Enhancement mod for EDGE (updated)

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CeeJay
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Enhancement mod for EDGE (updated)

Post by CeeJay »

Well, after almost a year of on-and-off development (and a few incarnations before that) it is finally finished, at least I hope so.

It is a Doom enhancement mod. Another one, but this time for EDGE. Employing many of the features and advantages of the engine. It requires EDGE 1.35 (http://www.edge.sourceforge.net), just unzip the contents and use one of the included .BAT files.

NOTABLE FEATURES:

* All new weapon sprites with smoother animations and with a consistent tech-type look.
* More complex weapon mechanics, among other things a kick is used as secondary attack for ranged weapons that lack their own.
* Chainsaw acts and sounds more like a real chainsaw, complete with the off chance of it failing and stalling in the midst of combat. Not to mention a wicked second attack.
* Five new weapons implemented:

- Rifle as dropped by the zombiemen, very accurate and with a scope allowing for some sniper action.
- Chaingun as dropped by zombie commando, original chaingun replaced with machinegun. This chaingun acts more like a real one. Very powerful.
- Unmaker - The unholy abomination mentioned in the (in)famous Doom bible, replaces the Dead Lost Soul (thing 23).
- On occasion when gibbing an Imp he will leave his fireball spewing and clawing arm behind as a weapon for use. Primary & secondary attacks.
- Mancubus arm gun - Like the Imp, the Mancubus will on occasion drop one of his big guns upon death. Not very useful though.

* Enemies have a wide array of death animations, some more gruesome and bloody than others. Most of which depend on the weapon type used.
Enemies will among other things be decapitated, ripped apart, gutted, splattered, crushed, set aflame and melted.
* Many enemies have extended/improved attack animations and methods, but projectile speed and damage remain mostly untouched for balance.
* Flying blood, guts and gore ("Flying gibs") complete with a large supply of sound effects to accommodate this.
* More realistic looking explosions with shrapnel and debris.
* Almost every decoration can be interacted with in one way or another: bodies can be splattered, barrels can be pushed around, lamps can be turned on and off, etc.
* Ambiance sounds (torches flickering, lamps humming, flies buzzing over corpses, etc.). Makes the environment seem more living.
* Extended usage and improvement of dynamic lightning.
* Shells and ammo boxes have been split into several parts allowing the player to only pick up what he/she needs and leave the rest for later.
* New more modern HUD display but with an old-school type feel. Doomguy face is still used and now actually works correctly (it didn't originally in EDGE).
* Almost every enemy now has its own unique sound set, most of these are of higher quality than the originals.
* Just about every single item has its own unique pickup sound.
* Lots and lots of cool visual effects, fixes, improvements and extensions. Almost nothing has been left untouched.
* In keeping with the old-school style of Doom there are no hi-res or true color sprites, everything is in standard resolution using the stock Doom palette.

DOWNLOAD (release candidate 4)
Standard version: http://www.mediafire.com/?dbpnxqjtrv4hfz2
Lite version (no HQ music): http://www.mediafire.com/?pwxg5ef5ufc1am2

CHANGES:
- Fixed a slight mistake with the Plasma Gun firing cycle.
- Once again, the Zombie and IMP special deaths have been re-worked. Now they will respawn/resurrect, tested on Nightmare skill.
Last edited by CeeJay on Sun Nov 10, 2013 6:51 am, edited 6 times in total.
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wolf00
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by wolf00 »

i think reload function for all guns is a right way,player must use some playing tactics,if must reload,submachine gun is candidate,rocket launcher too,only chaigun/plasma rifle/bfg dont need this reloading, combat rifle is fun but have too low ammo in clip,Fox recon squad in doom novel using some kind of rifle[having bayonet under barrel] in 10mm caliber & pistol in same caliber,rocket laucher is nover for two rounds[pump action reload like shotgun]. Anyway this it a your mod ...
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by Hellstorm Archon »

