Particle Fire Enhancer Mod (v0.8)
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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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Re: Particle Fire Enhancer Mod (WIP)
I don't see any mention of replacing the existing particle effects - ie fountains and sparks. solarsnowfall has made some excellent effects to cover these and there is also this if you are interested:
http://forum.zdoom.org/viewtopic.php?f=3&t=24632
http://forum.zdoom.org/viewtopic.php?f=3&t=24632
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Re: Particle Fire Enhancer Mod (WIP)
Actually those are my own edits, you can compare it to yours, i'm sure you'll find small differences (like the cheesy way i rotated the lower barrels and some leftover crap still remained there - maybe some day i'll do a cleanup on these)Minigunner wrote:Don't forget who made the bottom half of the perkristian chaingun--->


I have a smooth animated version for the DE chaingun too, if anyone's interested.. Hmm should i open my sprite edit thread in the resources?
As for particle fountains: i made these for vanilla or close to vanilla wads to be played with GZDoom and enhanced effects, but Zdoom wads also work, so i may consider using particle fountain replacers, but first priority is to get the vanilla stuff into shape.
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Re: Particle Fire Enhancer Mod (WIP)
...Yeah, yours look cleaner.
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Re: Particle Fire Enhancer Mod (WIP)
Make sure you give objects that don't have any effect on gameplay +NOINTERACTION, so they don't waste processing time with physics checks, and if you're planning for Skulltag compatability, +CLIENTSIDEONLY, so it doesn't waste bandwidth synchronizing a million billion little particles between clients.
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Re: Particle Fire Enhancer Mod (WIP)
Code: Select all
Actor VisualSpecialEffect
{
+NOGRAVITY
+NOINTERACTION
+NOBLOCKMAP
+NOTELEPORT
+ForceXYBillboard
+CLIENTSIDEONLY
}
Actor BouncyPhysicalThing
{
Projectile
Mass 1
+DOOMBOUNCE
+CLIENTSIDEONLY
+NOTELEPORT
+PAINLESS
-NOGRAVITY
-CANBOUNCEWATER
}
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Re: Particle Fire Enhancer Mod (WIP)
Oh lordy that is gorgeous looking. Especially the Lost Souls and the plasma effects. Do the droplets of fire left over from killing an LS damage you?
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- Posts: 101
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Re: Particle Fire Enhancer Mod (WIP)
Nope. No changes in gameplay is one of my goals. You should be able to play it as you do the original.
Anyway i updated the OP with an extra video, showing off the Archvile in action (and the BFG for that matter).
Anyway i updated the OP with an extra video, showing off the Archvile in action (and the BFG for that matter).
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Re: Particle Fire Enhancer Mod (WIP)
Holy snap! :O
I hope my PC manages to run that without lag, because it's awesome!
I hope my PC manages to run that without lag, because it's awesome!
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Re: Particle Fire Enhancer Mod (WIP)
Today i decided to move away from the UTNT/Stronghold fire effects, and do my own very similar ones (to see how difficult it is, and what's the trick, and also i wanted to have my own sprites). I was able to create something very similar, but a tiny bit more firey looking. I used doom 3 fire sprites for the job. Also replaced the flares with a bit cleaner and more roundish flare.
Anyway a new video is in the OP, the newly made WolfSS guy sounds, and a preview of the pickup effects (if you're watching good enough you can see the invulnerability in the AV video too).
Anyway a new video is in the OP, the newly made WolfSS guy sounds, and a preview of the pickup effects (if you're watching good enough you can see the invulnerability in the AV video too).
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Re: Particle Fire Enhancer Mod (WIP)
Awesome!
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Re: Particle Fire Enhancer Mod (WIP)
Is there gonna be a beta of this any soon? I really wanna play with this it looks very awesome o-o
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Re: Particle Fire Enhancer Mod (WIP)
Wow. That was amazing.
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Re: Particle Fire Enhancer Mod (WIP)
Cool flame effect! I couldn't help but notice, though, is the PE taking damage from the Lost Souls flames?
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- Joined: Mon Jan 24, 2011 5:22 pm
Re: Particle Fire Enhancer Mod (WIP)
Heh, yes, it's in the pain state. The flames are not supposed to do damage (everything is as in original Doom, only visuals changed). I suppose either one of his skulls bit it from behind or somewhere, or a zombieman shot it.
I'm really close to a release version now, there are only a few things remaining:
- Fixing up the HUD
- Doing something with the Floating Rock of Skull and Flames (or what) and the Candles and Skulls thingy.
- A few missing light definitions
Things that are flawed, but will stay that way for the release probably:
- Candelabra (only having one candle lit)
- Water splashes use KDiZD sprites, and are not that spectacular
- Fire trail codes are not the best. Shoot a rocket upwards, and it's fire trail will be a bit off.
- I'm not sure about some damage values. I'm using Random(3,5) for monster bullet attacks (it is mostly right, even though it has values outside the original like 4) and a plain 2 for chainsaw and fists, 20 for berserk (it feels kind of... weaker than the original, though it should be right AFAIK). I'd actually use the original code pointers, but i had to eliminate BulletPuff. Damn you, Revenant Tracer!
I'm really close to a release version now, there are only a few things remaining:
- Fixing up the HUD
- Doing something with the Floating Rock of Skull and Flames (or what) and the Candles and Skulls thingy.
- A few missing light definitions
Things that are flawed, but will stay that way for the release probably:
- Candelabra (only having one candle lit)
- Water splashes use KDiZD sprites, and are not that spectacular
- Fire trail codes are not the best. Shoot a rocket upwards, and it's fire trail will be a bit off.
- I'm not sure about some damage values. I'm using Random(3,5) for monster bullet attacks (it is mostly right, even though it has values outside the original like 4) and a plain 2 for chainsaw and fists, 20 for berserk (it feels kind of... weaker than the original, though it should be right AFAIK). I'd actually use the original code pointers, but i had to eliminate BulletPuff. Damn you, Revenant Tracer!
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- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: Particle Fire Enhancer Mod (WIP)
Well, I must admit Im really looking forward for this project. 
But the more polished, the better.

But the more polished, the better.