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Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Jan 27, 2011 3:59 am
by Enjay
I don't see any mention of replacing the existing particle effects - ie fountains and sparks. solarsnowfall has made some excellent effects to cover these and there is also this if you are interested:

http://forum.zdoom.org/viewtopic.php?f=3&t=24632

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Jan 27, 2011 5:27 am
by Z86
Minigunner wrote:Don't forget who made the bottom half of the perkristian chaingun :P --->
Actually those are my own edits, you can compare it to yours, i'm sure you'll find small differences (like the cheesy way i rotated the lower barrels and some leftover crap still remained there - maybe some day i'll do a cleanup on these)

Image
Image

I have a smooth animated version for the DE chaingun too, if anyone's interested.. Hmm should i open my sprite edit thread in the resources?

As for particle fountains: i made these for vanilla or close to vanilla wads to be played with GZDoom and enhanced effects, but Zdoom wads also work, so i may consider using particle fountain replacers, but first priority is to get the vanilla stuff into shape.

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Jan 27, 2011 10:49 am
by Minigunner
Image
Image

...Yeah, yours look cleaner.

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Jan 27, 2011 11:44 am
by Ethril
Make sure you give objects that don't have any effect on gameplay +NOINTERACTION, so they don't waste processing time with physics checks, and if you're planning for Skulltag compatability, +CLIENTSIDEONLY, so it doesn't waste bandwidth synchronizing a million billion little particles between clients.

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Jan 27, 2011 2:08 pm
by Z86

Code: Select all

Actor VisualSpecialEffect
{
  +NOGRAVITY
  +NOINTERACTION
  +NOBLOCKMAP
  +NOTELEPORT
  +ForceXYBillboard
  +CLIENTSIDEONLY
}

Actor BouncyPhysicalThing
{
  Projectile
  Mass 1
  +DOOMBOUNCE
  +CLIENTSIDEONLY
  +NOTELEPORT
  +PAINLESS
  -NOGRAVITY
  -CANBOUNCEWATER
}
I have these as base classes for all effects, with some exceptions where the flags are added directly. I think currently it is not Skulltag compatible, but if ST catches up in versions i want it to be able to run it, and it's just generally a good habit to add these flags.

Re: Particle Fire Enhancer Mod (WIP)

Posted: Sun Jan 30, 2011 1:15 pm
by amv2k9
Oh lordy that is gorgeous looking. Especially the Lost Souls and the plasma effects. Do the droplets of fire left over from killing an LS damage you?

Re: Particle Fire Enhancer Mod (WIP)

Posted: Mon Jan 31, 2011 4:48 pm
by Z86
Nope. No changes in gameplay is one of my goals. You should be able to play it as you do the original.

Anyway i updated the OP with an extra video, showing off the Archvile in action (and the BFG for that matter).

Re: Particle Fire Enhancer Mod (WIP)

Posted: Mon Jan 31, 2011 7:21 pm
by Snow Fox
Holy snap! :O

I hope my PC manages to run that without lag, because it's awesome!

Re: Particle Fire Enhancer Mod (WIP)

Posted: Wed Feb 02, 2011 3:21 pm
by Z86
Today i decided to move away from the UTNT/Stronghold fire effects, and do my own very similar ones (to see how difficult it is, and what's the trick, and also i wanted to have my own sprites). I was able to create something very similar, but a tiny bit more firey looking. I used doom 3 fire sprites for the job. Also replaced the flares with a bit cleaner and more roundish flare.

Anyway a new video is in the OP, the newly made WolfSS guy sounds, and a preview of the pickup effects (if you're watching good enough you can see the invulnerability in the AV video too).
The new fire effect on Lost Souls
The new fire effect on Lost Souls
sss.png (241.84 KiB) Viewed 2646 times

Re: Particle Fire Enhancer Mod (WIP)

Posted: Wed Feb 02, 2011 5:31 pm
by Shadelight
Awesome!

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Feb 03, 2011 12:23 pm
by TheMistress
Is there gonna be a beta of this any soon? I really wanna play with this it looks very awesome o-o

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Feb 03, 2011 4:17 pm
by Cyberdemon531
Wow. That was amazing.

Re: Particle Fire Enhancer Mod (WIP)

Posted: Thu Feb 03, 2011 4:24 pm
by Viscra Maelstrom
Cool flame effect! I couldn't help but notice, though, is the PE taking damage from the Lost Souls flames?

Re: Particle Fire Enhancer Mod (WIP)

Posted: Fri Feb 04, 2011 5:31 pm
by Z86
Heh, yes, it's in the pain state. The flames are not supposed to do damage (everything is as in original Doom, only visuals changed). I suppose either one of his skulls bit it from behind or somewhere, or a zombieman shot it.

I'm really close to a release version now, there are only a few things remaining:
- Fixing up the HUD
- Doing something with the Floating Rock of Skull and Flames (or what) and the Candles and Skulls thingy.
- A few missing light definitions

Things that are flawed, but will stay that way for the release probably:
- Candelabra (only having one candle lit)
- Water splashes use KDiZD sprites, and are not that spectacular
- Fire trail codes are not the best. Shoot a rocket upwards, and it's fire trail will be a bit off.
- I'm not sure about some damage values. I'm using Random(3,5) for monster bullet attacks (it is mostly right, even though it has values outside the original like 4) and a plain 2 for chainsaw and fists, 20 for berserk (it feels kind of... weaker than the original, though it should be right AFAIK). I'd actually use the original code pointers, but i had to eliminate BulletPuff. Damn you, Revenant Tracer!

Re: Particle Fire Enhancer Mod (WIP)

Posted: Fri Feb 04, 2011 5:39 pm
by DBThanatos
Well, I must admit Im really looking forward for this project. :D

But the more polished, the better.