[RELEASE]Doom Expanded Beta 8-5

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E.C.S
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by E.C.S »

sdk2k9 wrote:I keep on getting this error
Looks like you are using a very old version of Zdoom/Gzdoom

Download the last version from the repository here:

http://svn.drdteam.org/zdoom/
http://svn.drdteam.org/gzdoom/
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by BlueFireZ88 »

Quick announcement:

For those of you keeping track of Expanded, the Final Version should be released before or by the end of this week.

If you have any complaints, feedback, suggestions, or bug finds, please let me know ASAP!

It's recommended that you download and use Beta 8-5 (on the first post) as the basis of any of your critiques, as it's the most up to date.

Thanks for everyone whose helped out on this project and enjoy it too!
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-Ghost-
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by -Ghost- »

This is more a personal preference, but are there any other sounds you could use for the chaingun? I remember cosmetic doom used that same sound as well and I never really liked it. I think I associate it too much with Medal of Honor: Allied Assault's MG42. :P
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by BlueFireZ88 »

I wouldn't know really about that particular Medal of Honor game. I've had that particular chaingun sound as far back as I can remember with this project, and I always liked having it. There is another sound used for the Spider Mastermind which is more like the original enemy chaingun sound. You can easily copy it and rename it over the current one. It's a simple fix.
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by mckracken »

i think footsteps would be a good addition for immersiveness! (subtle ones anyway)
the imps pain hiss sounds like a pissed off teenage girl. :) maybe salvage some n64 samples?

there is a hell themed decoration thingie that hovers - looks like a pyramid with a bunch of skulls on top - adding a dynamic light under it would look nice.
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-Ghost-
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by -Ghost- »

http://youtu.be/Mw2hwvB3Cf0?t=3m15s

You can see it there if you're curious. Just a little side thing, it must be one of those common stock sounds or something. No biggie though, I can edit it myself.
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by Blue Shadow »

You may want to consider tweaking the Revenant's missiles' damage.

As it is (beta 8.5), one missile does roughly between 50 and 120 points of damage (direct + splash). That's one missile, however the monster in the mod fires two of those. So, the final damage output can be in the range of 100 to 240 points (give or take a few points), and that's a lot.

Now, I did some "field" testing, and here is what I recommend:
  • Direct damage ---> 5 * random(1, 4)
    Spoiler: In code
  • Splash damage ---> 5 * random(1, 6)
    Spoiler: In code
You can tweak these numbers as you see fit, as they're not perfect. Either ways, the missiles' power seriously needs toning down.
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by BlueFireZ88 »

mckracken:

Footsteps were a part of Expanded, but were ultimately removed in Beta 8-5. Footsteps are complicated as you either have to chose between given the player detailed footstep sounds (sounds for different surfaces) or give everything (monsters and player) individual sounds. Detail sounds are nice, but that excludes everything else, which is not very consistent. The problem with giving every character footstep sounds is that you have to have precise timing in code (which is a real bitch to do for some like the Mancubus and Arch-Vile). In the end it's really not worth dealing with until some kind of footstep coding feature gets implemented in ZDoom (which I seriously doubt will ever happen).

Already tried the PS1/64 doom sound library and I've taken everything the works ok with the original stuff. At this point there really isn't anything else to use.

That decoration already has OpenGL effects (floating rock with two skulls on it). Check out E3M4, the first room on the left. If you still don't see it, there must be something wrong with your GZDoom (out of date?).

Ghost:

I really don't hear how it's similar, except the last part with the click (which is in the chaingun sound Expanded has). It's no big deal if you use a different sound. Again, easy fix.

BlueShadow:

I guess I didn't consider normal and splash damage together (then again, I already had quite the bitch time with the Revenant in general). I thought cutting the damage down to 5 would be enough, I guess not. The random damage factor should try to replicate the originals as much as possible in this case.

Would you say these numbers are fairly accurate, as I'm not sure of the calculations which go into the damage with the Rev.
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by Blue Shadow »

BlueFireZ88 wrote:Would you say these numbers are fairly accurate
Probably, yes.

Unfortunately, when mixing direct and splash damage, plus two missiles instead of one, you can't get accurate numbers to match the original missile's. With the numbers I provided, the average damage was between 45 and 55 or so, minimum damage was between late twenties and early thirties (I don't exactly recall the number), and maximum damage was just below the 80 points marker (original Revenant missile's max damage).

You can test these numbers yourself, and adjust them accordingly if needed. As long as the average damage is between the 40s and 50s and doesn't go way beyond the 80 points marker.
mckracken
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by mckracken »

footsteps just for the doomguy would be fine. no need for different surfaces either. (see other mods)
otherwise it often feels like you are moving on rails....

and how about animating buttons and "electronic textures"? blinking lights, constant lights, i dunno :)
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by Viscra Maelstrom »

mckracken wrote:and how about animating buttons and "electronic textures"? blinking lights, constant lights, i dunno :)
they would break in WADs that has those textures replaced, and believe me when i say that there are a LOT of them out there. i'd think that even classic megawads such as the MM series, Requiem, and especially Eternall Doom would have either of those textures replaced in the mod, which would override the animated textures and make the results being not so pretty.
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by BlueFireZ88 »

BlueShadow:

Implemented the code you entered and I usually get from 30 to 40 damage on average, and 70 at max. It seems to work ok considering, though if you want to make it 40-50 and 80, what would need to be changed to make it so?
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by Zombieguy »

Well, this is pretty nice. How long have you been working on this?
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by BlueFireZ88 »

Since about February/March of 2011.
Blue Shadow
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Re: [RELEASE]Doom Expanded Beta 8-5

Post by Blue Shadow »

BlueFireZ88 wrote:Implemented the code you entered and I usually get from 30 to 40 damage on average, and 70 at max.
Hmm, I must've miscalculated it, then. That's what I get for using my brain instead of a calculator. :P
though if you want to make it 40-50 and 80, what would need to be changed to make it so?
I believe is the splash damage figures that need tuning.


If you're still interested, I can do another test to try and fine-tune the damage as much as possible. And this time I'll use something other than my brain to do the calculations. :wink:
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