Xim's Star Wars Doom - Updated (MAY/4/2024)

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openroadracer
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

Yebudoom wrote:You guys think it's that bad with the Star Wars music? As in, YT's content ID system will give me trouble if I record a vid with midi SW music? Are we talking demonetization or blocking a vid entirely?

I know Disney is stingy, but come on. OTOH, there are vids on YT with Star Wars games and the music is there...
Let's just say that you can never be too careful. Hence why I suggested FreeDOOM as well: Don't want to run afoul of Bethesda and/or Zenimax, do we?
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Yebudoom »

openroadracer wrote:Let's just say that you can never be too careful. Hence why I suggested FreeDOOM as well: Don't want to run afoul of Bethesda and/or Zenimax, do we?
Actually, this time we don't have to worry about Bethsoft that much. I made a research when I was starting my YT channel, and came up with this:
https://bethesda.net/en/article/3XrnHrB ... deo-policy
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openroadracer
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

I know things have been quiet here, but have you considered integrating IvoryDuke's Crosshair-Accurate Projectiles as part of this mod? Or is it already integrated?
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Xim
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Xim »

I haven't added that. Maybe I'll check it out and see what I can do. Haven't put in any ZScript yet though. If I can't put it in for the next update I might see what I can do in the future.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

Xim wrote:I haven't added that. Maybe I'll check it out and see what I can do. Haven't put in any ZScript yet though. If I can't put it in for the next update I might see what I can do in the future.
No rush, of course. Just thought it might be worthwhile since this mod's weapons are pretty much all projectile-based.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Yebudoom »

Xim wrote:Oh yeah and I'd be down to watch somebody do a play through video/stream.
Here you go. Here's me bumbling through Jabba's Palace with your mod. It was really fun.
Commentary in Polish.
Spoiler:
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Sebrw
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Sebrw »

openroadracer wrote:I know things have been quiet here, but have you considered integrating IvoryDuke's Crosshair-Accurate Projectiles as part of this mod? Or is it already integrated?
I second that, I love the mod but the guns not firing at crosshair point is frustrating :-)

Also, any way to have HD music and not the midi ones?
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Captain J »

I see that the mod's doing great and starry, as usual. And i've got some extra feedback!

- If you pickup the Lightsaber as a Trooper, you get Shock Gloves. But the pickup message and third person sprite itself still says it's a lightsaber.

- About Jedi Mindtrick, i thought i could brainwash the enemies and temporarily help the fight, but i guess not? Because they don't fight each other when i use it. Even in close-range, they don't attack but wandering around like a pigeon.

- Remote bomb's first sprite gets weird if you're out of bomb, and select force powers.

- Selected force icon won't display on 1st HUD.

- I think Phase 3 Darktroopers' missiles are being launched in opposite way. The white one launches homing missiles, sure. But their reaction time is rather slow, they often crash into a wrong place.

- DSB Lambda Dropship stands. Always stands and do nothing but dispensing enemies. It's too big so it often blocks the way. It would interrupt the enemy ambush or just ask for being telefragged.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Xim »

Yebudoom wrote:Here's me bumbling through Jabba's Palace with your mod. It was really fun.
Commentary in Polish.
Spoiler:
That's awesome, thanks for sharing!

Sebrw wrote: Also, any way to have HD music and not the midi ones?
I was able to find some free-use HD music that in Star Wars style, got permission to use them for videos and everything too. It'll release it along with the next update. I'll admit it's more cinematic themed music intended for Star Wars fan films rather than an FPS, but it's pretty cool music that is free to use.

Captain J wrote:I see that the mod's doing great and starry, as usual. And i've got some extra feedback!

