[V2.2] Project D.E.S.

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Ryan Cordell
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[V2.2] Project D.E.S.

Post by Ryan Cordell »

I jumped over a few versions. So sue me, I feel like Randy. ;)

In a nutshell, it's (maybe according to Solar) a typical enhancement mod made specifically for Doom and Doom 2, used to enhance diffrent types of mods.
This mod won't work with Monster replacement mods, and possibly even object replacement ones. (Maybe only if sprites are replaced)
However, it will work with weapon mods, and even with Zen Dynamics (Load DES first, Zen later) and such.
As of now, the reason why the weapons aren't enhanced are due to the weapon mods compatibility idea. Say someone wants to use a diffrent mod along side DES, WW-Stranger, WW-XM, Corrupted Dreams, somehow the weapons from Zen Dynamics, DEH weapon mods. You know.

Screenshots
:

Image

Image

Image

Image

Many of the objects and enemies are enhanced in this wad, even some special effects are added and some things to make it more real. By far, it's close to being done, but a few things are still missing (Such as the torches only supposed to hurt the player (So maps won't lag with enemies near torches), and A_SpawnItem being fixed)
Open to suggestions.

Download:

Straight to MooLoad
Destiny's Edge

Straight to Rapidshare

Destiny's Edge - Alt. 1

Some small, quirky problems:

5th) If you run into the Health Potions and Armor Enhances (bonuses), with your back facing to them, you'll see the flashes spawn infront. [To be fixed when A_SpawnItem works slightly more properly.]

[Current newest features! (Done not to waste anymore space, newest at the bottom):]
Spoiler:
This is a good improvement over 1.1 since it lets the use of Zombies using smart reloading, compared to their rare A_Jump method, blood works when hitting enemies with weapons, not through pain hacks, removed the other two blood patches.

Otherwise, have fun. :D
Last edited by Ryan Cordell on Sat Aug 05, 2006 1:20 pm, edited 11 times in total.
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chronoteeth
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Post by chronoteeth »

Odd, the mooload DL in the link doesn't seem to work.
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Enjay
 
 
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Post by Enjay »

Some very interesting effects. I'm impressed with quite a lot of it. Some of the effects are fairly simple, but very effective. I love the heavy stomping of the mancubus.

I haven't played with it much (yet) but here are some downsides for you to think about:

I think the Doom64 pain elemental looks totally out of place when all other graphics are proper Doom style.

The giant spider and cyber demons are far too big for most of the places they are found in default levels. Given that the purpose of this mod is to enhance existing levels, that's a problem.

Some of the pickups (and other effects) are so noisy you can hear them all over the place so much so that they interfere with the game.

The exploding barrel effect is very cool, but when I play map23 "Barrels of Fun" I get huge slow downs when multi-barrel explosions are going on.

The revenant seems to fire missiles from between his legs. If you're doing all this stuff anyway, why not make a version with only one rocket launcher on his shoulder and one with two. Perhaps you could make 2 fire simultaneously, or one side do homing and the other non-homing.

Have you stopped the archvile resurrecting things? It walked over a bunch of bodies and they didn't come back to life when I played.

The guy on a stick was moaning "kill me". I shot him loads of times. He bled, but didn't die. Intentional?
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Ryan Cordell
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Post by Ryan Cordell »

For the 'Shiskazombie', you have to sometimes aim either up or down the actor, since his height is somewhat screwed.

For the Spider Mastermind (Demon Goddess in the mod), and Cyberdemon (Cyberdemonic Lord), it's somewhat intentional for them to be as big.
It would be better that only Ultimate Doom would have those two, everything else would have the original ones.

For the D64 Pain Elemental (Nightmare Daemon), I added him as a challange, but if many people protest against it, I will delete him out.

Which pickups, by the way?

Exploding Barrels, it might do something with the many explosions being spawned, or the spawning flaming balls that shoot out of some barrels, or it might be the fire that spawns on the ground. Not sure which one might be the culprit.

Revenant, he does? Never checked the enemy a lot, but I'll be thinking about that.

