Your Name: Lieutenant John Doom. Your Mission:

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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

Yeah, I'm gonna make an actual post describing things when I get home from work today. I didn't get it uploaded til well after midnight last night and I was too tired to write anything up.

Shivers - I forgot about the dying guys thing, I set them all to +SOLID when I was trying to figure out the punches. The punches used to be invisible projectiles, and I couldn't figure out why they wouldn't connect with the dying guys. Setting them to not solid made them walk through-able (good thing) but not punchable (bad thing). So I made them all solid so the projectiles would connect. Then I went and rewrote all the melees to use a_custompunch rather than projectiles and it fixed my original problem much better, and apparently I forgot to change them all back to -SOLID. Will do when I return home tonight. About the sounds--I am very particular about sounds, also very nostalgic. This mod has a shit ton of my favorite sounds from various SNES, N64, and Genesis games as well as sounds from my favorite doom wads from the early 2000's. It's a little all over the place but I wouldn't have it any other way!
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TheBarge
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Re: JohnnyDoom - making BD great again

Post by TheBarge »

I just played this masterpiece and i am beyond impressed! Once again such great work! I love the mix of weapons and different attributes! What you replied to Shivers-the last line made me so happy to hear, it was all music to my tender ears. The D64 pistol was so great! I dont want to sound dumb if i missed something or rude, but where are the other D64 weapons if i may ask?
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Cardboard Marty
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Re: JohnnyDoom - making BD great again

Post by Cardboard Marty »

Here are some quick notes as I've been playing this a bit today!:
  • The jump kick makes a "flesh impacting" noise even if you hit a wall, and it's pretty loud. What I would recommend here is maybe doing some blank puffs with no sound if you're trying to get a good knockback effect.
  • The sound when you jump onto water is super loud as well! Scared me quite a bit lol
  • I think some sort've "JPoints" meter would be rad. It's a bit hard to tell what they're redeemable for as well, but working on that would make the whole system feel a lot better!
Overall, still having a ridiculous amount of fun! More notes will probably come as I play it more, but fantastic work so far (again)!
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Infirnex
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Re: JohnnyDoom - making BD great again

Post by Infirnex »

Marty Kirra wrote:I think some sort've "JPoints" meter would be rad. It's a bit hard to tell what they're redeemable for as well, but working on that would make the whole system feel a lot better![/list]
The Jpoints meter is part of the map statistics option. For some reason. It'd be best if it was separated and placed either above the health and armor or above the ammo (next to the grenade counter). That way, its always visible (since its more integral to gameplay than the map statistics are).
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GRUARRR
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Re: JohnnyDoom - making BD great again

Post by GRUARRR »

IDK why but pinkys come back from death. They revive. It´s very cool! :wub:
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unRyker
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Re: JohnnyDoom - making BD great again

Post by unRyker »

I feel liberated from regular Brutal Doom. Your quit messages are also part of the beautification process without a doubt; I have no idea why I put this off from playing this for so long. I haven't been playing this for long enough as I should but I have to ask so please forgive me if this is just RNG not on my side:

Are critical strikes ever possible when you have your fist selected as a weapon? I barely seem do to crits with them primarily selected as a weapon but I can do them just fine if I spam 'Q' (quick-melee) long enough.

We appreciate the work that went into this. Thank you for providing us a phenomenal, enjoyable alternative to Brutal Doom.
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IronGland
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Re: JohnnyDoom - making BD great again

Post by IronGland »

Hey man, in the morning i download this and playing. Really beautiful work!. Thank you very much for the liberation of this new version, i'm very happy with this! :D :)
I have a question about one thing... what happened with your edition of the No Rest For The Living wad? (with the epic music included) you working on this in other moment? or is cancelled?. In other words, congratulations! ♥
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Doomguy5th
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Re: JohnnyDoom - making BD great again

Post by Doomguy5th »

I feel as if this mod has reached its max amount of awesomeness. I have no words to describe this beauty. It would be awesome if you could make a CVAR for screen crack, scratch, and blood effects. Seems as if the #1 FPS killer in all of the BD I've played were the screen effects.

