Zion V08 WIP

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: DOOM Emulation (of doom 4) WIP

Post by Miguel371xd »

NICE :D
Last edited by Miguel371xd on Wed Feb 24, 2016 5:21 pm, edited 2 times in total.
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: DOOM Emulation (of doom 4) WIP

Post by ZioMcCall »

This mod is even good for multiplayer.I enjoy in a deathmatch server on zandronum time ago and i consider it very fun.Is a consolation for who don't have a good computer for the Doom Alpha XD.
Last edited by ZioMcCall on Thu Feb 25, 2016 6:15 am, edited 1 time in total.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: DOOM Emulation (of doom 4) WIP

Post by Miguel371xd »

Not work the v2 in zandronum 2.1.2 :c
User avatar
-Ghost-
Posts: 1780
Joined: Wed Sep 08, 2010 4:58 pm

Re: DOOM Emulation (of doom 4) WIP

Post by -Ghost- »

Weird, I'm getting an error on this after updating my GzDoom SVN. Error is:

Execution could not continue.

Script error, "DOOMEmulationv01.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: DOOM Emulation (of doom 4) WIP

Post by chronoteeth »

SAHZALPABAEL wrote:
chronoteeth wrote:im gonna be 100% honest with you
after playing it more, and especially after looking at some of the weapon animation leaks, this just... feels like brutal doom lite. too much style and code reliance on BD and its now kinda killing the joy of it all
why?
not defending bd just curious why it kills the joy? there where and are things in BD that not only worked well for emulation but are basically in doom 4 anyway,like gore and a melee, so implementing things from BD to emulate doom 4 was only logical. why does it kill the joy?
it kills the joy because its heavily associated with BD. BD is a trainwreck. D4 didnt take from BD, the devs have said. this mod is a lot better than BD, but the BD base still reigns supreme from the feeling
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: DOOM Emulation (of doom 4) WIP

Post by ZioMcCall »

Miguel371xd wrote:Not work the v2 in zandronum 2.1.2 :c
Strange,i tested this mod with zandro 2.1.2 and it worked fine lel.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: DOOM Emulation (of doom 4) WIP

Post by Miguel371xd »

ZioMcCall wrote:
Miguel371xd wrote:Not work the v2 in zandronum 2.1.2 :c
Strange,i tested this mod with zandro 2.1.2 and it worked fine lel.
lol
User avatar
jdredalert
Posts: 1668
Joined: Sat Jul 13, 2013 10:13 pm

Re: DOOM Emulation (of doom 4) WIP

Post by jdredalert »

Why does everything has to do so much damage? I mean, two imp fire balls and i'm dead. One or two wraith attacks and i'm dead. Not to mention that rocket launcher guy... 2016 Doomguy is that fragile in the leaked alpha? Or this is something related to the difficulty level? I was playing at UV.

This is something that kinda ruined my fun, and it's a shame because i really loved how the weapons work.
User avatar
Seekay
Posts: 19
Joined: Thu Feb 25, 2016 2:04 pm
Location: Germany

Re: DOOM Emulation (of doom 4) WIP

Post by Seekay »

Is it just me or are the rockets from the Rocket Launcher weaker? I need like 4-5 shots to kill a Cacodemon, while previously 2-3 could do the job. Is that the case in the new DOOM, and that's why it's weaker here? Generally, the damage seems a bit off. The secondary fire of the Pistol is kinda OP. And I find the Repeater to be pretty weak as well, almost useless, even. Good for sniping zombies and barrels, though. I mean it's still cool, don't need to change any of it. It's just odd, is all.

Despite dying countless times, I kinda dig the difficulty. Was playing through TNT on UV with it, and the start of Wormhole raped me, but thanks to the Combat Shotgun's explosive shots and the fast double-jumps I managed to do it. You just gotta play smart, fast, and generally git gud. The only two monsters that bother me are the blokes with the Rocket Launcher and the BFG. Although the BFG guy can help clean a room pretty quickly, lel.