Archvile Ressurection stop, no, I don't think I've tampered with it a lot. Only thing I did, I assume, was that I increased it's size and added a 'Meteor' attack for it. (Somewhat inspired by Doom 3. :P)


Did you try interacting with a few objects, IE; Shooting the lamps, listening to stuff, etc? ;)
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Post by Enjay »

Blade Nightflame wrote:For the 'Shiskazombie', you have to sometimes aim either up or down the actor, since his height is somewhat screwed.
I must have been hitting him, because he bled all over the walls many times, but didn't die.
For the Spider Mastermind (Demon Goddess in the mod), and Cyberdemon (Cyberdemonic Lord), it's somewhat intentional for them to be as big.
The problem being that they are so big, in a few places they were simply stuck and unable to move, in others you couldn't see most of them because their heads/tops were somewhere inside the ceiling. They may be big, but when you can just shoot them as they stand around stuck, they're not exactly terrifying. :(

Which pickups, by the way?
I think the soulshpere was pretty noisy. I heard it from quite some distance away. Heh, it actually gave itself away - it was hidden in a secret I didn't know was there.
Revenant, he does? Never checked the enemy a lot, but I'll be thinking about that.
I only played around with fighting a revenant very briefly, but that's how it seemed.
Archvile Ressurection stop
Again, a brief encounter, so I could be wrong, but that's how it seemed.
Did you try interacting with a few objects, IE; Shooting the lamps, listening to stuff, etc? ;)
Some of them, I'll load it up again soon and do that. :)
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Ryan Cordell
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Post by Ryan Cordell »

Oh, I know why the Shiskazombie didn't die. I forgot to delete the Shiskazombie2 actor, (Which was the test for the new blood drops) since it has like, 900 million health. ^_^;

Soulsphere might seem very distantly hearable due to it's active sound. How to lower it without editing the map/sound files is the only question..
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Siggi
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Post by Siggi »

This is pretty cool, but it needs a lot more play testing before it will be a really good enhancement.

1. Super big monsters = no no
2. I got stuck in that brown terrain stuff, like I could not move at all. I thought slowing the player down was interesting, but not moving at all was really silly.
3. Certain things lag like crazy. I find it somewhat hard to believe a stock map can cause my 3000+ to lag. Maps like plutonia map32 lagged quite a bit, probably all the manc fireballs.
4. Of all the monsters which would attack me using their croch, the revenant was my last guess. He doesn't exactly have much down there to shoot me with. ;) Also, I don't think there was a sound playing for his attacks either.

Despite these issues, and probably some others, I liked this. It has the potential to be something very amusing. However, I really do believe you should play test this on more levels, at the moment I can see it breaking very many levels. I am also quite certain there are other quirks floating around. I'll comment if I come across any, as I'll probably be playing around with this some more later.

Nice work, and I hope to see it improved apon. :)
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Ryan Cordell
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Post by Ryan Cordell »

Big monsters was a bit of a shine from ICD-SE, since it makes some sense that Demons are usually larger than humans.

I'll test the muck out. Raise it's fraction.

Revvy was fixed. No more flying crotches. ;)

Mancubus Fireballs might lag due to the trails and smoke spawning after..
But I'll see if I can decrease the amount somewhat.

One thing, I might recommend not using DES against wads with a mass amount of enemies, like, Deus Vult. :P
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Post by Siggi »

Blade Nightflame wrote:One thing, I might recommend not using DES against wads with a mass amount of enemies, like, Deus Vult. :P
Aww, Damn ;)
I should mention I was using ZDoom and not GZDoom. I imagine GZDoom would handle all the extra projectiles a lot better in OpenGL mode.
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Ryan Cordell
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Post by Ryan Cordell »

Tested Map32 of Plutonia and there's no severe lag problems right now. Might exist in Map30 though, but you'll just have to Kill Monsters all of them and wait a bit till it's gone.
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Post by TomD666 »

I say you should also improve the weapons :P
Overall nice work though, though map23 in the beginning is practically impossible, and lags like a bitch!
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Ryan Cordell
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Post by Ryan Cordell »

Barrels of Fun eh? As of now, I'm not sure what I can do with it. BTW, in ICD-SE, did you have much of a survival of a chance in the map? You should resurrect (After the 'Nuclear Blast')or try to kill the Mancu as FAST as you can. :P


Relating to the weapons, sorry, but no. That's where the usage of weapon mods come in. :P
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Post by Penguinator »

Code: Select all

Script error, "effects" line 1318:
"BLOODSPATTER" is an unknown flag
wtf

Well...the screenshots look cool. :)
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Ryan Cordell
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Post by Ryan Cordell »

none wrote:

Code: Select all

Script error, "effects" line 1318:
"BLOODSPATTER" is an unknown flag
wtf

Well...the screenshots look cool. :)
What the? That never appeared for me. *Checks*

EDIT: You must have been mistaking. The 1318th line in DES' Effects is the DAMAGETYPE FIRE for the Magmaball, and besides, Bloodsplatter is correctly named in there but does not serve much use anyway. I assume it's an older version.
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Post by Penguinator »

well,thats the message I get in those exact words.I don't know why it would say this but it does.Also I just (re)downloaded it and got the same message so it isnt an old version.
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