Anything to show off the features? Like screenshots or a video?
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

wolf00 wrote:i think reload function for all guns is a right way,player must use some playing tactics,if must reload,submachine gun is candidate,rocket launcher too,only chaigun/plasma rifle/bfg dont need this reloading, combat rifle is fun but have too low ammo in clip,Fox recon squad in doom novel using some kind of rifle[having bayonet under barrel] in 10mm caliber & pistol in same caliber,rocket laucher is nover for two rounds[pump action reload like shotgun]. Anyway this it a your mod ...
Every heard of space? Anyhow, there is a reason why the rifle has such a small clip size. It is supposed to be a negative attribute of the rifle to prevent the pistol from becoming useless when acquiring the rifle. The pistol is still more useful at close quarters (secondary attack) and I was originally against giving the weapons reload functions as I did feel this would cripple gameplay. But I love the reload animation for that pistol so I put it in and remembered back in the days of Duke 3D when only the pistols would reload. Making, for example, the shotgun reload would most certainly slow down gameplay to a crawl and frustrate the player. The pistol and rifle reload quite fast so it's no biggie.
Hellstorm Archon wrote:Anything to show off the features? Like screenshots or a video?
Yeah, i'm lazy. But really, there isn't much to "show off" seeing as it is an enhancement mod using resources already available in the community and it has been released. If you don't feel like downloading the whopping 128MB standard version, go for the 9MB lite version instead,
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by Enjay »

Seems to work very nicely from the quick play that I have had so far. Some cool effects. A lot of the resources are "seen befores" but they are used well. Nice to see an EDGE mod coming out as well.
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

Thank you :)
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wolf00
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by wolf00 »

This weapon reminds demon eclipse mod ... Perhaps you use similar sprites, of course they are litle modified ... 1: All weapons in pack having reload function [chaingun can have ammo feed from ammo belt] 2: No one weapon in pack dont need reload function ... This is optional[for me of course].Some souds i heard in Rusian owerkill

FYI, don't use Postimage.org for screenshots anymore, since they have porn ads. -mgmt
p.s. Feel free to remove this message when you wish to repost the shots to someplace like imgur or majhost.


You can post here some credit's, if you using resources from other authors

Anyway this a nice mod ...
edit: I want run some pwad's on this mod,but they wont start ...
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

Yes, the majority of weapons sprites are made by Eriance for his now abandoned Demon Eclipse mod and all credits goes to him for them. Hes has explicitly stated that they are free to use as long as credit is given. So credit is hereby given.

Here is a short credit list:
id Software
Raven Software
Eriance
David G.
JoyeTD
Blox
Don Tello/Corry Whittle
Shane Strife

And to anyone else I might have forgotten, you know how you are.
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

wolf00 wrote:edit: I want run some pwad's on this mod,but they wont start ...
If you wish to play with a megawad, open up the corresponding BAT file (Doom, Doom 2, Plutonia or TNT) and just add the name and extension of the WAD file you wish to play before everything after -FILE and there you go. For example:

edge135.exe -file requiem.wad doomenh\sprites\sprites.wad doomenh\graph\graph.wad -ddf doomenh\scripts\doom2 -iwad doom2.wad

Where requiem.wad is the custom wad you wish to play along with it

or

edge135.exe -file dtwid.wad doomenh\sprites\sprites.wad doomenh\graph\graph.wad -ddf doomenh\scripts\doom1 -iwad doom.wad

Where dtwid.wad is the custom wad you wish to play along with it
Last edited by CeeJay on Sun Jan 27, 2013 7:19 am, edited 1 time in total.
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wolf00
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by wolf00 »

I wish run on this mod some single maps from doomworld idgames page[newstuff chronicles]
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

Follow my instructions above and you should be fine.
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wolf00
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by wolf00 »

Ok just test right now,work nice,thx for your help
CeeJay
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by CeeJay »

You are welcome!
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Hellstorm Archon
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by Hellstorm Archon »

wolf00 wrote:Images
Ok, thanks for that little set of images, as I seem to now get the idea.
Quick question, though:
Do the maps come with the mod, or they come separately (if so, where can the maps be found)?

Little side note:
For posting images, I'd recommend using imgur, rather than that "postimage" site, as the latter will sometimes redirect you to a pornographic website, as well as the site itself containing hardcore pornography.
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wolf00
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Re: Enhancement mod for EDGE released (cross-forum post)

Post by wolf00 »

These images are from demon eclipse mod

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