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[Release]Revisions
Posted: Mon Sep 08, 2008 10:37 am
by Ghastly
Tired of Chaingunners and Spider Masterminds chainguns sounding like shotguns? Tired of a DSDMPAIN for almost
all monsters? Tired of Cyberdemons firing rockets from their groins (no jokes, please)? Tired of cliche, infomercial-style questions? Then look/read no further!
Revisions is a mod cannibalized from Abyss Below (which is experiencing a horrible slowdown), which fixes a few things that Id Software was either too lazy to make, or code into Doom, and adds a few miscellaneous enhancements. A full list of changes are:
- Unique active and pain sounds for all Doom monsters
- Mancubi now fire from their cannons (A_CustomMissiles, rather than A_FatAttack1/2/3)
- Cyberdemons' rockets now have offsets, so they fire from their cannons.
- Arachnotrons now fire more closely to the player's Plasma Rifle, but damage has been lowered to compensate.
- Implemented Captain Toenail's PlasmaFX.wad, so the Plasma Rifle no longer sounds so annoying and the plasma is no longer deep blue.
- Weapons have reloading systems!
- Chaingun has been revamped. It now spins up and down, and does more damage.
- Fists no longer alert enemies
- Plasma Rifle now has a cooldown sound
- Plasmaballs (and ArachnotronPlasma) now have fog trails.
- Hell Knights, Barons Of Hell and Cacodemons now have the right bloodcolor, and Lost Souls now don't bleed.
- Chaingunners and Spider Masterminds now use real chaingun-sounding sounds.
- Armor now stacks. Two green armors or one blue armor.
I'm definately open to suggestions for improvement, and certainly open to bug reports.
Download links:
http://www.megaupload.com/?d=FQR5GTL2
http://www.zshare.net/download/184060727c4440f2/
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 10:49 am
by Amuscaria
Dont forget the following? (unless you're already done them).
-Bright shootging frames for zombieman (wasnt before).
-Bright deaths for Pain Elemental, Cyberdemon, Spidermastermind.
-Revenants should fire 2 fireballs instead of 1?
-Chaingunner should Drop his chaingun when in his death animation (DE has the sprites).
-Monster offsets should be fixed mannually (a lot of them scroll or shift their sprites when they attack, die).
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 10:50 am
by Remmirath
It certainly improved the old Doom gameplay, but i wasn't quite convinced about weapons sounds. They seem to be quite too highsampled compared to some other sounds...
I think you should either resample them with a lower frequency, or simply changing them with something more suitable...

Re: [Release]Revisions
Posted: Mon Sep 08, 2008 11:03 am
by Ghastly
@Eriance: Added to my checklist. I'm not 100% sure what to do about the Revenant missiles, though, since it won't fire the missiles parallel to each other, so they merge together and look like one missile.
@Morpheus: It took me a while to pick out sounds (most are from Doom 3 or Quake 4, though

), and I'm still not happy with a few of them, especially some of the new active and pain sounds. I'll try to fix some of them.
I'm still working on improving this, but I thought that it's time to get the public's opinion before I could really go much further. I, also, forgot to add to that feature list, the pistol, shotgun, super shotgun and chaingun all have ejecting brass done in such a way that doesn't really lag gameplay, or Skulltag servers (they're client-side and fade out fairly quickly).
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 12:14 pm
by TheDarkArchon
Incoming list of "Things that need improving"
-Doom 3 sounds are overused, bar the pistol and that's not used for very good reason (I.E it's shit)
-Put more than half an ass into doing reloading animations
-Ditto for the ejecting brass. See Diaz or GZDoom advanced for a mod that does it right.
-And again for spin-up/down animations.
-The HK and Barons new pain sounds aren't very good
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 12:58 pm
by Ghastly
TheDarkArchon wrote:-Doom 3 sounds are overused, bar the pistol and that's not used for very good reason (I.E it's shit)
The chaingun and plasma rifle sounds are probably the best fitting from any game, so I doubt I'll change those. What sound did you have in mind for the pistol, since I haven't found anything else (otherwise, I'd've changed it already, since I agree that the Doom 3 pistol sounds weak)
TheDarkArchon wrote:-Put more than half an ass into doing reloading animations
I can't sprite to save my life, I can just do recolors and minor copy/paste jobs. Offsets like that are probably the best reload animations I can do, and they work pretty well.
TheDarkArchon wrote:-And again for spin-up/down animations.
What, exactly, is the problem with the spin up/down animations? What do spin up and spin down animations do
besides spinning faster and slower?
TheDarkArchon wrote:-The HK and Barons new pain sounds aren't very good
I've been meaning to remake those, and their active sounds, too, anyway.
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 1:06 pm
by BlackRabite
id Software was too lazy to implement Captain Toenail's PlasmaFX.wad
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 1:09 pm
by TheDarkArchon
Ghastly_dragon wrote:
TheDarkArchon wrote:-And again for spin-up/down animations.
What, exactly, is the problem with the spin up/down animations? What do spin up and spin down animations do
besides spinning faster and slower?
Tap the trigger and it'll do the full spin-up and spin-down animation, which essentially leaves you to do nothing for over 2 seconds.
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 1:21 pm
by Caligari87
You need to do some clever jumping with A_Refire to get proper spin up/down, or else it cripples the player when they let go of the trigger too soon. That, combined with some dummy inventory, should help, like giving the player a "uptospeed" item when the chaingun is spun up, and taking it away when the spin drops below a certain point.
My Decorate is extremely rusty and I don't have testing a platform right now, so don't ask for code from me. Sorry.

Re: [Release]Revisions
Posted: Mon Sep 08, 2008 1:37 pm
by Ghastly
I figured I'd have to do a lot of tricky A_JumpIfInventorys and A_ReFires when DarkArchon explained exactly what he meant by half-assed spin-up/down animations, but the prospect of adding yet another complicated jumping system to a weapon that already looks like it's code was coughed out of a volcano isn't a pleasant prospect. It, also, might not work, since it's already using the Hold state (A_ReFire goes directly to the Hold state).
While I try to work it out, I'll reduce the spin-up speed. Whether I add those A_JumpIfInventorys or not, it still takes too long to spin up and down.
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 3:00 pm
by Imp Hunter
WAT about new puff effects?

(I really like of the effects from Insanity Doom, by MCHammer!)
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 6:19 pm
by przndoom
you avatar scares me imp hunter
lol good mod , very nice..no new animation for weps cuz that may ruin it XD..though i have been working on it >.> pistol only good now
Re: [Release]Revisions
Posted: Mon Sep 08, 2008 6:56 pm
by Unknown_Assassin
The only thing that I felt unnecessary to change was having reloadable weapons. I found the Doom weapons fine without reloading. Meh, that's only my opinion though.
BTW, you should point out that it only works on ZDoom SVN.
Re: [Release]Revisions
Posted: Thu Sep 11, 2008 6:34 pm
by Vegeta(dw)
Hey, I didn' test this yet but sounds pretty cool. With the Spider I think it's fine if it uses a shotgun sound as it actually shoots shotgun blasts (unlike the chaingunner that uses a regular chaingun, the spider has a super chaingun).
I think the Nazi could be fixed so it doesn't have that purple dots on it's fire attack, same with the BFG fire frame.
Re: [Release]Revisions
Posted: Fri Sep 12, 2008 12:19 pm
by Tamashii
this is pretty good. i'm enjoying it. some splashing and nashgore stuff would make it perfect.