Carnage Galore 3, now for GZDoom - beta (update)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
Caleb26
Posts: 200
Joined: Sun Feb 07, 2010 4:53 am

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Caleb26 »

I've been waiting for ages to see chapter 3. I'm sure It'll make me to go back on reworking/remastering my Masters of Chaos megawad for Heretic. Time is the biggest issue for me right now.
User avatar
theleo_ua
Posts: 169
Joined: Sun Feb 07, 2016 11:38 am
Operating System Version (Optional): Windows 10
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Ukraine
Contact:

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by theleo_ua »

Caleb26 wrote:I've been waiting for ages to see chapter 3. I'm sure It'll make me to go back on reworking/remastering my Masters of Chaos megawad for Heretic. Time is the biggest issue for me right now.
In our Russian streamers community, Masters of Chaos is the best megawad in history. Very good news to hear about new versions, so good luck!

After Masters of Chaos, I even can't take original heretic seriously, because lack of MoC weapons. In my Heretic + Hexen Mix (HHMIX) mod, where I planned to add all weapons from original hexen and heretic (both powered and unpowered), I also added weapons from MoC, because for now I consider them same authentic as original weapons

The only thing I hope you will pay attention to, is balance and usefullness of the weapons (especially new MoC weapons), so all of them will become useful, both powered and unpowered (I doing this right now in my Heretic + Hexen Mix (HHMIX) mod, changing balance of the weapons to make useful all of them, and to remove imba from all of them (for example from wraithverge) )

GL anyway!

P.S. For any case, If you want me to stream online closed alpha versions of MoC remastered (for testing purposes for example), PM me

P.S.2. And yes, also we translated MoC to Russian (but without redrawing of titlepic). There is a chance that we also will translate Carnage Galore 3 to Russian, but no any promises for now. Also some of us already streamed Carnage Galore 3 online

P.S.3. Forgot to say: in addition to weapons, I also consider MoC monsters as authentic for heretic and hexen, so they also will be added to my HHMIX mod, something like in this document

P.S.4. Also I created HD mod, which added Hi-Res and Neural (both heretic and hexen) textures/sprites (even for Hexen textures in MoC) and 3d model of knight archer and his arrow (archer can randomly be spawned as sprite or model)

I'm very sorry to Cranage Galore author for offtopic, so if someone will want to answer this message about MoC, let's continue in MoC thread then
Viscont23
Posts: 2
Joined: Mon Mar 13, 2017 2:13 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Viscont23 »

Wow those new screenshots look cool! keep up the good work! :)
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

Alright, time for a minor update:
  • There is now an option to turn the health bars on and off at the bottom of the Options menu.
  • Made the health bars bigger to make it easier to read the text.
  • Fixed a glitch where there was a one pixel wide gap on the right side of the health bar. It wasn't noticeable in the dark, but in bright places or if you're looking at lava, it was obvious.
Link is the same as before.
Indorile
Posts: 7
Joined: Wed Jul 29, 2020 6:42 am

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Indorile »

Great job, I've been playing this mod for years and it doesn't get old. I've noticed in my most recent playthrough on the latest version (my third one hehe) that the venom gargoyles will display any text read prior on their health bar instead of names.

Le screenshot
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

Indorile wrote:Great job, I've been playing this mod for years and it doesn't get old. I've noticed in my most recent playthrough on the latest version (my third one hehe) that the venom gargoyles will display any text read prior on their health bar instead of names.

Le screenshot
That is most peculiar. I tried to replicate that, but I can't seem to do it. Did you first notice it on that map or earlier? You first see that enemy early on in the first hub.
User avatar
CBM
Posts: 373
Joined: Wed Oct 09, 2019 3:39 am
Graphics Processor: nVidia with Vulkan support
Location: The Shores of Hell

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by CBM »

cool, I always hated that vanilla hexen only had a few weapons for each class
Indorile
Posts: 7
Joined: Wed Jul 29, 2020 6:42 am

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Indorile »

Ichor wrote:
Indorile wrote:Great job, I've been playing this mod for years and it doesn't get old. I've noticed in my most recent playthrough on the latest version (my third one hehe) that the venom gargoyles will display any text read prior on their health bar instead of names.

Le screenshot
That is most peculiar. I tried to replicate that, but I can't seem to do it. Did you first notice it on that map or earlier? You first see that enemy early on in the first hub.
It was fine on first sighting of venom gargoyle, but after I've read a story book, or a sign it got messed up. I think it started by reading a "church" sign in the swamp town at hub 1.
Also I remember playing some older version and there were unfinished levels of a third hub, any particular reason why this got removed in the newer versions?
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

Well, it was incomplete so I removed it (just two really old maps). When the third hub is done (1 1/2 maps left to go), I will add the whole thing again.

And as for that glitch, I'll try to figure it out now that you narrowed it down some.
Indorile
Posts: 7
Joined: Wed Jul 29, 2020 6:42 am

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Indorile »

So my 100% repro steps. Start with cleric on Pope difficulty, type in satan and nra so you can glide through. Get the books, open the gate, go right to Town of Othir. Venom gargoyle will be called "To the library".
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

Indorile wrote:So my 100% repro steps. Start with cleric on Pope difficulty, type in satan and nra so you can glide through. Get the books, open the gate, go right to Town of Othir. Venom gargoyle will be called "To the library".
Ok, now that I've seen it for myself, it's time to find out what the cause of it is.
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

And just like that, the problem has been fixed.

The problem wasn't with the cleric, but with the difficulty, and only with the venom gargoyle. In more technical terms, most monsters have a second variant for the sixth skill level. However, there is a third variant of venom gargoyle for the fifth difficulty, and I simply overlooked that in the health bar script.

Of course, since I did modify the ACS script, it will likely render your save games unplayable.

https://www.dropbox.com/s/4kj72d0yosmwrv3/cg3_ch2.pk3?dl=0
Indorile
Posts: 7
Joined: Wed Jul 29, 2020 6:42 am

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Indorile »

Glad to hear it was an easy fix :) I've also wanted to ask about the second weapon for the first slot, as far as I can tell the only way now to obtain them is through nra cheat, is there a plan to have it be collectible somewhere or?
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

Oh those three. I haven't exactly decided when they will be appearing (either very late in the third or early in the fourth), but they will appear.
User avatar
Ichor
Posts: 1784
Joined: Wed Jul 23, 2003 9:22 pm

Re: Carnage Galore 3, now for GZDoom - beta (update)

Post by Ichor »

And now for another minor update:
  • Using the malison scroll more than once on an enemy should no longer cause multiple overlapping curse effects.
As for the progress, I'm roughly 1/2 or 1/3 of the way done with the Forge, which isn't going to be a very large map compared to some of the others in the hub. After that's done, there's just one map left to go.
Post Reply

Return to “TCs, Full Games, and Other Projects”