
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Re: [RELEASE] DN3DooM - update v.1.05

Post by kipo »

Version 1.05 released, mainly to fix the errors with the latest gzdoom 4.4.2, but also includes other new stuff and bugfixes.
Download link in the first post.

v.1.05:
Fixed errors in latest gzdoom version 4.4.2 (and it's still able to run in latest lzdoom and some older versions)
Lowered Megabrain's missile speed, made them non seeker, and lowered spash damage
Lowered Dukeinator firing streak and missile speed, increased pain chance
Lowered Firefly's fly chance and duration
Lowered Alien Sniper's missile speed, and takes slightly longer to fire
Lowered Lameduke's Captain missile damage
Increased Commander movement speed
Increased Plasma Cannon ammo capacity
Fixed enemys' grenades water bounce
Added new option for same slot weapon priority (may help the universal weapon wheel mod compatibility, or if you just want the classic doom behaviour)
Added new option to play with the old super shotgun (the black one from older versions of the mod)
Added new option to choose the portable medkit heal limit
Added missing stuff to the normal hud (new weapons, ammo, inventory, etc)
Fixed bug when spawning dukebots and holduke in shallow water
Attempted to fix some bug when retrieving dukebots
Other minor tweaks/bugfixes
Duke91
Posts: 18
Joined: Sun Jun 21, 2020 6:06 pm
Graphics Processor: nVidia with Vulkan support

Re: [RELEASE] DN3DooM - update v.1.05

Post by Duke91 »

Just tested the new version and setting the weapon slot to doom does fixes the weapon wheel, but I noticed the weapon names disappeared from the wheel, to fix that you need to open notepad and add:

ZDukePlayer
{
include "Pistol ";
rename "Pistol ", "Pistol";
include "Dual Pistol";
rename "Dual Pistol", "Dual Pistol";
include "Shotgun ";
rename "Shotgun ", "Shotgun";
include "SSG";
rename "SSG", "Super Shotgun";
include "Plasma Cannon";
rename "Plasma Cannon", "Plasma Cannon";
include "Chaingun Cannon";
rename "Chaingun Cannon", "Chaingun Cannon";
include "RPG";
rename "RPG", "RPG";
include "Pipebomb";
rename "Pipebomb", "Pipebomb";
include "Expander";
rename "Expander", "Expander";
include "Shrinker";
rename "Shrinker", "Shrinker";
include "Devastator Weapon";
rename "Devastator Weapon", "Devastator";
include "LaserTrip";
rename "LaserTrip", "Laser Tripbomb";
include "Incinerator Flamethrower";
rename "Incinerator Flamethrower", "Incinerator";
include "Freezethrower";
rename "Freezethrower", "Freezethrower";
}

Save it as PYWHEEL.txt, then add it to a zip file, rename to .pk3 and load it together with DN3Doom and universal wheel mod.
kipo
Posts: 134
Joined: Mon Oct 07, 2019 1:31 am
Contact:

Re: [RELEASE] DN3DooM - update v.1.05

Post by kipo »

Thx a lot! I added your addon to the first post so others can benefit too. I hope you don't mind.
Dieagamer101
Posts: 32
Joined: Thu Aug 24, 2017 6:14 pm

Re: [RELEASE] DN3DooM - update v.1.05

Post by Dieagamer101 »

Hi, I've been playing your mod and the ssg still reloads before switching to another weapon. I'm creating another version of my DN3Doom improved mod to fix this, but I just wanted to let you know. If your confused on what I;m talking about, this addon here is what I've been working on: https://www.moddb.com/mods/dn3doom/down ... m-improved
Duke91
Posts: 18
Joined: Sun Jun 21, 2020 6:06 pm
Graphics Processor: nVidia with Vulkan support

Re: [RELEASE] DN3DooM - update v.1.05

Post by Duke91 »

kipo wrote:Thx a lot! I added your addon to the first post so others can benefit too. I hope you don't mind.
Feel free to use it, I think it's even better you had put it in the front page to help those that play with joysticks.

As for the weapons, I think a good one to add (if you're planing to add more in the future) is the n64 plasma cannon, which would share the same ammo from the Lameduke's plasma cannon.

Another thing that would make this mod even more awesome (not a request, just something that came on my mind), would be something similar to Smooth Doom, at least for Duke's sprites, as I think for enemies must take much more time to be done. I'll be keeping an eye in the next updates.
kipo
Posts: 134
Joined: Mon Oct 07, 2019 1:31 am
Contact:

Re: [RELEASE] DN3DooM - update v.1.05

Post by kipo »

Dieagamer101 wrote:Hi, I've been playing your mod and the ssg still reloads before switching to another weapon. I'm creating another version of my DN3Doom improved mod to fix this, but I just wanted to let you know. If your confused on what I;m talking about, this addon here is what I've been working on: https://www.moddb.com/mods/dn3doom/down ... m-improved
Yeah I saw the bug, thx for letting me know.
Dieagamer101
Posts: 32
Joined: Thu Aug 24, 2017 6:14 pm

Re: [RELEASE] DN3DooM - update v.1.05

Post by Dieagamer101 »

kipo wrote:
Dieagamer101 wrote:Hi, I've been playing your mod and the ssg still reloads before switching to another weapon. I'm creating another version of my DN3Doom improved mod to fix this, but I just wanted to let you know. If your confused on what I;m talking about, this addon here is what I've been working on: https://www.moddb.com/mods/dn3doom/down ... m-improved
Yeah I saw the bug, thx for letting me know.
Never mind, I fixed it. Check my DN3Doom improved mod on your Moddb page. It should be next to your mod.
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