Doom64: Unabsolved - [Zandronum]

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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

BFG wrote:any plans to make a ZDoom version of this?
Nope.

This mod is pretty multiplayer-centric (especially after I add support for Zandronum's account system to make items and stats "persistent" between sessions). So Zandronum-only for now, unless you can get this to run in GZDoom by including the zandronum.pk3 in the list of files you're loading.
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Cryomundus
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Re: Doom64: Unabsolved - [Zandronum]

Post by Cryomundus »

Ænima wrote:
BFG wrote:any plans to make a ZDoom version of this?
Nope.

This mod is pretty multiplayer-centric (especially after I add support for Zandronum's account system to make items and stats "persistent" between sessions). So Zandronum-only for now, unless you can get this to run in GZDoom by including the zandronum.pk3 in the list of files you're loading.
Hope you don't mind this too much, but I made a patch for it so it'll work with Zdoom/GZdoom. Turns out just commenting out the "LimitedToTeam" parts in the player.txt was all it took. Oh, and since it's just the PLAYER.TXT, you'll still need the other files.

http://www.mediafire.com/download/fvjyf ... _PATCH.pk3

Use ZDE/ZDL and load AFTER sd64_unabsolved_alpha8 and sd64_unofficial_v20 for it to work.
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BFG
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Re: Doom64: Unabsolved - [Zandronum]

Post by BFG »

Nice one, thank you!
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »




New version slated for release by the end of this week.
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

Finally reached alpha 9! I only plan on doing one more alpha before hitting beta phase (at which point who knows, maybe there will be maps?).

Major changes include a special effects overhaul (explosions, gibs, sounds, shaders), Zandronum 3.0 features (which GZDoom already has) like bullets passing through teammates, a more responsive Healing Staff (using A_GiveRadius), and faster sidearm switching, on top of countless bugfixes and balances.



DOWNLOAD IT AURGGHHHHH



(Here is a version that's compatible with Zan 2.0 if you wanna be a regressive pleb who's holding this port back. It has the 3.0 features commented out.)



Changes:
  • alpha9:
  • Added A_CheckReload to the FireStorm's firing sequence.
  • Increased the Aeniblood pool model's scale as well as the wall smears and droplets.
  • Fixed: The hellknight obituary had no punctuation.
  • The Javelin baron's melee now makes a shank sound instead of a punch.
  • Lowered the Rifle's weapon selection priority to lowest.
  • Brighter explosions and more visible shrapnel.
  • Finally added a muzzle flash for the Nailgun.
  • Better-looking and more optimized explosions.
  • Fixed floating gibbed bodies.
  • Fixed: Using the uzi with the railgun would spam the wall with BFG decals.
  • Halved the volume of the plasma gun's idle humming because it was annoying.
  • Nailgun nails and plasma now pass through allies.
  • Buffed the Flamethrower a tiiiiny bit.
  • Gibs fly farther and spawn their own blood decals now.
  • Fixed some glitchyness regarding switching sidearms. You can switch faster now too.
  • The alternate chaingunguy now does a chaintap and runs faster.
  • Made direct hits from the Healing Staff more effective. Also extended the range.
  • Fixed: Liquid patches used as midtextures would cut off at 64 Y units. (Thanks, Doomenator!)
  • Small improvements like sounds and weapon animations.
  • ZAN 3.0: Hitscans now pass through allies.
  • ZAN 3.0: Added pretty shaders to the nightmare monsters and various effects throughout the mod.
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

New version!

Minor update for alpha9. Fixed bugs, added the Bruiser and a new Revenant sprite, and also replaced the Doom2 burning barrel with a "napalm barrel". :o
  • alpha9c:
  • Added the Bruiser, and a Revenant variant!
  • Better animations for the Pistol and Rifle.
  • FIXED: Unmaker upgrades didn't spawn at all. :(
  • Fixed some missing GL lights definitions.
  • Better blood spray and puddles.
  • Changed the Nightmare Spectre's shader effect from "warp" to "warp2" to be less ugly.
  • Fixed an online desync bug where players would start with more than one sidearm selected.
  • Better blank barrel (burning barrel) replacement: The napalm barrel!
  • Better pistol sound.

>> Alpha 9c <<
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

OMG AIN'T IT DEAD YET ?!?!

(Still requires Zandronum and SamuZero15's SuperDoom64 fork in order to run, I'm only crossposting here for anyone interested.)

