[RELEASE] DN3DooM - update v.1.08c
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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: [RELEASE] DN3DooM - update v.1.06
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
https://drive.google.com/file/d/1PIYfHA ... XxwcD/view
Re: [RELEASE] DN3DooM - update v.1.06
This is really fantastic stuff, probably my favourite mod after the latest update. 

Re: [RELEASE] DN3DooM - update v.1.06
Thanks everyone for the kind words.
Btw, there's no need to unpack anything, you can just load it after dn3doom and it works too.
That's really awesome! I added it to the first post.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
Btw, there's no need to unpack anything, you can just load it after dn3doom and it works too.
- Vostyok
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Re: [RELEASE] DN3DooM - update v.1.06
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.
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.
Re: [RELEASE] DN3DooM - update v.1.06
Nice work on the HD upscale! One tweak though, might want to adjust the babe faces, they're a little nightmare fuel right now. 
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.

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.
Re: [RELEASE] DN3DooM - update v.1.06
Good call! Hellbound blends well with the mod.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.
Could be, I believe in Duke only the weapons had different pickup sounds.-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.
Re: [RELEASE] DN3DooM - update v.1.06
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.
Re: [RELEASE] DN3DooM - update v.1.06
I am glad this popped up and just watched Mr. Icarus' video. Great work on this!
- Neccronixis
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Re: [RELEASE] DN3DooM - update v.1.06
Getting a crash when using the freeze thrower:
Would you consider adding an option to disable bullet tracers and sparks in a future update?Re: [RELEASE] DN3DooM - update v.1.06
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?
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?
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Re: [RELEASE] DN3DooM - update v.1.06
Same. I was on map 27 shooting a firefly trooper + rail gun alien with the freeze thrower and got this error. Also, the flamethrower burns you went you walk forward while firing it.Neccronixis wrote:Getting a crash when using the freeze thrower:Would you consider adding an option to disable bullet tracers and sparks in a future update?
Re: [RELEASE] DN3DooM - update v.1.06
Thanks for the bug reports, I fixed it (I hope).
Please download the file again.
Please download the file again.
- Neccronixis
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Re: [RELEASE] DN3DooM - update v.1.06
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.md3kipo 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?
Re: [RELEASE] DN3DooM - update v.1.06
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!
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!
Re: [RELEASE] DN3DooM - update v.1.06
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.
I have audacity for visual cues.