Doom Enhanced Released - Final Finished Build!

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Ryan Cordell
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Post by Ryan Cordell »

Gas Snake wrote:Can you add a feature for kicking body parts like heads in Blood?
I'm pretty sure this is possible (I remember Blade posting about something like it for his mod), I might look into it.[/quote]

I'd love to have posted my latest version, however, I lost it in a shitty cheap ass disk crash (or disk boot failure thereof.), so I can't provide the zombie football mod. Try rummaging around Demon Wars, I guess. :(
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Kinsie
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Post by Kinsie »

Forsooth, an Update!
(A tiny one, but one regardless)

Doom Enhanced R2 (Sorry about the Sendspace)

CHANGES:
- Decals actually work. Except with Mancubus fireballs, I only remembered just after uploading and it's like two in the morning.
- Berserker pack works as intended.
- Updated the text file to credit some folks I forgot. Whoops!
and doesn't amazingly lag computers whenever you kill a cyberdemon
While I'm at it, should I tone down the boss deaths? I made them over the top due to their relative scarcity compared to other monsters, but if it screws the framerate too badly for people, let me know.
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Matt
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Post by Matt »

How about some A_CheckSight checks so people can run behind cover before the lag hits them?
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Enjay
 
 
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Post by Enjay »

It might not be seeing them that causes the problem. Just having a load of actors all having calculations done for them can slow things down - whether you can see them or not. In saying that, the boss deaths don't cause me a problem - and I like them.
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Cutmanmike
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Post by Cutmanmike »

Cyberdemon death lags like hell for me on map20
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Project Shadowcat
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Post by Project Shadowcat »

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Enjay
 
 
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Post by Enjay »

Suggestion for the shell casings and any similar items - give them a mass less than 10. This means they will make the smaller splash defined for any given terrain. This is important if using the mod with my footfall terrain definitions (which a few people have used in their own WADs). The reason being is that the small splashes in my WAD are silent but the normal splashes make boots-hitting-the-ground noises. This is to allow things like blood splats and bullet puffs to hit the ground and not make a boot noise. With your shells ATM, when a bunch of them land it sounds like a platoon of soldiers running around.

An additonal problem for shell casings: they can end up bouncing backwards and forwards forever (including making their bounce noise) if they land in deep water. I suggest using a countdown pointer to ensure that they are "killed" after a certain time period.
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Pelle123
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Post by Pelle123 »

I somehow can't run this... I get this error message:

Image
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KeksDose
 
 
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Post by KeksDose »

GZDoom 1.0.25 for the win.
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Enjay
 
 
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Post by Enjay »

Isn't 1.0.22 like 9 months old or something? Get the new one. (1.0.25 like KeksDose said.)
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Pelle123
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Post by Pelle123 »

Yeah i don't know how but i've forgot updating it... :oops:

thanks for the tip :wink:
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Juan "JacKThERiPPeR
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Post by Juan "JacKThERiPPeR »

Or I might say that it works for me in the latest ZDoom SVN Build.

Also: you may add burnable trees. I saw it in a wad long time ago. Or malfunction electric bolts for the Cyberdemon death. It can be cool.
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Ryan Cordell
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Post by Ryan Cordell »

Burnable and shootable trees, no less. :P
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Pelle123
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Post by Pelle123 »

Omg :shock:

This is something really cool :o Was it allowed to use this in my own projects? Im gonna maybe use it in one of my projects if it is! :P
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Enjay
 
 
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Post by Enjay »

Am I right in saying that pools of nukage make ambient "acid bubbling" noises? If so, how is that done?
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