I think I might play through all of TNT with this mod, it's fun. I rate it a pat on the back out of 10.
User avatar
SAHZALPABAEL
Posts: 62
Joined: Sat Feb 06, 2016 10:21 am

Re: DOOM Emulation (of doom 4) WIP

Post by SAHZALPABAEL »

chronoteeth wrote:
SAHZALPABAEL wrote:
chronoteeth wrote:im gonna be 100% honest with you
after playing it more, and especially after looking at some of the weapon animation leaks, this just... feels like brutal doom lite. too much style and code reliance on BD and its now kinda killing the joy of it all
why?
not defending bd just curious why it kills the joy? there where and are things in BD that not only worked well for emulation but are basically in doom 4 anyway,like gore and a melee, so implementing things from BD to emulate doom 4 was only logical. why does it kill the joy?
it kills the joy because its heavily associated with BD. BD is a trainwreck. D4 didnt take from BD, the devs have said. this mod is a lot better than BD, but the BD base still reigns supreme from the feeling
well i see what you mean, however bd was not the base here. i know its using the ketchup mod and it has alot of bd elements but the general ideas are drawn from info on the new doom. you stop ,you die. i wasn't experienced at doom modding when i made this,hell i only did this cuz dumb 4 was so unsatisfying.luckly im working with top notch modders doomero and alphaent so i hope the next update is better for you
User avatar
SAHZALPABAEL
Posts: 62
Joined: Sat Feb 06, 2016 10:21 am

Re: DOOM Emulation (of doom 4) WIP

Post by SAHZALPABAEL »

Seekay wrote:Is it just me or are the rockets from the Rocket Launcher weaker? I need like 4-5 shots to kill a Cacodemon, while previously 2-3 could do the job. Is that the case in the new DOOM, and that's why it's weaker here? Generally, the damage seems a bit off. The secondary fire of the Pistol is kinda OP. And I find the Repeater to be pretty weak as well, almost useless, even. Good for sniping zombies and barrels, though. I mean it's still cool, don't need to change any of it. It's just odd, is all.

Despite dying countless times, I kinda dig the difficulty. Was playing through TNT on UV with it, and the start of Wormhole raped me, but thanks to the Combat Shotgun's explosive shots and the fast double-jumps I managed to do it. You just gotta play smart, fast, and generally git gud. The only two monsters that bother me are the blokes with the Rocket Launcher and the BFG. Although the BFG guy can help clean a room pretty quickly, lel.

I think I might play through all of TNT with this mod, it's fun. I rate it a pat on the back out of 10.
oh thank romero, i thought i was the only one who enjoyed the difficulty .yeah i think the rocket is weak ,but its like that in the new one,and the repeater has been updated in the new version
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: DOOM Emulation (of doom 4) WIP

Post by NullWire »

http://imgur.com/AsWWMSg :D

Also if you need sound resources and more stuff check this mods:

-Project Brutality
-X weapons
-Russian overkill
-Project SMX and Project SMX extra badass monsters pack.

And I think the heavy assault rifle needs a different shooting sound
I was testing the mod on Zandronum and it's very good but for PvP I think you need to enable the auto switch when you pick up a weapon (This works so far and good for bots dificulty) in all the matches they always are using pistols and fists :o
Failure
Posts: 94
Joined: Sun Sep 16, 2012 9:21 pm

Re: DOOM Emulation (of doom 4) WIP

Post by Failure »

Good to see a doom mod.

if it isn't too much to ask... can you add animations to each weapon when you select them?
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: DOOM Emulation (of doom 4) WIP

Post by DOOMERO-21 »

NullWire wrote:http://imgur.com/AsWWMSg :D

Also if you need sound resources and more stuff check this mods:

-Project Brutality
-X weapons
-Russian overkill
-Project SMX and Project SMX extra badass monsters pack.

And I think the heavy assault rifle needs a different shooting sound
I was testing the mod on Zandronum and it's very good but for PvP I think you need to enable the auto switch when you pick up a weapon (This works so far and good for bots dificulty) in all the matches they always are using pistols and fists :o
Is not necessary, Alphaent already ripped the doom4 sounds and was included into the new update, but thanks.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: DOOM Emulation (of doom 4) WIP

Post by wildweasel »

NullWire wrote:Also if you need sound resources and more stuff check this mods:

-Project Brutality
-X weapons
-Russian overkill
-Project SMX and Project SMX extra badass monsters pack.
But please, if you're planning on doing that, ask the authors first. It's just generally the nice thing to do.

Return to “Gameplay Mods”