Doom Enhanced Released - Final Finished Build!

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Kinsie
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Post by Kinsie »

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)
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Post by Gez »

Kinsie wrote:- Wait for new public Skulltag build to come out with dynamic states support (or annoy someone into leaking me an internal build)
I can leak you one. Here's what you have to do first, though:

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.
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Wills
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Post by Wills »

Hmm... is that test level one of the Doom alpha levels? The nukage pool looks familiar.
Last edited by Wills on Sun Sep 30, 2007 8:41 am, edited 1 time in total.
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Kinsie
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Post by Kinsie »

Wills wrote:Hmm... is it one of the Doom alpha levels? That nukage pool looks familiar.
Correct! Doom Alpha 0.5 level 1, the "tech test" level, but I shifted around and changed some stuff.

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.
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The NUtcracker
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Post by The NUtcracker »

Can you upload it to a different service? Sendspace isn't working for me right now.
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Unknown_Assassin
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Post by Unknown_Assassin »

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)
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Enjay
 
 
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Post by Enjay »

Suggested enhancement: Zdoom allows you to allocate a bite sound to the Cacodemon (or I guess you could just DECORATE one). So, rather than have them silently munch on you, why not give it a sound?
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Tormentor667
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Post by Tormentor667 »

Using flare graphics without crediting them is not kind
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Nash
 
 
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Post by Nash »

Use this sound for the Caco's bite. :mrgreen:
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Kinsie
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Post by Kinsie »

Tormentor667 wrote:Using flare graphics without crediting them is not kind
...but I did?
doomenh.txt wrote:Blade Nightflame: Torch flare lighting effect.
I'll make it clearer in the next release (whenever that is) if it's a problem.
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Tormentor667
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Post by Tormentor667 »

Uhm... then excuse me, looks like I must have missed something O_o ... *crawls back in his cave*
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Ryan Cordell
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Post by Ryan Cordell »

Tormentor667 wrote:Using flare graphics without crediting them is not kind
I don't honestly care, you ought to credit the Epic MegaGames dudes since the flare, as I said, ORIGINATES FROM UNREAL TOURNAMENT (1999/Goty ftw.). =/
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Kinsie
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Post by Kinsie »

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.
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Enjay
 
 
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Post by Enjay »

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.
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Kinsie
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Post by Kinsie »

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.
Yeah this bugged me too but I wasn't sure how to fix it. I'll look at it.
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