>> ALPHA 10 <<

(updated 7/7/2020)

  • alpha10:
  • Flamethrower is waaaaay better now. Actually acts like a flamethrower!
  • The blood looks so fucking good.
  • The "burning barrel" replacement is now a NAPALM BARREL OF DEATH.
  • Zombie rifle is more responsive.
  • Improved the fists.
  • Normalized a few of the louder weapon sounds.
  • FINALLY FIXED the broken Aeniblood droplets.
  • Fixed: The shaders for the blood clouds were incompatible with color translations.
  • Added a few missing GLDEFS.
  • Fixed: Players could quickly deselect and reselect the Railgun to cheat the cooldown time.
  • Fixed: Sidearm ammo and grenade count didn't show up on StrikerMan's custom HUD.
  • Fixed: Spectres could spawn on a map even if sv_nomonsters was on.
  • Added beautiful smoke trails for all rockets. :3
  • The (rare) Hades Dendroid looks gorgeous now.
  • Hundreds of tiny tweaks to weapons animations, sprite scaling and opacity, etc.
  • Tons of various gameplay balances.
Last edited by Ænima on Thu Jul 16, 2020 11:20 pm, edited 2 times in total.
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

Here, have some random screenshots.

Spoiler: S C R E E N S H O T S S S
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MrRumbleRoses
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Re: Doom64: Unabsolved - [Zandronum]

Post by MrRumbleRoses »

doesn't seem to wanna run no Zandronum for me. and i got the main mod thing to
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

MrRumbleRoses wrote:doesn't seem to wanna run no Zandronum for me. and i got the main mod thing to
Really? What’s the error?


Are you using the current public version of Zandronum? You don’t need the beta.
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MrRumbleRoses
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Re: Doom64: Unabsolved - [Zandronum]

Post by MrRumbleRoses »

Ænima wrote:
MrRumbleRoses wrote:doesn't seem to wanna run no Zandronum for me. and i got the main mod thing to
Really? What’s the error?


Are you using the current public version of Zandronum? You don’t need the beta.
i don't know what is beta or not. but this is the last thing i remember seeing when i tried to use it

Script error, "sd64_unabsolved_a10.pk3:decorate/aenipuffs/sd64patch" line 12:
"NODECAL" is an unknown flag

Tried to register class 'UnmakerLvl3Firecheck' more than once.

Execution could not continue.

1 errors while parsing DECORATE scripts
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Ænima
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Re: Doom64: Unabsolved - [Zandronum]

Post by Ænima »

Sounds like your Zandro may be outdated. +NODECAL has been an acceptable DECORATE flag for all actors in both ZDoom and Zandro for quite some time.


Plus, I’ve been developing this using Zandronum to test it. I had a server up a few minutes ago, a few people joined so i can confirm that it does run.


Make sure you have the latest Zandronum, 3.0.
DYD
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Graphics Processor: nVidia with Vulkan support

Re: Doom64: Unabsolved - [Zandronum]

Post by DYD »

Ænima wrote:OMG AIN'T IT DEAD YET ?!?!

(Still requires Zandronum and SamuZero15's SuperDoom64 fork in order to run, I'm only crossposting here for anyone interested.)

>> ALPHA 10 <<

(updated 7/7/2020)

  • alpha10:
  • Flamethrower is waaaaay better now. Actually acts like a flamethrower!
  • The blood looks so fucking good.
  • The "burning barrel" replacement is now a NAPALM BARREL OF DEATH.
  • Zombie rifle is more responsive.
  • Improved the fists.
  • Normalized a few of the louder weapon sounds.
  • FINALLY FIXED the broken Aeniblood droplets.
  • Fixed: The shaders for the blood clouds were incompatible with color translations.
  • Added a few missing GLDEFS.
  • Fixed: Players could quickly deselect and reselect the Railgun to cheat the cooldown time.
  • Fixed: Sidearm ammo and grenade count didn't show up on StrikerMan's custom HUD.
  • Fixed: Spectres could spawn on a map even if sv_nomonsters was on.
  • Added beautiful smoke trails for all rockets. :3
  • The (rare) Hades Dendroid looks gorgeous now.
  • Hundreds of tiny tweaks to weapons animations, sprite scaling and opacity, etc.
  • Tons of various gameplay balances.
holyshitholyshitholyshitHOLYSHIT
I thought this was completely gone for good, 2020 and you come back like this? HOLY. SHIT.

Thank you.
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