- If you pickup the Lightsaber as a Trooper, you get Shock Gloves. But the pickup message and third person sprite itself still says it's a lightsaber.
Yeah that's because it's still technically a lightsaber pickup. I don't know how to make different pick-ups for different classes in Doom. I might get rid of the pick-up message at least, and just have the middle message. I'd want to try and keep it multiplayer friendly too, then again I haven't done a MP test in a while.
- About Jedi Mindtrick, i thought i could brainwash the enemies and temporarily help the fight, but i guess not? Because they don't fight each other when i use it. Even in close-range, they don't attack but wandering around like a pigeon.
It's only supposed to make animals friendly, so pretty much just wampas and kell dragons. Other enemies it just makes them wander around for a while unless they aren't weak minded (officers and bosses) or a droid/mech, then it does nothing.
- Remote bomb's first sprite gets weird if you're out of bomb, and select force powers.
Missed, that. I'll try and fix that up.
- Selected force icon won't display on 1st HUD.
Not sure, do you mean the status bar HUD? Yeah I haven't edited that much more than changing the ammo display. I'm really no good with making status bars or HUDs right now, I might try and make a new one that looks more like the Dark Forces/Jedi Knight one, but I gotta code and make graphics for force powers, alt-ammo and items.
- I think Phase 3 Darktroopers' missiles are being launched in opposite way. The white one launches homing missiles, sure. But their reaction time is rather slow, they often crash into a wrong place.
Yeah, the white ones are supposed to shoot floating mines rather than seeking missiles. I might change it though.
- DSB Lambda Dropship stands. Always stands and do nothing but dispensing enemies. It's too big so it often blocks the way. It would interrupt the enemy ambush or just ask for being telefragged.
Lambda should be the same size as a cyber demon in terms of height and radius. It is doing what it's supposed to, but if it doesn't fit the game play I might cut it. I kind of like them, they're not much different from gore nests in D4 styled mods and I think I could make them telestomp immune. But yeah if they glitch out the game by being spawned randomly than I might just leave them as a hidden enemy for map makers to use.

Anyways, thanks for the feedback!
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Captain J »

Yeah that's because it's still technically a lightsaber pickup. I don't know how to make different pick-ups for different classes in Doom. I might get rid of the pick-up message at least, and just have the middle message. I'd want to try and keep it multiplayer friendly too, then again I haven't done a MP test in a while.
Custominventory thing might glitch, so why not add extra detail to the pickup sprite? Like putting Shock Gloves along with Lightsaber. I'm pretty sure Jedi won't mind the litter.
Not sure, do you mean the status bar HUD? Yeah I haven't edited that much more than changing the ammo display. I'm really no good with making status bars or HUDs right now, I might try and make a new one that looks more like the Dark Forces/Jedi Knight one, but I gotta code and make graphics for force powers, alt-ammo and items.
Oh yeah the Status bar HUD, 1st one. And good luck with making new HUD!
Lambda should be the same size as a cyber demon in terms of height and radius. It is doing what it's supposed to, but if it doesn't fit the game play I might cut it. I kind of like them, they're not much different from gore nests in D4 styled mods and I think I could make them telestomp immune. But yeah if they glitch out the game by being spawned randomly than I might just leave them as a hidden enemy for map makers to use.
Maybe just make it hover slowly and land on for a while? That might help too.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Sebrw »

I don't want to appear mysogynist but can you make a version without the ladies officer? I don't like the sprite that much (the blond hair is very flashy :D )
There are not that much girls in star wars anyway, I mean in the empire ranks :p

Or can I just delete the lady folder? Will that cause a problem?
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

Sebrw wrote:I don't want to appear misogynist but can you make a version without the ladies officer? I don't like the sprite that much (the blond hair is very flashy :D )
There are not that much girls in star wars anyway, I mean in the empire ranks :p

Or can I just delete the lady folder? Will that cause a problem?
Actually, go one further: You remember those Rebel combat fatigues Leia wore early in the Battle of Endor in Return of the Jedi? Put HER in as the "Trooper", if you can figure out how to convert movie scenes into a sprite.

Then nuke the female Imperial Officers from orbit.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Xim »

The officer ladies are staying. If you want to get rid of them don't delete anything or that will break things. Open up the spawners decorate text file in the enemies folder and edit them out from spawning by deleting or commenting the lines out that spawn them.

I might make them less common, but I recall seeing more imperial women in the show "Rebels". They could probably use darker hair though, maybe some more voice lines if I can come up with some.

I don't think I can make a decent sprite from a movie rip to make Leia. I have been contemplating adding Mara Jade as a female counterpart to Kyle Katarn, using an edit of one of the heroes from Rise of the Triad for the sprite. Also I believe she's the protagonist of Dark Forces : Mysteries of the Sith.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Sebrw »

Thanks for the trick! :wink:

Also minor bug: If crouch is enable, fire when crouched will get the laser firing from the stand up position point. So the start point of the blaster is above what should be.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Sebrw »

Hi Xim!
Do you plan to release some kind of manual with weapon description? You described it in your mod page but we don't have the numbers detail.
For example, I just found a E-11D deathtrooper rifle that "upgraded" my standard E-11 but I don't have any idea of what this adds. Seems a bit more punchy but could be great if we have some kind of reference sheet for weapons without to have to look for weapon stats in the decorate files :wink:

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