Doom Enhanced Released - Final Finished Build!

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Enjay
 
 
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Post by Enjay »

A_Countdown certainly works for me.

I have some shell casings with a reaction time of 30 and an A_Countdown pointer in their spawn state. If they bounce normally, they go into their death state as you would expect. If they are in water, the spawn state gets repeated 30 times and then they are forced into their death state.

The only minor downside is that when they go into their death state whilst bouncing under water, the shell casings stop suddenly. So, if you are under water watching them, they will be bouncing around like mad things then suddenly halt when they are forced to "die". But I don't suppose, physics-wise, that's any worse than them bouncing eternally with perfectly elastic collisions and negligible friction like they do without this system. :)
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Kate
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Post by Kate »

I think what's going on is that friction is only being applied to the vertical plane when an object falls into water, and since they have little mass, they just don't sink, so they just simply remain at the same height, bouncing on forever between walls since there's no horizontal friction ever applied to them.
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Kinsie
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Post by Kinsie »

Well I came up with a workaround that seems a bit better - using ThrustThingZ so that bouncing objects slowly sink in water. Once they hit the ground, their bouncing antics stop.
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Zippy
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Post by Zippy »

With a combination of [wiki]A_JumpIf[/wiki] to check if the object is underwater? Because otherwise wouldn't that affect the normal bouncing behavior?
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Kinsie
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Post by Kinsie »

Zippy wrote:With a combination of [wiki]A_JumpIf[/wiki] to check if the object is underwater? Because otherwise wouldn't that affect the normal bouncing behavior?
Didn't effect it noticably to me.
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Kinsie
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Post by Kinsie »

Update!

Doom Enhanced R7

What's New?
Off the top of my head...
- Sometimes gibs will splatter against the ground instead of bouncing, for variety.
- Gibs and shell casings now have some degree of gravity underwater instead of bouncing endlessly.
- Fixed a bug where gibs wouldn't properly shoot out of some props.
- Added an altered version of the bullet debris effects from Wildweasel's Diaz mod.
- Shotguns and Chainguns dropped by Sergeants/Heavies will make a sound when they hit the ground.
- Probably some random fixes here and there.
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Cutmanmike
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Post by Cutmanmike »

Gotta remember to try this later.
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Csonicgo
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Post by Csonicgo »

The thing I would enjoy the most is more alternate deaths. It sure made Duke Nukem 3-D interesting, that's for sure. I'd love to see a bull demon stumble and fall forward (and I know there's a custom sprite from KDIZD that does just that).
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Re: Doom Enhanced Released - Beta! (Release 7)

Post by Csonicgo »

Bumping thread so I hope someone updates the Decorate code for 2.1.8
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Kinsie
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Re: Doom Enhanced Released - Beta! (Release 7)

Post by Kinsie »

Csonicgo wrote:Bumping thread so I hope someone updates the Decorate code for 2.1.8
I'll fix this soon. I have a shedload of work to crunch down on at the moment :(
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Kinsie
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R8!

Post by Kinsie »

Doom Enhanced R8

CHANGES:
- Runs on ZDoom 2.1.8 again.
- Adjusted the quit messages and sounds a bit
- Random fixes and tweaks here and there.

With any luck and barring anything drastic this'll be the last R# build before submitting to idgames.
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Matt
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Re: Doom Enhanced Released - Beta! (Release 8)

Post by Matt »

2.1.8? o_O
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Unknown_Assassin
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Re: Doom Enhanced Released - Beta! (Release 8)

Post by Unknown_Assassin »

Vaecrius wrote:2.1.8? o_O
At first I thought they were talking about the Official version, but they are talking about the SVN version.
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Kinsie
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Re: Doom Enhanced Released - Beta! (Release 8)

Post by Kinsie »

To pass the time, here's something I did at 2am when it was too hot to sleep, inspired by someone on another forum joking about doing a wad where you shoot internet memes.

Ugh.
- Replaces the chainsaw
- Video of it here
- Honestly, save yourself the download.
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Woolie Wool
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Re: Doom Enhanced Released - Beta! (Release 8)

Post by Woolie Wool »

Kinsie wrote:To pass the time, here's something I did at 2am when it was too hot to sleep, inspired by someone on another forum joking about doing a wad where you shoot internet memes.

Ugh.
- Replaces the chainsaw
- Video of it here
- Honestly, save yourself the download.
I watched the video and the music was...oh my God, what the hell is that? Some sort of disco?

Anyway, do you mind if I use parts of Doom Enhanced (gibs, weapon hit sounds, body thuds, footsteps, etc.) in my Mutiny mod? I find that they really add to the visceral, brutal effect that I wanted to achieve. Not only are you gunning down your fellow marines now, you can hear them walking around and watch their body parts fly around! :twisted:
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