Version 0.9.3 is out today, some tasty changes, but pretty minor. The new weapon set is still in the works but until then I'm polishing some things up. Changelist below!
changelog 1.9.3:
-tweaked recoil on most weapons
-slightly improved chaingun flash animation
-first pass on reshading HUD healthbars
-fixed mancubus xdeath not calling the BossDeath script
-player class now defined through mapinfo, not keyconf
-changed armor pickup sprites
-small sound changes (poppier medkits, additional monster sounds, etc.)
Re: [BETA] DEAD MARINE
Posted: Fri Jan 05, 2018 11:31 pm
by LukasG2004
TheEternalStruggler wrote:It makes sense. I guess I'm a bit new to coding, so I had a messup!
Thanks for the help man! I really appreciate it, as I now was able to fix the Baron and it works now like a charm!
I can finally get to work on the Doom II monsters now (such as the Hellknight, Archvile, Arachnotron, maybe the Pain Elemental? Unsure what to do with the Pain Elemental tbh.)
I think the gore addon is almost finished at this point. I'd say 80% complete?
This addon looks promising, trying it now
Re: [BETA] DEAD MARINE
Posted: Mon Feb 12, 2018 3:14 am
by Vertigo
TheEternalStruggler wrote:It makes sense. I guess I'm a bit new to coding, so I had a messup!
Thanks for the help man! I really appreciate it, as I now was able to fix the Baron and it works now like a charm!
I can finally get to work on the Doom II monsters now (such as the Hellknight, Archvile, Arachnotron, maybe the Pain Elemental? Unsure what to do with the Pain Elemental tbh.)
I think the gore addon is almost finished at this point. I'd say 80% complete?
Anyway, I really appreciate the help and I love your Faspons mod!
This combined with the lighting fix is now my go to vanilla beautification wads. For me this is shaping up to be "Smooth Doom + Ketchup" and "Beautiful Doom" killer.
I am very excited for the full release of this mod and will be following this thread closely!
Re: [BETA] DEAD MARINE
Posted: Sun Mar 04, 2018 7:57 am
by m8f
Playing Requiem with Dead Marine. Great experience! Weapons and HUD have flawless style, while remaining true to vanilla behavior. Ambient sounds and dead marines' signs on the walls add much to atmosphere.
As previously mentioned, weapon recoil maybe is a bit too much, especially zoom-in-zoom-out effect is quite eye straining.
Also when someone plays without mouselook, he have to center view from time to time, because player looks more and more up. I could not find the exact source of pitch change. BFG leaves pitch a bit higher than it was before firing, maybe something else too. Or I am just being stupid and Dead Marine is not intended to be played without mouselook.
Edit: and, of course, thanks for creating Dead Marine!
Edit 2: just noticed: nightmare archvile becomes totally invisible while resurrecting monsters.
Re: [BETA] DEAD MARINE
Posted: Tue Mar 06, 2018 2:48 am
by BreakerMaker
This maybe an unusual request and I love what this mod does in many areas.
Do you think you can produce a version of this mod that is compatible with other weapons mods like FinalDoomer+?
I love the hud elements of map introduction text along with the gore, but I've attempted to play this using FD+ and got mixed results.
Re: [BETA] DEAD MARINE
Posted: Fri Mar 16, 2018 9:58 am
by TheNotSoActiveGuy
Hey, Gifty. Just made an account to say this. Love this mod. Currently playing it with Doom 2 on the Dead Marine difficulty.
Though, when I opened your pk3, I noticed 2 new weapons : the rifle and the nightmare chaingun. As they are in a folder called Nightmare, I guess they must be in the dead marine difficulty, but I did not find them in my gameplay. Also, one of the super shotgun sprites is a png and not a Doom graphic. That's all I have to say. Great work.
Re: [BETA] DEAD MARINE
Posted: Sun Mar 18, 2018 1:42 pm
by mentha
hello i absolutely love the ambient sounds in this and was wondering if you could release that by itself so i can play it with other gameplay mods too. thank you for your time
Re: [BETA] DEAD MARINE
Posted: Sun Mar 18, 2018 4:49 pm
by Hellstorm Archon
Just as a quick suggestion:
To further add to this mod's "old-id" aesthetic, perhaps have enemies spill out gore props (i.e., small blood pools & bits of flesh) in this fashion?
Re: [BETA] DEAD MARINE
Posted: Sun Mar 18, 2018 5:43 pm
by Someone64
So basically you're asking for the implementaion of Nashgore?
Re: [BETA] DEAD MARINE
Posted: Mon Mar 19, 2018 3:47 pm
by Hellstorm Archon
Someone64 wrote:So basically you're asking for the implementaion of Nashgore?
Not necessarily. Basically just to make already-existing gore actors in vanilla Doom spawn, such as the small blood pools, crushed remains, bits of entrails, etc.
Re: [BETA] DEAD MARINE
Posted: Sat Mar 31, 2018 7:30 am
by thejbizz
Just took this for a quick spin. Great, great mod.
Feature request: If you're going to have a mission briefing and status at the top of the screen, maybe it'd be nice to have some notification when you've gotten 100% kills, secrets, or items, like making the text blue and/or playing a little tone.
Also, I dig what you're doing with the screen shake and pulsing, but it can be a bit nauseating after a while. Maybe some option to reduce it or turn it off?
Also, it would be nice if the HUD could have an indicator for having Berzerk.
Re: [BETA] DEAD MARINE
Posted: Sat Apr 07, 2018 12:36 pm
by EddieMann
Doomguy walking animation is gone for some reason, also face doesn't show in the face screen.
Re: [BETA] DEAD MARINE
Posted: Mon Apr 09, 2018 7:49 am
by thejbizz
Even Deader Marine bug: On MAP10 of Going Down, telefragging the Barons sometimes leaves floating gibs.
Re: [BETA] DEAD MARINE
Posted: Thu Apr 12, 2018 8:22 pm
by VGA
Is there a way to fix the HUD on my 16:10 resolution? (1680x1050)
Also, the zoom in/out effect on the shotguns and such is way too much! No way I can do a long session like this :/