DarkDoomZ v1.10 [idgames]

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ClessxAlghazanth
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Re: DarkDoomZ [Finished]

Post by ClessxAlghazanth »

Rachael wrote:Spotlights do not work properly in GLES - period. I don't know what could or should be done about it, though.
I've noticed these commits on github

https://github.com/emileb/gzdoom/commits/master

Any chance these will be implemented in next stable release ?
Pa9an
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Re: DarkDoomZ [Finished]

Post by Pa9an »

EDIT:
Even if it eventually turned out not to be related to DDZ...
The issue was that for weapons with a muzzle the brightmap of that muzzle was shown on a different part of the screen than the weapon itself.

When I installed DDZ, I had not played Doom for a while and in the meantime also updated GZDoom to 4.7.0. Which is why I first accused DDZ, then GZDoom - and eventually found that the brightmap file perk_enhanced_brightmaps.pk3 that I had installed for perk_enhanced.pk3 (Smooth Weapon Enhanced) caused the issue.
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Last edited by Pa9an on Tue Sep 28, 2021 1:04 pm, edited 4 times in total.
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Enjay
 
 
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Re: DarkDoomZ [Finished]

Post by Enjay »

That looks like it is showing a brightmap image instead of the actual muzzle flash sprite.
JohnnyTheWolf
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Re: DarkDoomZ [Finished]

Post by JohnnyTheWolf »

I know Xim's Doom 3 features a version of DarkDoomZ that alerts the enemies when you shine a light on them.
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Enjay
 
 
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Re: DarkDoomZ [Finished]

Post by Enjay »

Pa9an wrote:[deleted, no longer valid, my bad, sorry]
Please don't do that. It makes any posts that respond to your one make no sense and breaks up the conversation.
Pa9an
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Re: DarkDoomZ [Finished]

Post by Pa9an »

Enjay wrote:
Pa9an wrote:[deleted, no longer valid, my bad, sorry]
Please don't do that. It makes any posts that respond to your one make no sense and breaks up the conversation.
Sorry, I found it more confusing mentioning an issue that in the end had nothing to do at all with DDZ... :oops:
Do you think I still should put it back in to render your reply meaningful again?
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Enjay
 
 
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Re: DarkDoomZ [Finished]

Post by Enjay »

Given that the post itself wasn't that important to the topic under discussion, it's probably not worth it (though there would be no harm if you still have the pic and know what you said). As a general rule, however, we just prefer people to post again to say "never mind, I solved by [explanation]" (or add that to the original post they made - without blanking anything) or something along those lines, and leave the conversation intact so that it's easier to follow.

It's particularly bad when someone raises a genuine problem, there is a bit of discussion about it, the original poster eventually gets it sorted and then blanks their post. This means that someone with the same issue is much less likely to find the problem and/or solution by searching the forum.
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Xim
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Re: DarkDoomZ [Finished]

Post by Xim »

JohnnyTheWolf wrote:I know Xim's Doom 3 features a version of DarkDoomZ that alerts the enemies when you shine a light on them.
I'll admit that I did that by mostly following what Enjay and Caligari87 showed off on the other page. Pretty simple addition. Also gave me the idea for some other tricks, such as limited battery life for the flashlight.

But the alert actually works as if you were firing a weapon constantly, rather than directly where the light is.
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Caligari87
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Caligari87 »

Announcement: Last call for feedback

As this project has been "finished" for a while now, I think it's time to make an official code freeze and do the /idgames dance for posterity. Thus, I'm putting out a last call for any outstanding issues, bug reports, complaints, or suggestions on DarkDoomZ. I want to make sure everything's ironed-out for a final upload. Issue tracker / idea board is here, if you prefer to use Github.

For guidance, here is a small list of suggestions that have already been turned down or are not in scope:
Spoiler:
I think a good target timeline for an upload to /idgames is 2022 so I'll set the feedback deadline at Christmas, a little more than a month from now. After that point only game-breaking-critical issues will be addressed. I don't imagine there's much of anything left to fix at this point, anyway. Thank you for your time!

8-)
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Enjay
 
 
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Enjay »

I've been using the mod - mostly for the flashlight - for really quite some time now in a lot of different maps. It has been working just fine for me and I'm really happy with it.

FWiW your list of turned down suggestions seems absolutely reasonable to me. Given that I have used the flashlight so extensively, I certainly agree that the range of options that you provide there do indeed cover just about everything - more than I have ever needed anyway. :yup:
Plasmazippo
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Plasmazippo »

Enjay wrote:I've been using the mod - mostly for the flashlight - for really quite some time now in a lot of different maps. It has been working just fine for me and I'm really happy with it.

FWiW your list of turned down suggestions seems absolutely reasonable to me. Given that I have used the flashlight so extensively, I certainly agree that the range of options that you provide there do indeed cover just about everything - more than I have ever needed anyway. :yup:
Agreed on pretty much all accounts. DDZ has been part of my standard lineup for everything I play, from normal mapsets to total conversions. The few times I don't use the built-in flashlight are when I want something less powerful or wide-angled than the Incandescent on Simple setting for atmosphere (Ashes is a good example), or in super detailed maps with looooots of linedefs where the range needs to be kept short unless I feel like playing GZDoom PowerPoint.
Last edited by Plasmazippo on Wed Jun 01, 2022 6:28 am, edited 1 time in total.
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Pisstepank
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Pisstepank »

Hello!

I really like the flashlight in your mod, honestly i think it's the best looking one out there.

I'd love to see a randomizer setting added for fog and light levels. (Also maybe color ?)
it would make for a fresh experience with every map instead of a unique value that we have to set up ourselves.

Thank you for your work, i wish you a nice day.
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Caligari87
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Caligari87 »

@Pisstepank: I think I'm leaning toward [No] on the randomizer option. Colors are right out, I'm simply not interested in that part. Light levels and fog levels maybe (I'll think on it), but the design philosophy of DDZ is that it's a tool to let the player tune a map's atmosphere and experience, not a randomizer meant to try and produce novel challenges for the player to overcome.

Additionally, I'm pretty sure other some mutators are available which already fill that role. For example, Colorful Maps by Solid-Head seems to do all that and more! Nightfright also made several variations later in the thread, so it seems the scripts can be fairly easily modified if desired. This could probably even be loaded with DDZ if you want to mix the capabilities of both.

To all: Thanks everyone so far for the kind words, I really appreciate it.

8-)
PresidentKoopa
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by PresidentKoopa »

A short time ago I put together a level glow randomizer / selector specifically to go with my time using DarkDoom.

Colorful Maps is excellent, and does a lot of what you're asking. But if you'd like more control over the floor and ceiling glows you'd use this.
GlowInTheDark.pk3
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Rex705
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Re: DarkDoomZ [Finished] [LAST CALL]

Post by Rex705 »

I like the options EVP has for the flashlight you can change its color just a fun little tweak.

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