[RELEASE] DN3DooM - update v.1.08c

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Tohg7.
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Re: [RELEASE] DN3DooM

Post by Tohg7. »

I've recently came up with an idea what if someone brought The BLOOD 1 weapons to DooM? should someone bring the Blood 1 weapons to doom, i'm gonna :wub: the dynamite.
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MentzWolf
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Re: [RELEASE] DN3DooM

Post by MentzWolf »

kipo wrote:That's great! Can I add it to the main mod? LossForWords sent me the pickup sprites too via PM. Adding this SSG was on my todo list, but your implementation is spot on.
Sure! Just give LossForWords credit as well :D

EDIT: I recommend using my fixed version XP https://www.moddb.com/games/doom/addons ... or-dn3doom
kadkad14
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Re: [RELEASE] DN3DooM

Post by kadkad14 »

Thanks man, I really appreciate your work.
Thank you for the kind words.
1. Not really a bug, sometimes the doors just smash the corpses, depending on the position. At first I had to always generate that gore, but when the body was further away it seemed silly, like it was floating in the air.
2. I know, it bothers me a little, but that's just the default base mod (v6) ripper animation, and I was lazy to change it (since it's close enough).
3. I know! And I hate the fact that enforcers don't twitch in pain when I shoot them in duke3d. In my mod I went for the fun factor, and tested different values in the enemies so that it feels fun when shooting them.
4. I've seen that one. I tested many approaches for the laser beam, but using models lagged the game when there were many tripbombs, and using continous sprites to simulate a perfect line was laggy and there was also a sprite limit. So that's the best I could come up with for performance and visuals (a somewhat flickering dotted line). Of course my skills are limited and there are most likely much better approaches.
I see.
5. It sure is a good example mod, that's where I got the kick logic and ice smokes from. About the duke talk getting cut when picking items, it seems like it's an engine limitation (viewtopic.php?f=3&t=1563&p=18409). I think NukeTown counters this alternating the pickup sounds with generic short ones, but I'm not sure (haven't checked that one). The current somke effects don't bother me so much, and the bycicle kick is so funny (I know I have to fix it eventually, but in the meantime it's funny to have it).
It's a bit different. It prevents Duke talk for a certain amount of time and lets him finish his initial phrase even if you continue pick items up. It's definitely worth the attention.
Current smoke effects block my sight sometimes. But it's not a big problem.
Also, current rockets remind me of signal flares from time to time.
It's just a hack. I've shorten the animation tick duration if they are further away from you, so it seems like they are running, and since the Chase function gets called more often, they are also moving faster. The speed atribute is not ideal for this since it doesn't change the frame's duration, and many checks would be required to return it to the original value. I don't think the doom engine is capable of having another running speed attribute, but the good thing about my hack is that it is correlated to their defined moving duration (minus 1 tick), so they'll be running according to their own pace, so to speak.
Now I get it. It seems that current Octabrain walk animation represents chasing. So it should be a bit slower or Octabrain should move a bit faster.
Some minor sprite edits as well as the pickup sprite were done by myself, hope you guys like it!
That SSG is awesome.

I noticed some things in Duke3D, maybe they are not crucial.
1. Camera follows enemy that killed player.
2. Duke3D has voice reverb system. Maybe something similar should be in this mod too.
Example mod:
Spoiler:
3. There is an unused enemy in grp. Can it be useful? (not to mention PigCop "car").
4. Should this mod force message centering like in Duke3D? I don't know if it possible to move secret revealing message to the top of the screen.
Also, there is a "SQUISH!" message in Duke3D.
Spoiler:
5. Can you remove enemy infighting on "Damn I'm good" difficulty?
6. Make player able to behead "dying" troopers by kicking them in their face. But I am not sure if it's a good idea.
7. Can you make incineration universal by using zscript? So it can be similar to Freezethrower but the opposite.
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RastaManGames
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Re: [RELEASE] DN3DooM

Post by RastaManGames »

It's just me or there is something wrong with pipe bombs?
I mean, i can switch weapon to laser trip mine and use it, but...
I can't even pick up pipe bomb, neither use it...
kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

I've encountered that bug, type "summon Pipebomb" in console and pick that up, to see if it fixes it.
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RastaManGames
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Re: [RELEASE] DN3DooM

Post by RastaManGames »

It fixes it, but (i guess) one pipe bomb is ammo for that weapon?
I think, that you can give "Pipebomb" weapon to player just from start with 0 ammo or something.
Sounds like a silly fix, but... Sounds not bad at all, isnt? :C
kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

Yeah, I think the bug is related to my code to save the last weapon (like in duke if you choose the shrinker or expander and then return to that slot, it shows the shrinker or the expander, depending on your last choice).
I have to check that out.
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LossForWords
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Re: [RELEASE] DN3DooM

Post by LossForWords »

check if the spawners are properly dropping the pipebomb weapon instead of just pipebomb ammo.
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RastaManGames
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Re: [RELEASE] DN3DooM

Post by RastaManGames »

LossForWords wrote:check if the spawners are properly dropping the pipebomb weapon instead of just pipebomb ammo.
What about cooperative and mp flag "weapon stay" then?
Nobody can have pipe bomb ammo, because ammo drop will be staying weapon.
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Ferretmanjcdenton
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Re: [RELEASE] DN3DooM

Post by Ferretmanjcdenton »

Hey there.. amazing mod ...but the textures addons has no working link ...can anyone provide one please...
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Captain J
 
 
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Re: [RELEASE] DN3DooM

Post by Captain J »

Downloading texture addon for this TC is working fine, yet possible. However, the progress is a bit bothersome. So i would like to share this thread right here, if that's okay.
kipo
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Re: [RELEASE] DN3DooM

Post by kipo »

I'm uploading a new test version with the following changes added (from the last test version).
- Added duke swimming animation
- Improved dukebots
- Added new SSG (LossForWords & MentzWolf)
- Menu sound fixes from kadkad14
- Increased Octabrain's speed
- And got a little carried away with the new SSG and added a new death animation for the troopers (is it too much?)
Download: https://sharemods.com/8f1ca0wjv3w5/DN3D ... 5.zip.html
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MentzWolf
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Re: [RELEASE] DN3DooM

Post by MentzWolf »

Dude that SSG death anim is freakin' sick!!! Noice work ;)
Also is there a way to add in the key card use anim like in NTMAI?
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Neccronixis
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Re: [RELEASE] DN3DooM

Post by Neccronixis »

Can I suggest toning down the screen based recoil and dramatically reducing the volume of the bullet flesh impact sound?
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Whoah
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Re: [RELEASE] DN3DooM

Post by Whoah »

This is a really neat mod! Easily the smoothest attempt at porting Duke3D's guns and enemies that I've played. One issue, though. The portable medkit seems to be able to heal me over 100 health

EDIT: I also seem unable to heal when picking up small medkits on super low health. The pickups just give me their message and disappear, which sucks because I'm at 1 health
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