Doom Enhanced Released - Final Finished Build!

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Kinsie
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Post by Kinsie »

Cptschrodinger wrote:Heh, I crashed the game in Dark7 map03 by typing "Kill monsters" in the console. They all seemed to be in "Ludicrous gibs!" mode too.
Yeeeeah, try not to use the Kill Monsters cheat. I'd try and find a nice solution, but, well, it's a cheat.
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Post by Cptschrodinger »

Not reporting it, I just thought it was funny. And strange that I got the "Ludicrous gibs!" message 14 times in a row...
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DBThanatos
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Post by DBThanatos »

OK i finally played this one and I have to say:

awesome!!!

I tried it only with standar doom2 wad, but i think ill try with some weapon mods to make this even more entretaining! :D


Good work Kinsie


DBT
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Matt
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Post by Matt »

Kinsie wrote:Yeeeeah, try not to use the Kill Monsters cheat. I'd try and find a nice solution, but, well, it's a cheat.
Two pages ago, Vaecrius wrote:A_CheckSight
On another note... am I the only one who can't select the pistol?
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Enjay
 
 
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Post by Enjay »

Vaecrius wrote:Hence running for cover, since that's what A_CheckSight checks.
True, but other checks must take place too.
eg Kill all the monsters and, even if you can't see the result, the game may slow considerably on some levels.
eg2 on my Thief level, when you switch off the particle effects you notice the game speeding up even if the particle effects were nowhere near the player at the time.
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Ryan Cordell
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Post by Ryan Cordell »

.. what, if the A_CheckSight is called, just jump to a state with no darn gore spewing out. =/
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Post by Gez »

When playing TUTNT, there was one level where a monster escaped me! I searched and searched on all the map, never finding it. Damn! I had 100% of secrets and items, so I was reasonnably sure I had found everything, and yet there was a monster out there, mocking me with its continued survival! This would not stand. A couple of IDDTs later, I found it, in the void behind the walls. Knowing it was a bug, I consoled "kill monsters" to remove its offending presence and finish the level already.

Well, it was just one monster that was gibbed, and it was out of sight, but the computer crawled to a standstill, as the automap tried to bother showing the impressive cloud of triangles around the dead monster.

After a while, most triangles disappeared and hitting TAB to toggle off the automap was possible again.
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TheDarkArchon
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Post by TheDarkArchon »

Vaecrius wrote:
Kinsie wrote:Yeeeeah, try not to use the Kill Monsters cheat. I'd try and find a nice solution, but, well, it's a cheat.
Two pages ago, Vaecrius wrote:A_CheckSight
On another note... am I the only one who can't select the pistol?
It happened to me once: You needed to load the items WAD on top of the main WAD and not vice versa.
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doomjedi
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Post by doomjedi »

Gas Snake wrote:Can you add a feature for kicking body parts like heads in Blood?
Heh, that could be fun :)
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Post by Ryan Cordell »

doomjedi wrote:
Gas Snake wrote:Can you add a feature for kicking body parts like heads in Blood?
Heh, that could be fun :)
That, and it doesn't take much anywho, you'd need to have atleast some rotational frames (For better effect), a decorate actor, where in it's Melee state (Has to be a monster, though.) it calls out an ACS script.

That ACS script should determine the player's angle (and position?), ThrustThing the head through the bitshift with varying power.

I've tried to make a 'Greater speed = Great power' and so on kind of deal, but it didn't work out right.
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Post by Matt »

TheDarkArchon wrote:It happened to me once: You needed to load the items WAD on top of the main WAD and not vice versa.
I see. Would there happen to be any way to set load order for two wads in a zip?
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hitmanx
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Post by hitmanx »

rightclick drag the non items one first, (this is how i load wads, just right click and drag/drop the wad onto gzdoom.exe :)
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Post by TheDarkArchon »

hitman: Read the question again: The two WADs are inside a single zip presumably to eliminate multiple drag & dropping/using a two WAD command line.

Vaecrius: Look inside the ZIP and see which WAD appears first. AFAIK, ZDoom loads things as they appear in the zip.
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Kinsie
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Post by Kinsie »

Doom Enhanced R3

Again a tiny, but very useful update.

- Mass gibbing seems much less framerate-heavy thanks to some CheckSight optimisation (thanks Vaecrius!). doing a "Kill Monsters" at the start of MAP29 only gives a brief stutter for me. The mysterious framerate murdering Spidey issue in MAP06 still exists though...
- Mancubus and hitscan monsters now have decals again.

I think I'm close to finished, as I'm not 100% sure what to add next. Maybe some punched up bulletpuffs? I don't know.
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TheDarkArchon
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Post by TheDarkArchon »

There's another thing I've forgotten to mention: Fisting walls causes ricochet sounds to occur.

Also, the casings seem kinda meh to me. The player never really gets to see them unless they've hit the ground and when they do appear, they only have 2 rotations and look kinda unnatural when spinning in the air. Also, you might want to consider using the gravity property so the casings aren't too elastic when bouncing. 0.4 seems to be a good value for casings when I use them.
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