Done. For interested viewers who are for some reason unable to locate it themselves, here's the link.Snarboo wrote:That's a good idea. You should post it in the feature suggestion forum.
Doom Enhanced Released - Final Finished Build!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Slasher
- Posts: 1160
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Re: Doom Enhanced Released - Final Finished Build!
Last edited by Slasher on Wed Apr 16, 2008 1:09 am, edited 1 time in total.
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DBThanatos
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Re: Doom Enhanced Released - Final Finished Build!
I havent tried this, but, could this work?
In theory, that should never let the monster end the animation, making it unable to raise.
(another quick option I used before was to remove the real corpse at the end of the animation and at the same time, spawn a dummy corpse)
Or a funny effect
Code: Select all
----
Xdeath:
THIN G 2 A_Scream
THIN FGHIJ 3
THIN K 3 A_Fall
THIN L 1
Wait
....
(another quick option I used before was to remove the real corpse at the end of the animation and at the same time, spawn a dummy corpse)
Or a funny effect
Code: Select all
----
Xdeath:
THIN G 0 A_GiveInventory("GibCheck",1)
THIN G 2 A_Scream
THIN FGHIJ 3
THIN K 3 A_Fall
THIN L -1
Stop
Raise:
THIN G 0 A_JumpIfInventory("GibCheck",1,6)
THIN EDCBA 2
Goto See
THIN G 1 A_Explode(256,256) //beware raisers!! >:)
Stop
....
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Kinsie
- Posts: 7402
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Re: Doom Enhanced Released - Final Finished Build!
Interesting, I never knew Archies could revive the inside-out.
Well, I'm going to claim this little change as "by design" - Revival rarely works well with the target is missing vital parts.
Well, I'm going to claim this little change as "by design" - Revival rarely works well with the target is missing vital parts.
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zerglin87
- Posts: 98
- Joined: Thu Feb 14, 2008 12:20 am
Re: Doom Enhanced Released - Final Finished Build!
I would like to say that i love this mod pack, it spices my doom/doom2/final doom, Thank you i was getting tired of the same old death scene
you should try to make a "Hexen enhanced" or "Heretic Enhanced" or "Strife Enhanced" HacX, whatever you want, so they you can help spice up all those games.
P.S Love the gibbing, best ever.
you should try to make a "Hexen enhanced" or "Heretic Enhanced" or "Strife Enhanced" HacX, whatever you want, so they you can help spice up all those games.
P.S Love the gibbing, best ever.
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Kinsie
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Re: Doom Enhanced Released - Final Finished Build!
Heretic: I want to, maybe after a bit of slacking off.zerglin87 wrote:I would like to say that i love this mod pack, it spices my doom/doom2/final doom, Thank you i was getting tired of the same old death scene
you should try to make a "Hexen enhanced" or "Heretic Enhanced" or "Strife Enhanced" HacX, whatever you want, so they you can help spice up all those games.
P.S Love the gibbing, best ever.
Hexen: Never never never.
Strife: I want to, but I'm lazy and Strife looks kinda fragile.
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.+:icytux:+.
- Posts: 2661
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- Location: Finland
Re: Doom Enhanced Released - Final Finished Build!
sad i didn't get the new Archvile death done before u released the Final build. :/
its in the AltDeath topic if u are intrested.
its in the AltDeath topic if u are intrested.
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Sodaholic
- Posts: 1959
- Joined: Sat Nov 03, 2007 4:13 pm
Re: Doom Enhanced Released - Final Finished Build!
OMG MEGA MORON QUESTION: What do you mean by 'fragile'?Kinsie wrote:Strife: I want to, but I'm lazy and Strife looks kinda fragile.
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hitmanx
- Posts: 433
- Joined: Sat Dec 18, 2004 4:58 am
Re: Doom Enhanced Released - Final Finished Build!
the flesh hitting sounds are gone agian.
like when you shoot someone.
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Kinsie
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Re: Doom Enhanced Released - Final Finished Build!
I mean in that I have very little idea how, say, replacing the Civillian would affect conversations etc., I haven't edited Strife and am fairly clueless as to it's workings.Sodahollic wrote:OMG MEGA MORON QUESTION: What do you mean by 'fragile'?Kinsie wrote:Strife: I want to, but I'm lazy and Strife looks kinda fragile.
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Ryan Cordell
- Posts: 4349
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Re: Doom Enhanced Released - Final Finished Build!
Don't have to worry about Strife Enhanced, Kinsie. I'll take the burden on myself for such a mod. It'll take a while, but I'll be able to muster something out.
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Kinsie
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Re: Doom Enhanced Released - Final Finished Build!
I'd be more than willing to help out, at least. Mainly with audio editing.Blade Nightflame wrote:Don't have to worry about Strife Enhanced, Kinsie. I'll take the burden on myself for such a mod. It'll take a while, but I'll be able to muster something out.
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Quadruplesword
- Posts: 275
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Re: Doom Enhanced Released - Final Finished Build!
Whenever I load this in GZDoom I can't switch weapons for some reason. Weapon short keys don't work and the next/previous weapon buttons don't work. What's wrong?
EDIT: Never mind, I got it to work properly. This is a pretty cool enhancement mod I must say.
EDIT: Never mind, I got it to work properly. This is a pretty cool enhancement mod I must say.
Last edited by Quadruplesword on Sat Aug 09, 2008 4:25 pm, edited 1 time in total.
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BlackRabite
- Posts: 81
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- Location: Australia
Re: Doom Enhanced Released - Final Finished Build!
Somewhere, a man reads this, then thrashes about in his chair in a blood-boiling rage for thereabouts of ten seconds.Quadruplesword wrote:Whenever I load this in GZDoom I can't switch weapons for some reason. Weapon short keys don't work and the next/previous weapon buttons don't work. What's wrong?
But in all nicety, doomenh-items is required to load after the main doomenh file. ...It should do that anyway, since any source port that D-ENH will work on will accept the .zip for loading, which has both files in their proper ordering.
EDIT: words
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Naitguolf
- Posts: 502
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Re: Doom Enhanced Released - Final Finished Build!
the only thing i dont like the imp firewall effect. 
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Kinsie
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