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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

I like the higher, Doom 3 style ammo caps; it's nice to not have to leave ammo behind as much. I think just reducing the rate you're gaining ammo is the right way to go, since in some harder level-sets melee isn't going to be viable unless you're really lowering the damage.
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

I hate to be the bringer of bad news, but has anybody started noticing problems with player walkover trigger lines with this? I've now noticed in two mappacks, MM2 and REQUIEM, MAP04 of both of them, there are some walkover triggers meant to instantly raise floors up so that you see enemies instantaneously appear that's not happening, and as a result you can easily find yourself falling into a HoM pit and getting torn to shreds by enemies. The walkover triggers are working as they should without BDJ20 loaded up, but they get mucked up when playing with BDJ20. Being as I have not done that much fooling around with playerclasses, all I can do is point this new problem out and ask if it has been reported before for this mod.
LostFury
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by LostFury »

-Ghost- wrote:I like the higher, Doom 3 style ammo caps; it's nice to not have to leave ammo behind as much. I think just reducing the rate you're gaining ammo is the right way to go, since in some harder level-sets melee isn't going to be viable unless you're really lowering the damage.
Fair point and your not always guaranteed a fatality so i think i agree with you there.

Found a bug, had a Former Sergeant crawling on the ground and did a kick attack and instead of the curb stomp it performed a regular fatality.
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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

This is just personal preference, but could there be an addon or toggle or something for the voxels? I've never really liked how voxels look in Doom, they end up looking out of place to me.
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Devianteist
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Devianteist »

Deleted my previous post. Experimenting with this in SLADE, and so far, I've been getting errors left and right. PAINEFFECTS seems to be where the HUD effects come from, but it gives me script errors whenever I get shot.

Smoke is easy enough to remove. I would still like to properly remove it from the weapons, though.

Also, BDJv20 drops to 0 FPS whenever I fire a weapon, even after removing a lot of the FX that slow my laptop down. I would really appreciate some help. :/ Care to lend a hand Johnny or anyone else?
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johnny
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by johnny »

Patriot1776 wrote:I hate to be the bringer of bad news, but has anybody started noticing problems with player walkover trigger lines with this? I've now noticed in two mappacks, MM2 and REQUIEM, MAP04 of both of them
Where at in MM2 map04? I was actually playing MM2 last night and I didn't notice anything. I was jumping around so maybe I didn't play map04 though.

LostFury - fixed the plasma death melee thing. As far as the curbstomps go, that's just the way it has to be set up. Purely "kick" damage is no longer a thing--punches/kicks do both kick and fatality damage. I could go back to having kicks just do kick damage, but they would never trigger fatalities. If you want curbstomps, they have to either be added to the group of all available fatalities for that particular dyingguy that will be picked at random, or be ONLY curbstomps. I'll add them in though because that's just a good idea anyways.

Ghost - I'm not sure how I'd do a toggle for that sort of thing, but you can remove them yourself if you'd like. It's really easy--just open up slade and delete the VOXELS folder and the voxeldef definition and they'll be gone. Some of the pickup sprites might be missing though, I remember deleting a few when I came across them when I was first adding voxels in.

Devianteist - I'm not sure about how to remove the bullet holes and blood splats and broken glass effects from the hud, but I'm assuming they'd be within the player.dec definition. The spawners are probably in the player pain state. They have nothing to do with SBARINFO though, I know that. You could try just deleting the pngs from the graphics folder if the code is giving you too much trouble--they won't show up if they aren't there, and executing the code wouldn't be what's slowing your laptop down. If you want to remove smoke, just go through every definition and remove all references to "smokespawner" and "halfsizesmokespawner." I wish it was easy as doing a find/replace but each spawner will have different arguments, so that'll be pretty tedious. A looooooot of doom editing is really tedious stuff like that. My laptop is slow as shit too so I can tell you what I do:
- never exceed 800x600
- disable all dynamic lights (this is a resource killer)
- open up your zdoom.ini and do a search for decals and particles and crank them both down to ~500. I have mine at around 200.
- also in your zdoom.ini, search for vid_maxfps and set it to just barely over 60. I have mine set at 62. I can't remember where I read this or why it helps but it does.
- vsync set to off, no anisotropic filtering
- if you're desperate, type cl_capfps 1 in the console to drop from 60fps to 30
- don't use dark_doom
- make sure rendering quality is set to "speed" and not "quality"

That's all I can think of right now.

I'm gonna take a couple day break from bug squashing guys. For some godforsaken reason, the zombies started disappearing upon death when standing on water again, even though I did nothing to their code since fixing it. I think I previously fixed it for lava/slime, but not for water I guess. It must be something with the splashes. This occurs in BDJ19, BDSE, regular BD19, and all the test versions of 20 so at least I know it's not something I did.

