DoomFrag 1.0, kinda but not really

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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

DoomFrag 1.0, kinda but not really

Post by Ivory Duke »



In the same way I assume it has impacted may of you reading, the COVID-19 pandemic has brought many changes in my life.
Due to these developments I am no longer able of devoting the time required to making maps for DoomFrag, therefore I am abandoning the project.

Although, all coding has been done, maps are really the only thing lacking, therefore I am releasing DoomFrag 1.0 for two reasons:
1 - Maybe there is somebody out there who would like to take over the project and bring it to conclusion (if you exist send me a private message);
2 - At the cost of sounding presumptuous, there is a bunch of neat stuff I pulled off for DoomFrag and I think it would be a shame if it were not made available to the public to freely use (at least in my opinion).

Therefore everything included in this pk3 that is my original creation is free to use by whoever wants to as long as:
1 - when used in a project there is a note somewhere in the credits stating something along the lines of "Thanks to Ivory Duke for blablabla whatever you took out";
2 - there is a gentlemen agreement that I will not put any effort in extracting any code block from the pk3, and I will provide no support for any bugs/unexpected behaviors. AKA it's all yours my men but you are on your own.
Although, best to my knowledge, it should all be extremely stable and reliable (dramatic music plays in the distance).

Old announcement trailer





WHAT MIGHT THERE BE IN HERE THAT COULD TICKLE YOUR INTEREST?!



Nothing new, but a specialized rendition of my Quake movement code, including an on screen strafejump help tool, proper rocket and nailjumping.


An almost totally reworked menu system that looks the same at all resolutions


A customizable class and map selection menu (instructions in a file inside the pk3)


Weapons that fire where the crosshair is (already previously released)


A state independent weapon powerup overlay


Possibly some other stuff I forgot.


DOWNLOAD HERE


I also take the opportunity to announce that I will most likely not be involved anymore in anything Doom modding related, as my interest has shifted to more modern engines.
So don't expect anything else from me unless proven otherwise.
I hope some of this stuff will be helpful to somebody.
This might be my last public interaction here so have fun and have a good life.
- Ivory



Credits:
- Ivory Duke: all original coding, most of the menus graphics, menu sounds, mapping;
- QC:DE team members DBT, Franco Tieppo, DrPyspy, Michaelis, Michael Markie: sprites for weapons, pickup items, FXs, and a few player classes; a few weapon related actors; weapon sounds rips and original weapon sounds (BFG).
- Ukiro (OTEX): an urban wall texture used in the menus;
- Trailblazer (not sure who exactly to credit): BIGFONT (albeit highly edited);
- Jimmy: Nought Point Four font (lightly edited).
- Saber/id: QC's Choo Choo medal art used for the logo, pickup and weapon sounds.
Last edited by Ivory Duke on Wed Oct 21, 2020 3:02 pm, edited 1 time in total.
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

Re: DoomFrag 1.0, kinda but not really

Post by Ivory Duke »

1.0 not really release
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BROS_ETT_311
Posts: 223
Joined: Fri Nov 03, 2017 6:05 pm

Re: DoomFrag 1.0, kinda but not really

Post by BROS_ETT_311 »

"I also take the opportunity to announce that I will most likely not be involved anymore in anything Doom modding related, as my interest has shifted to more modern engines.
So don't expect anything else from me unless proven otherwise.
I hope some of this stuff will be helpful to somebody.
This might be my last public interaction here so have fun and have a good life."

Aw man, that's a bummer! You're clearly very talented at what you do with GZDoom, but I'm sure your future prospects will be just as spectacular on more advanced engines. Sincerest gratitude for everything you've contributed, cheers dude!
Apteral10
Posts: 109
Joined: Sat Jan 20, 2018 1:14 pm

Re: DoomFrag 1.0, kinda but not really

Post by Apteral10 »

*gets Titanfall 2 wibes* YEEET! Anyway, looking forward for full release. Shame that this is not a game play mod for Maps of Chaos but I might find something which should do.
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mamaluigisbagel
Posts: 527
Joined: Wed Jul 09, 2014 7:25 pm
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: DoomFrag 1.0, kinda but not really

Post by mamaluigisbagel »

not being interested in racing personally, but loving the addons like the hud and powerup overlay, I'm kinda disappointed they weren't released as addons for QCDE. But I can probably live without them. Sad to see you leave, but hopefully things will only get better for you
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Deon
Posts: 236
Joined: Thu Oct 08, 2020 10:44 am

Re: DoomFrag 1.0, kinda but not really

Post by Deon »

I love the movement system, it looks so smooth. I hope someone can come up with something cool for this, but even as is it's impressive. Good luck to you in your new journeys!
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