Also apparently here goes me running around in the secret levels, and eventually, I punch a burning barrel, and it emitted blood.
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-Ghost-
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Re: JohnnyDoom - making BD great again

Post by -Ghost- »

That there looks like a feature, not a bug. Now we just need some demonic barrels full of acidic blood or something.
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

Holy fuck I am pumped to hear all of this haha WOOOOOOOOOO

So apparently some people on 4chan are experiencing slowdown issues too, and I realized that not everyone has an above average PC, and this mod has a shitton of scripts running like all the time. I went through and tried to combine all the constantly running scripts into one or two big scripts, so hopefully this helps in that regard. I'm also an idiot and had like 4 duplicate copies of ACS entries, which were for sure getting loaded into memory twice, slowing things down even further. So that's taken care of, and hopefully some of my streamlining will help with that too. I also sped up the melee system some, it's a little more snappy now. Pls redownload and let me know how it feels. I think I like it better--I went back and played BDJ20 and noticed how much I had slowed the punches down in this version.

Marty - Thanks again dude! I took care of those loud sounds and fixed the airkick. Also yeah, there's a JPoints gauge in the map tallies! I think I'm going to move it down above the health bar though, because like Infirnex said, it's pretty essential to the experience. Do the ammo counters and map tallies come disabled by default? Judging by doomguy5th's screenshot I think that might be the case. I need to fix that.

Shivers - Solid dying guys thing is fixed as well.

Doomguy5th - Hahaha thanks fam. I wanted to make it super over the top and I think I succeeded in that regard. Yeah I could do that! Did you trying turning on low gfx mode in the options? If that disables screen cracks etc in addition to smoke effects and whatnot, it should be pretty easy to split the two up into two separate cvars. The bloody barrels thing... lol hm. It's probably not a super tough fix but I'm done for the night. I'll check it out on sunday.

TheBarge - All the old mutators don't currently work, but they still exist. You could probably convert the old D64 shotgun/ssg mutator by renaming some sprites here and there and adding a couple more frames.

unRyker - haha I love it man, thank you thank you, I'm happy you're playing! It wasn't possible to do crits using the fire key before, but I just added them, sooo yes! Very possible now!

GRUARRR - Lol yep, they do that sometimes. If they're still in the middle of falling from dying sometimes you can make them die again. That's probably not supposed to happen but it's kinda cool so I'm gonna file that in the "not bug--feature" category.

IronGland - I'm gonna start working on a patch or a music pack of sorts so people can recreate the same NRFTL wad that I have. I wish I could just give it to you, but that shit costs money (for good reason, it's my fav mapset of all time).

NEW VERSION IS UP, YENTLEMEN!
Last edited by johnny on Fri Oct 14, 2016 11:30 pm, edited 1 time in total.
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TerminusEst13
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Re: JohnnyDoom - making BD great again

Post by TerminusEst13 »

Well, I clarified my thoughts on a certain imageboard (nice to see you there, Johnny), which does leave a lingering curiosity.
johnny wrote:About the sounds--I am very particular about sounds, also very nostalgic. This mod has a shit ton of my favorite sounds from various SNES, N64, and Genesis games as well as sounds from my favorite doom wads from the early 2000's. It's a little all over the place but I wouldn't have it any other way!
I'm a bit of a sound nerd as well! Out of curiosity, where did the rifle firing sound effect come from? The automatic loop of it is a very nice touch, and must've been fun to synch with the firing sequence. I can't seem to find it in the credits (or any sound info in the credits, oops), and I very much would like to see if I can reverse-engineer it for practice and use in my own stuff. :D
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

Haha I had a feeling that was you there. It's the assault rifle loop from halo 4, I could send you the unedited wav if you'd like.
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TerminusEst13
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Re: JohnnyDoom - making BD great again

Post by TerminusEst13 »

Beauty! That would be very much appreciated, thank you.
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

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IronGland
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Re: JohnnyDoom - making BD great again

Post by IronGland »

Man, my wish of play this is complete. Take your time for the Soundtrack of No Rest For The Living ♥ yay i'm happy!!!
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