[Release] Demon Eclipse - Episode 1

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Enjay
 
 
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Re: [Release] Demon Eclipse - Episode 1

Post by Enjay »

undead003 wrote:It's a hassle to have to changemap when launching a multiplayer.
I'm not sure why you "have to". Is it because you are using -warp on the command line or something? If so, use +map e1m1 instead. (note it's a "+" not a "-" before the word "map").
Kostov
 
 
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Re: [Release] Demon Eclipse - Episode 1

Post by Kostov »

Enjay wrote:
undead003 wrote:It's a hassle to have to changemap when launching a multiplayer.
I'm not sure why you "have to". Is it because you are using -warp on the command line or something? If so, use +map e1m1 instead. (note it's a "+" not a "-" before the word "map").
Neither -warp 1 1 nor +map works. It has to be +changemap e1m1. It's multiplayer.
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Enjay
 
 
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Re: [Release] Demon Eclipse - Episode 1

Post by Enjay »

undead003 wrote:Neither -warp 1 1 nor +map works. It has to be +changemap e1m1. It's multiplayer.
On the command line? Are you sure? changemap (when used at the console) is supposed to finish the current map as if the exit was activated and then go to the map specified. If you are putting it on the command line, you aren't in a map for ZDoom to finish.

And to be clear, the +map console command is different to the command line parameter -warp. It should be:

+map e1m1

not

+map 1 1

Of course, if we are talking at cross purposes, warp has an entirely different effect when the console command version is used (it warps you to coordinates within a map that you are already playing).
Kostov
 
 
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Re: [Release] Demon Eclipse - Episode 1

Post by Kostov »

Huh.

In the log it says "Use changemap instead. map is for single-player only.", but it worked. Something that hasn't before.
Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

Just uploaded a new version which fixes a small issue with the final boss. I also took the opportunity to convert DECORATE to ZScript.
otarU1921
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Joined: Fri Nov 20, 2020 10:26 am

Re: [Release] Demon Eclipse - Episode 1

Post by otarU1921 »

I think this wad has a bug about where the shots are fired from, it is causing tons of weird behaviors like hitscan shots hitting the walls below enemies center, rockets going lower than intented.
This is probably related to the earlier post that said that player height was increased to 50.

https://i.imgur.com/c63OZfR.png

https://i.imgur.com/mWqy3HU.png



Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.



Tested on GZDoom 4.5.0

I think it's better to use this wad.

https://www.doomworld.com/idgames/level ... d-f/de-pkg

It doesn't have both those bugs.
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Amuscaria
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Re: [Release] Demon Eclipse - Episode 1

Post by Amuscaria »

otarU1921 wrote:I think this wad has a bug about where the shots are fired from, it is causing tons of weird behaviors like hitscan shots hitting the walls below enemies center, rockets going lower than intented.
This is probably related to the earlier post that said that player height was increased to 50.

https://i.imgur.com/c63OZfR.png

https://i.imgur.com/mWqy3HU.png



Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.



Tested on GZDoom 4.5.0

I think it's better to use this wad.

https://www.doomworld.com/idgames/level ... d-f/de-pkg

It doesn't have both those bugs.
That's not a bug, that's due to the view-height of the player being higher than the usual doom player that matches closer to where the eyes of the marine would be, but the shoot-height remaining the same.
Blue Shadow
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Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

otarU1921 wrote:Also on Map E1M4 I found a door before the yellow key that wouldn't open from the other side if it closed.
Fixed.
otarU1921
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Joined: Fri Nov 20, 2020 10:26 am

Re: [Release] Demon Eclipse - Episode 1

Post by otarU1921 »

Amuscaria wrote: That's not a bug, that's due to the view-height of the player being higher than the usual doom player that matches closer to where the eyes of the marine would be, but the shoot-height remaining the same.
Wouldn't it be better for the view height to be the same as shoot height?

Because all shots will go to a place where my crosshair isn't. It's even worse if there is no autoaim.

