Doom Enhanced Released - Final Finished Build!
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.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
It's that time again, kiddlets!
Doom Enhanced R6
NEW STUFF!
- Improved version of Blade's torch flares - now they apply to lamps and follow their source when they're on a lift (see: map20, map29), and the GL dynamic light comes from the flare and not the object.
- Baron and Caco now have approprite gore effects upon death.
BUGS AND STUFF
- Due to my no doubt hacky method of keeping flares with their sources, lights flicker a bunch. This isn't so bad with, say, torches, but with lights it's a little odd. Not sure how to fix this, and I want to warn people who are overly sensitive to this sort of thing. (Although if you are, why are you playing Doom?)
- Baron and Caco kibble creates red blood instead of green or blue. This could be fixed, but it'd involve a stupid workaround and it's such a tiny detail that I actually don't care. I kinda wish that the "bloodcolor" property affected blood objects spawned with A_SpawnItem or other not-shot-in-the-face means, but oh well.
- Not actually a bug, but I'm now officially 21 as of about half an hour ago. Go me!
TO DO:
- Fix lamp dynamic light flickering if I can be arsed.
- Wait for new public Skulltag build to come out with dynamic states support (or annoy someone into leaking me an internal build)
- Add enhancement effects to Skulltag stuff! (Although this will probably be a seperate wad to disable my standing animation frame)
Doom Enhanced R6
NEW STUFF!
- Improved version of Blade's torch flares - now they apply to lamps and follow their source when they're on a lift (see: map20, map29), and the GL dynamic light comes from the flare and not the object.
- Baron and Caco now have approprite gore effects upon death.
BUGS AND STUFF
- Due to my no doubt hacky method of keeping flares with their sources, lights flicker a bunch. This isn't so bad with, say, torches, but with lights it's a little odd. Not sure how to fix this, and I want to warn people who are overly sensitive to this sort of thing. (Although if you are, why are you playing Doom?)
- Baron and Caco kibble creates red blood instead of green or blue. This could be fixed, but it'd involve a stupid workaround and it's such a tiny detail that I actually don't care. I kinda wish that the "bloodcolor" property affected blood objects spawned with A_SpawnItem or other not-shot-in-the-face means, but oh well.
- Not actually a bug, but I'm now officially 21 as of about half an hour ago. Go me!
TO DO:
- Fix lamp dynamic light flickering if I can be arsed.
- Wait for new public Skulltag build to come out with dynamic states support (or annoy someone into leaking me an internal build)
- Add enhancement effects to Skulltag stuff! (Although this will probably be a seperate wad to disable my standing animation frame)
I can leak you one. Here's what you have to do first, though:Kinsie wrote:- Wait for new public Skulltag build to come out with dynamic states support (or annoy someone into leaking me an internal build)
1. You've gotta register an account on the Skulltag forum, if you don't already have one.
2. You've gotta apply to be a tester on your user control panel.
3. You gotta wait 'till you're approved.
4. You gotta go to the tester forum where you'll find a thread with URL and login/password to download the internal builds.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Correct! Doom Alpha 0.5 level 1, the "tech test" level, but I shifted around and changed some stuff.Wills wrote:Hmm... is it one of the Doom alpha levels? That nukage pool looks familiar.
I've since updated the level, adding proper deathmatch support (the bars open automatically and the exit door won't open) and an extra secret (the same place as the secret in the original).
Applied for Skulltag testing, fixing some bugs (techlamps no longer animate, but also no longer spaz out like an epiletic's worst enemy), working on map02 of betamap, life is good.
- The NUtcracker
- Posts: 843
- Joined: Sun Jan 14, 2007 9:12 pm
- Location: South Dakota
- Contact:
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
http://www.megafileupload.com/en/file/1 ... 6-rar.html
EDIT: I'm not sure, if this is a good site to upload files... (Savefile didn't work for me)
EDIT: I'm not sure, if this is a good site to upload files... (Savefile didn't work for me)
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Use this sound for the Caco's bite. 

- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Heh.
As far as development on this goes, I've been doing some work on a version for Skulltag. I haven't publicly released it because it requires an internal testing build and thus is useless to most people, but here's what I've done so far:
- Removed the "standing still" sprite to avoid screwing up player skins
- Converted all gibbings to SpawnItemEx to make all gibs clientside to avoid server lag.
- Removed Ludicrous Gibs.
- Added the various little weapon tweaks (pickup/select sounds, casings etc.) for the Minigun (cheers to Torm and friends for the UTNT minigun code, will add more specific credit before release), railgun, grenade launcher and BFG10k.
- Made shell casings, lamp flares and other such effects clientside.
Next I'll probably try and convert the ST monsters to decorate... FUN.
As far as development on this goes, I've been doing some work on a version for Skulltag. I haven't publicly released it because it requires an internal testing build and thus is useless to most people, but here's what I've done so far:
- Removed the "standing still" sprite to avoid screwing up player skins
- Converted all gibbings to SpawnItemEx to make all gibs clientside to avoid server lag.
- Removed Ludicrous Gibs.
- Added the various little weapon tweaks (pickup/select sounds, casings etc.) for the Minigun (cheers to Torm and friends for the UTNT minigun code, will add more specific credit before release), railgun, grenade launcher and BFG10k.
- Made shell casings, lamp flares and other such effects clientside.
Next I'll probably try and convert the ST monsters to decorate... FUN.
Have you stopped the shell casings bouncing eternally in deeps water?
Also, I gibbed a couple of demons near some deep water and their bits landed in the water and bounced forever, squelching every time they changed direction. Bad enough but, being Doom, you could only see them if you were below the water so there was this random squelching noise with no obvious cause every time you were near the pool.
Using A_Countdown to force items to die after a certain time cures the issue.
Also, I gibbed a couple of demons near some deep water and their bits landed in the water and bounced forever, squelching every time they changed direction. Bad enough but, being Doom, you could only see them if you were below the water so there was this random squelching noise with no obvious cause every time you were near the pool.
Using A_Countdown to force items to die after a certain time cures the issue.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Yeah this bugged me too but I wasn't sure how to fix it. I'll look at it.Enjay wrote:Have you stopped the shell casings bouncing eternally in deeps water?
Also, I gibbed a couple of demons near some deep water and their bits landed in the water and bounced forever, squelching every time they changed direction. Bad enough but, being Doom, you could only see them if you were below the water so there was this random squelching noise with no obvious cause every time you were near the pool.
Using A_Countdown to force items to die after a certain time cures the issue.