Your Name: Lieutenant John Doom. Your Mission:
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.
Re: JohnnyDoom - I change the title when there's updates
That’s a wise move. Well good deal, good to know! I edited the first post to say that 4.0 can work but might not and to downgrade if you have troubles. Thanks for the feedback.
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Re: JohnnyDoom - I change the title when there's updates
Hey man, I'm here from the DMM vid too lol - seem to be having some trouble loading wads other than doom 1 & 2. Even tried Jenesis - if I load just JohnnyDoom in the External Files in ZDL it it won't launch, if I load JD and Doom 1 after it it'll launch with missing textures, and if I load Doom 2 after it just launches Doom 2 lol I seem to remember launching .pk3s with Doom 2 after in the external files would fix missing texture issues back in the day but can't seem to figure this out. Using GZ 3.7.0
Re: JohnnyDoom - I change the title when there's updates
Hey bud! No need to use launchers, the easiest way is to make a batch file. Open up notepad, and paste exactly this in there:
gzdoom.exe -iwad doom2.wad -file jenesis.wad -file johnnydoomfinal.pk3
Then save as and name it something like "johnnyjenesis", and save that txt file to the same folder as gzdoom.exe. Then rename the file, backspace over the .txt and change it to .bat, then double click and BOOM you're in business! Then whenever you want to play a different wad, right click on the .bat file and click edit, and backspace over jenesis.wad and put the name of whatever other wad or pk3 you want to play. Easy peasy. ALSO always remember to load johnnydoomfinal.pk3 last. Make sure it's always all the way to the right.
gzdoom.exe -iwad doom2.wad -file jenesis.wad -file johnnydoomfinal.pk3
Then save as and name it something like "johnnyjenesis", and save that txt file to the same folder as gzdoom.exe. Then rename the file, backspace over the .txt and change it to .bat, then double click and BOOM you're in business! Then whenever you want to play a different wad, right click on the .bat file and click edit, and backspace over jenesis.wad and put the name of whatever other wad or pk3 you want to play. Easy peasy. ALSO always remember to load johnnydoomfinal.pk3 last. Make sure it's always all the way to the right.
Last edited by johnny on Mon Apr 29, 2019 7:49 pm, edited 1 time in total.
Re: JohnnyDoom - I change the title when there's updates
Alright! Updates again!
- Added 15 extra seconds to the powerup time length. They felt like they ended just a teensy bit too fast.
- Added two new vanilla powerups, reflection (damage inflicted upon you is reflected back times 5) and regeneration (5 health regenerated per second). The vanilla powerups felt really lacking, especially considering the fact that bullshit invisibility was one of them. Now they are dope.
- Made multikills go up to X15 (I've been playing slaughtermaps a lot still)
- Redid the FAQ to make it more readable
- Added more sound variety to the enemies (mix of PSX and regular doom)
- Made the baron, knight, and cyber knight have less health because they were bigtime bullet sponges
- Renamed the berserk powerup to "rip & tear" because people were thinking it affected the melee damage. It does not! It's its own weapon (slot 1)!
And I went ahead and made a new video since I know I pass on mods with no video in the OP all the time. CHECK IT OOOOOUUUUUUUUUUUUUTTTTT
Exciting parts:
4:29 exploding headshots
6:29 no reloads
9:42 chainsaw
13:50 mastermind chaingun
15:39 getting another powerup and high score with the mastermind chaingun
17:06 berserk MADNESS
18:01 berserk caco INSANITY
18:54 vanilla weapons
- Added 15 extra seconds to the powerup time length. They felt like they ended just a teensy bit too fast.
- Added two new vanilla powerups, reflection (damage inflicted upon you is reflected back times 5) and regeneration (5 health regenerated per second). The vanilla powerups felt really lacking, especially considering the fact that bullshit invisibility was one of them. Now they are dope.
- Made multikills go up to X15 (I've been playing slaughtermaps a lot still)
- Redid the FAQ to make it more readable
- Added more sound variety to the enemies (mix of PSX and regular doom)
- Made the baron, knight, and cyber knight have less health because they were bigtime bullet sponges
- Renamed the berserk powerup to "rip & tear" because people were thinking it affected the melee damage. It does not! It's its own weapon (slot 1)!
And I went ahead and made a new video since I know I pass on mods with no video in the OP all the time. CHECK IT OOOOOUUUUUUUUUUUUUTTTTT
Exciting parts:
4:29 exploding headshots
6:29 no reloads
9:42 chainsaw
13:50 mastermind chaingun
15:39 getting another powerup and high score with the mastermind chaingun
17:06 berserk MADNESS
18:01 berserk caco INSANITY
18:54 vanilla weapons
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Re: Your Name: Lieutenant John Doom. Your Mission:
Hey, thanks for the tip! New update looks fookin' sweet too
- thedeathrunner123
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Re: Your Name: Lieutenant John Doom. Your Mission:
That video gave me a weird feeling of deja-vu, like I had seen it all before. Musta been the Two Steps From Hell playing in the background.
Re: Your Name: Lieutenant John Doom. Your Mission:
Thanks dudes! And lol probably because every single demo video I've ever made has been done on the same few no rest for the living levels. They're just too good! And the music is just perfect I love it.
- Slax
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Re: Your Name: Lieutenant John Doom. Your Mission:
If you say so.thedeathrunner123 wrote:Amazing.
https://imgur.com/a/aP0Kygr
- thedeathrunner123
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Re: Your Name: Lieutenant John Doom. Your Mission:
I can get a stable frame rate of 70-180 with dips every now and then, but it's flickery. As in the ms will flicker in and out as well as mouse movement isn't very smooth. I have close to the same issue with brutal pack v9 but not as bad.
- thedeathrunner123
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Re: Your Name: Lieutenant John Doom. Your Mission:
I have no recording software or else I'd take a video of this and something like gmota (same map pack) to show how the performance difference is very noticeable.
- thedeathrunner123
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Re: Your Name: Lieutenant John Doom. Your Mission:
loading issue is still there but it now runs smoothly after setting to high-performance mode on gzdoom 4.0
- Slax
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Re: Your Name: Lieutenant John Doom. Your Mission:
I kind of want the MK3 Liu Kang dragon kick sound to show up whenever you do one of those jumping forward kicks. Would get pretty obnoxious but it still fits. Those kicks are ridonculous!
Anyway, have a video.
Anyway, have a video.
Spoiler:
Re: Your Name: Lieutenant John Doom. Your Mission:
You know what? That exact idea is why the other MK3 sounds exist in this mod. I originally downloaded the MK sfx pack for that specific purpose, and got rid of it because you guessed it, it got annoying. But now... now I gotta put it back in. I think I’ll just have it play like a third of the time. Or maybe half? Idk I’ll figure it out. Fucking lol though that you said that, we are on the same wavelength here. DOPE video, I actually watched that whole thing last night. I like watching people play this who are good at it and know how to use everything and aren’t shy about throwing mass amounts of grenades. THATS WHAT THEYRE THERE FOR BABY
- The Philosopher
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Re: Your Name: Lieutenant John Doom. Your Mission:
Hello, can i run this mod in Delta Touch? because the description says it only runs on a "vintage" version of gzdoom