There is a clear disconnect from what you expect when firing a weapon and what happens.

If it was the correct view height then you would understand why the bullets and rockets hit the wall because you are viewing that you are shooting from a lower height.

I understand that the view height was increased so the character pov feels better as a qol change, but I would rather shoot bullets where my crosshair is at as a dwarf than have higher view-height.
otarU1921
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Re: [Release] Demon Eclipse - Episode 1

Post by otarU1921 »

Default height, viewheight and zoffset:

Code: Select all

ACTOR PlayerPawn native
{
  Health 100
  Radius 16
  Height 56
  Mass 100
  Painchance 255
  Speed 1
  +SOLID
  +SHOOTABLE
  +DROPOFF
  +PICKUP
  +NOTDMATCH
  +FRIENDLY
  +SLIDESONWALLS
  +CANPASS
  +CANPUSHWALLS
  +FLOORCLIP
  +WINDTHRUST
  +TELESTOMP
  +NOBLOCKMONST
  Player.AttackZOffset 8
  Player.JumpZ 8
  Player.GruntSpeed 12
  Player.FallingScreamSpeed 35, 40
  Player.ViewHeight 41
  Player.UseRange 64
  Player.ForwardMove 1,1
  Player.SideMove 1,1
  Player.ColorRange 0,0
  Player.SoundClass "player"
  Player.DamageScreenColor "ff 00 00"
  Player.MugShotMaxHealth 0
  Player.FlechetteType "ArtiPoisonBag3"
  Player.AirCapacity 1
  Obituary "$OB_MPDEFAULT"
}
This wad has :

Code: Select all

class DoomMarine : DoomPlayer
{
    Default
    {
        Player.Viewheight 50;
        Player.AttackZOffset 6;
        ...
Original Demon Eclipse has default view-height and default zoffset.

Because this wad decreased the default zoffset from 8 to 6 and increased view height without accounting for the zoffset the shots end up going below than intended even if you discard the view-height change.

If you use 8 ( default zoffset ) + 9 ( the increased view height change ) you will get the same behavior as view-height 41 and offset 8, but your vision is taller and you shoot from a higher point.

I would either go with 41/8 so no gameplay changes occur or 50/17.
Blue Shadow
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Re: [Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

The Demon Eclipse version I based this on is "Beta 8", according to the PM history between me and Amuscaria. Although I don't I have it anymore in order to verify, it definitely had the view and attack height changes. It's not something I introduced myself.
otarU1921
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Re: [Release] Demon Eclipse - Episode 1

Post by otarU1921 »

Well, if it was intended by the creator then nothing can be done about it.

Thanks and sorry if I was rude.
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Amuscaria
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Re: [Release] Demon Eclipse - Episode 1

Post by Amuscaria »

otarU1921 wrote:Well, if it was intended by the creator then nothing can be done about it.

Thanks and sorry if I was rude.
Why don't you just set it to a height you want? I means it's not hard-coded.
otarU1921
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Joined: Fri Nov 20, 2020 10:26 am

Re: [Release] Demon Eclipse - Episode 1

Post by otarU1921 »

Amuscaria wrote:
otarU1921 wrote:Well, if it was intended by the creator then nothing can be done about it.

Thanks and sorry if I was rude.
Why don't you just set it to a height you want? I means it's not hard-coded.
You are right, that was what I did.
Great wad, I really liked it, I was really surprised at how many of your creations are used on other famous wads.

The weapon sprites, custom monsters, there are lots of things I saw on other wads that probably came from you.
Blue Shadow
Posts: 5046
Joined: Sun Nov 14, 2010 12:59 am

Re: [Release] Demon Eclipse - Episode 1

Post by Blue Shadow »

The mod's been updated.

Highlights:
  • E1M4: fixed a door leading to the yellow keycard that could only be opened from one side.
  • Gave monsters and weapons name tags.
  • Externalized strings to LANGUAGE.

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