[RELEASE] DN3DooM - update v.1.08c

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Duke91
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Duke91 »

Good to see you're still improving this awesome mod. I just made a 4x HD/Upscale of all sprites:

https://drive.google.com/file/d/1PIYfHA ... XxwcD/view
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wran
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Re: [RELEASE] DN3DooM - update v.1.06

Post by wran »

This is really fantastic stuff, probably my favourite mod after the latest update. :D
kipo
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Re: [RELEASE] DN3DooM - update v.1.06

Post by kipo »

Thanks everyone for the kind words.
Duke91 wrote:Good to see you're still improving this awesome mod. I just made a 4x HD/Upscale of all sprites:

https://drive.google.com/file/d/1PIYfHA ... XxwcD/view
That's really awesome! I added it to the first post.
Btw, there's no need to unpack anything, you can just load it after dn3doom and it works too.
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Vostyok
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Vostyok »

Awesome update!

I've had a lot of fun playing this with the Hellbound wad, which, with it's mix of outdoor, city, sewer and factory maps, is a perfect match in my opinion. Even has a bunch of Duke music thrown in.
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-Ghost-
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Re: [RELEASE] DN3DooM - update v.1.06

Post by -Ghost- »

Nice work on the HD upscale! One tweak though, might want to adjust the babe faces, they're a little nightmare fuel right now. :P

I think a little more variety in the pickup sounds and such would be nice too, as a minor detail. So different ones for different ammo, weapons, etc.
kipo
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Re: [RELEASE] DN3DooM - update v.1.06

Post by kipo »

Vostyok wrote:I've had a lot of fun playing this with the Hellbound wad, which, with it's mix of outdoor, city, sewer and factory maps, is a perfect match in my opinion. Even has a bunch of Duke music thrown in.
Good call! Hellbound blends well with the mod.
-Ghost- wrote:I think a little more variety in the pickup sounds and such would be nice too, as a minor detail. So different ones for different ammo, weapons, etc.
Could be, I believe in Duke only the weapons had different pickup sounds.
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-Ghost-
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Re: [RELEASE] DN3DooM - update v.1.06

Post by -Ghost- »

Yeah, I might be getting it mixed up with some of the later Duke mods like DukePlus, but I think it'd still work well here since this is pretty much Vanilla+ with the extra content as well.
Valken
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Valken »

I am glad this popped up and just watched Mr. Icarus' video. Great work on this!
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Neccronixis
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Neccronixis »

Getting a crash when using the freeze thrower:
Crash.png
Would you consider adding an option to disable bullet tracers and sparks in a future update?
kipo
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Re: [RELEASE] DN3DooM - update v.1.06

Post by kipo »

That's odd, I cannot replicate that bug.
The crash seems legit, although probably not from the freezethrower. Do you happen to know the exact circumstances of that happening? Are you using other mods?

About the tracers and sparks, not for the moment. You probably mean your own bullet tracers right? or do you mean turning the enemies into hitscans again?
edgymemester
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Re: [RELEASE] DN3DooM - update v.1.06

Post by edgymemester »

Neccronixis wrote:Getting a crash when using the freeze thrower:
The attachment Crash.png is no longer available
Would you consider adding an option to disable bullet tracers and sparks in a future update?
Same. I was on map 27 shooting a firefly trooper + rail gun alien with the freeze thrower and got this error.
crash.png
Also, the flamethrower burns you went you walk forward while firing it.
kipo
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Re: [RELEASE] DN3DooM - update v.1.06

Post by kipo »

Thanks for the bug reports, I fixed it (I hope).
Please download the file again.
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Neccronixis
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Neccronixis »

kipo wrote:About the tracers and sparks, not for the moment. You probably mean your own bullet tracers right? or do you mean turning the enemies into hitscans again?
Yes, I mean the player bullet tracers and sparks generated by bullet impacts. It's not a big deal as I just usually delete Tracer1.png and tracer.md3
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Xada
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Re: [RELEASE] DN3DooM - update v.1.06

Post by Xada »

Loving this mod, especially after the re-tweaking of enemy damage. Some of the new features are really cool.

One major issue I have not seen brought up however is a lot of sounds do not start with zero-crossing in mind which is VERY harsh on the ears on a lot of setups. Many sounds including Duke's use-fail play a loud "POP" at the beginning as a result. You'll want to hone in on the sounds to fade out the first few ticks to ramp into the sound where this occurs.

At any rate, hoping to see more updates in the future!
kipo
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Re: [RELEASE] DN3DooM - update v.1.06

Post by kipo »

My setup is just standard, I don't feel the pop sounds. How can I tell if the sound has this issue?
I have audacity for visual cues.
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