I started to add some stuff from the Feb 10 test version last night, and when I got to TNT map08, there was a massive chorus of pain sounds. The water splashes do damage to enemies now with every step they take... :| Sooo I promptly ripped that shit out. I'm pumping the breaks on new stuff for now. The only difference I can see in this new test is a bunch more unnecessary deaths (just more instances of disappearing corpses to deal with) and new player classes?? WHY, WHY, WHY. Mark is adding pointless new features just for the sake of having featues (stealth kills? in doom?) without finishing older, more important things. That commando turning into a zombieman upon SSG death bug has been in every test version despite people reporting it every single time. He gets something 80% done and moves on. I should probably tell him about that headshot ghost bug by the way.

BLAAAHHHGGGGHH this stuff is getting frustrating and I've been working on it all day every day since last Friday. I've got two episodes of Better Call Saul and a whole half season of Walking Dead to watch, dammit.

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Devianteist
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Devianteist »

Well now, that's a lot of helpful info you've got there Johnny! Thanks, I'll be sure to do all of that. Hopefully your break goes well, and as for Mark, I don't even think a brick to the head'll get that guy on a straight path. For many more reasons than one.

EDIT: I just had a hilarious idea; a gorilla skin for DOOM, and it's name shall be Johnny. 'Cause Johnny here is a good sport.

EDIT 2.0: Your fixes worked like a charm; Hellspawn smashing goodness awaits me!
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

Take a break man. Take a break. You're burnt out, you need to have some sabbath days of rest from this puppy. Take a break. The walkover trigger line problems can wait. Take a break from this project, do some things to ease your mind, just don't work on this thing for a few days. Do whatever you need to do to rest your mind and spirit. Please. Go and have yourself a few of these: (_)3 (_)3
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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

Yeah, take a break. You've done great work so far, especially considering you've had to fix a lot of weird already existing BD bugs.

I think Weasel's Accessories to Murder has a toggle in its mod options for voxels, if that helps. I'll open it up and SLADE though and see what I can do in there myself.

Lastly that water thing might explain why I'd occasionally take damage for no reason; sometimes while just running around the Doomguy would make a pain noise and possibly lose 1 HP or something, but I haven't been watching my health when it happens. I'll have to keep an eye out for it and make sure it's not just some zombie sniping me from across the map. :P

EDIT: Got the health loss thing again, while playing BTSX 1, map 04 by the red key area. I'd killed everything there, gotten the key, then while standing on some blood from the fight I lost 2-3 HP in 1 HP increments very slowly. It seemed like it was linked to either the blood itself or maybe the bodies nearby, since I'd fatality'd a bunch of pinkies right there.
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ArtVandelay
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by ArtVandelay »

Yours is BY FAR the best implementation of grenades in DOOM. I love it.

I hate to come out of lurk-mode just to make a request but yeah... it's like that. The dream is a pure grenade mod that plays nicely with other mods and can be used in an otherwise vanilla DOOM experience. I even downloaded and tried my completely inexperienced hand at SLADE3. I thought, "How hard could it be to pare down SmoothDoomJ.pk3?". As it turns out, it's too hard for me. :P Other than a new-found respect for the authors of my favorite mods, I got nothing. A re-upload of the vanilla grenade pk3 would be GREATLY appreciated. :D

And seriously johnny, dose nades. You the best mayne. You deed it.

EDIT: I just saw your post where you said this...
johnny wrote:It's not something that can exist in its own pk3 outside of the weapon code and be added/removed to other weapon mods on the fly, you gotta add new states to every weapon's decorate individually.
I guess next time I'll read the entire thread before replying! :oops: Still, I'm loving the grenades in SmoothDoom. Keep up the good work!
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

I don't wanna play with Ultra-Violence numbers of enemies through brand-new mappacks with this. Is there ANY way of using the original skill settings with this? Or am I gonna have to into the pk3 and clear the modded skill settings menu?
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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

I think the damage reduction works pretty well at making things easier as needed, though i can see why you'd want the regular difficulty settings.
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Devianteist
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Devianteist »

Patriot1776 wrote:I don't wanna play with Ultra-Violence numbers of enemies through brand-new mappacks with this. Is there ANY way of using the original skill settings with this? Or am I gonna have to into the pk3 and clear the modded skill settings menu?
You'll probably have to use something like SLADE to go through and restore the difficulty settings
Or, I'm pretty sure this works, you can use the Console "~" to change the difficulty to something else. I'm pretty sure someone else brought this question up earlier in the thread.
jimbob
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by jimbob »

Patriot1776 wrote:I don't wanna play with Ultra-Violence numbers of enemies through brand-new mappacks with this. Is there ANY way of using the original skill settings with this? Or am I gonna have to into the pk3 and clear the modded skill settings menu?
You need to edit the MAPINFO in the .pk3 file. Change the SpawnFilter settings to your likings. Currently they are all set to hard.

Possible are:
baby
easy
normal
hard
nightmare
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

Thanks guys. :) I just went into MAPINFO using SLADE, which I have, and 'block commented out' everything having to do with the skill settings. Commenting out is preferable as its the least amount of work and very easily reversible. I'm trying to start a playthrough of Back To Saturn X - Episode 2 and starting around MAP06 and MAP07 of that mapset, things started to get unfairly hard for a first playthrough using Ultra-Violence spawns, even with the damage factor at 40%. I always prefer the 'Hey Not Too Rough' setting for a first-time playthrough of a map set. :)

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