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Re: [3DGE] Doom Forever REDUX (2016)
Posted: Tue Aug 16, 2016 2:14 am
by Wiw
Coraline wrote:Yeah, its the patchset I packed in. Can be easily replaced with another if you'd like

Yeah, that'd probably help.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Wed Aug 17, 2016 1:28 am
by Velaron
Good to see people are making mods for 3DGE, the engine has potential, but it seems to be underrated.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Wed Aug 17, 2016 3:04 am
by CeeJay
Mars873 wrote:Good to see people are making mods for 3DGE, the engine has potential, but it seems to be underrated.
I've always found the engine easy and comfortable to mod for and I keep figuring new things out or new ways of doing certain things, which keeps it interesting for me. From a technical standpoint the engine is a little limited in some areas compared to other ports, but hopefully that will soon change. I feel like I'm raping the crap out of it sometimes to achieve certain effects (Duke it Out in Doom is a prime example of this).
moddb page is up:
http://www.moddb.com/mods/doom-forever-3dge-mod
Re: [3DGE] Doom Forever REDUX (2016)
Posted: Thu Aug 18, 2016 12:02 am
by Coraline
Wiw wrote:Coraline wrote:Yeah, its the patchset I packed in. Can be easily replaced with another if you'd like

Yeah, that'd probably help.
Well, since 2.1.0x I no longer pack in patchsets in any of the builds. You can, however, find another Timidity patchset yourself (there are quite a few to choose from), each offering different sounding instruments. I picked the pack-in because it was small and sounded closest to DOOM's lo-fi DOS ost, but a normal patchset is a bit larger in total size, thus higher-quality and better-sounding patches.
If you do find a GUS patchset, make sure they are extracted to your 8MBGMPAT folder (just delete everything inside of it first, I don't recommend overwriting anything) and load up the game.
Mars873 wrote:Good to see people are making mods for 3DGE, the engine has potential, but it seems to be underrated.
Thank you for the kind words! =)
Ceejay is a master-modder, and even impresses me with what he can pull off with 3DGE

Re: [3DGE] Doom Forever REDUX (2016)
Posted: Thu Aug 18, 2016 12:28 am
by CeeJay
Coraline wrote:Ceejay is a master-modder, and even impresses me with what he can pull off with 3DGE

Thank you for your kind words. Weather here is dark gloomy with a chance of rain, so that certainly made my day feel a little better.
Really hoping that WEAKNESS issue can be sorted out soon so I can re-instate headshots into the mod.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sat Sep 03, 2016 3:17 pm
by VGA
Shiiieeet I had forgotten about this, I have been playing everything with Doom Retro. Now that the new 3DGE version is out I'm going to start a mapset with this!
I see you rebalanced it. If I remember correctly close-up shotgun shots were obliterating me and making my life miserable in some maps, really broke the difficulty as intended by the map maker and I am not a good enough player to compensate
Even those goddamn torches were eating my health. Oh and ricochets when shooting a wall close up. And 3DGE had that bug where it would waste health items even when at 100% health aarrghhhh
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sat Nov 12, 2016 8:35 am
by CeeJay
Back in action
Mod's been updated, check out moddb page.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Tue Nov 15, 2016 12:09 pm
by VGA
Looks great and generally plays well. But I cannot really play like this, the balance is raped hard, if two cacos get the player in a corner, you are screwed. If a Baron decides to use his secondary attack in a close combat. you are screwed. Playing pwads with this mod on HMP makes them harder than vanilla on Ultraviolence.
EDIT: Or it's because I am a scrub

Re: [3DGE] Doom Forever REDUX (updated)
Posted: Tue Nov 15, 2016 9:38 pm
by CeeJay
The fireballs from their spread attack does a little less damage if I remeber correctly. Could probably fine-tune it a little more.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sun Aug 27, 2017 11:54 am
by CeeJay
Things have been slow lately and I've been bored, so I polished up this thing. Probably two-three times since I posted here last.
Head on over to
http://www.moddb.com/mods/doom-forever-3dge-mod and snag a copy.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sat Jan 27, 2018 5:46 pm
by StroggVorbis
Just discovered some bugs while playing around with the latest 3DGE devbuild.
-When loading a savegame, an imp attacking you in melee range causes the game to freeze.
-The chainsaw's thrust altfire loops forever after killing an enemy with it. You will be flung around the map and the screen blood splatter animation also repeats itself.
-After messing around with the console and the EDGE2.cfg and accidently setting ddf_strict, lax and quiet to true, I noticed that were were three typos in your files. DDFSFX contains one instance of SINGULARITY instead of SINGULAR and DDFATK has one instance of NOZBUFFE instead of NOZBUFFER and NOSHADOWR instead of NOSHADOW.
Encountered on EDGE-2.1.0pre-474-gabede00.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sun Jan 28, 2018 11:41 am
by CeeJay
DabbingSquidward wrote:Just discovered some bugs while playing around with the latest 3DGE devbuild.
-When loading a savegame, an imp attacking you in melee range causes the game to freeze.
-The chainsaw's thrust altfire loops forever after killing an enemy with it. You will be flung around the map and the screen blood splatter animation also repeats itself.
-After messing around with the console and the EDGE2.cfg and accidently setting ddf_strict, lax and quiet to true, I noticed that were were three typos in your files. DDFSFX contains one instance of SINGULARITY instead of SINGULAR and DDFATK has one instance of NOZBUFFE instead of NOZBUFFER and NOSHADOWR instead of NOSHADOW.
Encountered on EDGE-2.1.0pre-474-gabede00.
With latest versions of 3DGE, I've noticed compatibility issues with all mods i've tried. I've no idea what is going on.
As for the typos in DDFSFX, that I can fix. The IMP melee bug requires some investigating.
Thanks for pointing these out, glad to hear people still play my mods.
Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sun Jan 28, 2018 4:06 pm
by VGA
I also intend to start playing Doom 4ever soon, please fix stuff

Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sun Jan 28, 2018 5:28 pm
by StroggVorbis
One important thing I forgot. I know this one's not your fault since 3DGE doesn't support individual reloads (yet), but in the latest version, you made the shotgun reload as many shells as were fired, which is nice and also more realistic. The only problem is, when you have to reload 8 shells at once and are cornered by, say, pinkies, you're done for. As long as the reload animation plays, you're unable to fire or switch weapons. Seeing as the fire animation is about as fast as the vanilla shotgun, the reloading mechanic works in the player's disfavour, as it's ultimately slower than the original. So, for the time being I see no problem with reverting the change to it loading 2-3 shells no matter how many were fired, or provisorily making it magazine-fed.
EDIT: The barrels' radius seems to be wider than normal, so the only way to beat MAP23: Barrels O' Fun is by jumping, as you cannot run past them. What makes this worse is that 3DGE's gravity setting only takes effect when a new game is started. So if the gravity is set too high, you can't jump over them and the only workaround is to pistol-start the map.
Also, zombieman rifles give 10 bullets instead of the original 5 for dropped clips. Just asking if this is intentional. You may have already noticed that dropped items not giving half the amount is a personal pet peeve of mine

Re: [3DGE] Doom Forever REDUX (updated)
Posted: Sun Jan 28, 2018 10:08 pm
by CeeJay
If the issues with the current version(s) of 3DGE get sorted out, I'll update the mod for sure.
Thanks for the support, guys.
EDIT:
DabbingSquidward wrote:Also, zombieman rifles give 10 bullets instead of the original 5 for dropped clips. Just asking if this is intentional. You may have already noticed that dropped items not giving half the amount is a personal pet peeve of mine

The rifle has a clip capacity of 20, so technically it is giving half.