[BETA] DEAD MARINE

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Someone64
Posts: 416
Joined: Tue Feb 23, 2016 11:59 am

Re: [BETA] DEAD MARINE

Post by Someone64 »

Actually I don't think it's ambient sounds doing it. It may be one of the projectile sounds that happen as they fly through the air.
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Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

Re: [BETA] DEAD MARINE

Post by Voltcom9 »

Very cool mod! I think I'll be keeping this in my autoload :)
JohnnyTheWolf
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Joined: Mon Oct 05, 2015 8:37 am

Re: [BETA] DEAD MARINE

Post by JohnnyTheWolf »

Gifty wrote:
JohnnyTheWolf wrote:The Cacodemon does not produce blood splats when shot anymore.
I'm not getting any of these issues on my side, could I have some more specifics of how/when this stuff occurred? (the blood colors thing has been fixed, I'll put out an update soon!)
Well... I do not see any blood spat sprites on a Cacodemon when I shoot it with any of my weapons. I am not really sure what else to say. :?
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-Ghost-
Posts: 1757
Joined: Wed Sep 08, 2010 4:58 pm

Re: [BETA] DEAD MARINE

Post by -Ghost- »

Someone64 wrote:Actually I don't think it's ambient sounds doing it. It may be one of the projectile sounds that happen as they fly through the air.
It could be the impact sounds. I feel like they're really loud when you're hitting say, a pinkie with the shotgun.
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Rustygold
Posts: 145
Joined: Tue Dec 17, 2013 9:28 pm
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Re: [BETA] DEAD MARINE

Post by Rustygold »

I really like all the little details. Like when you walk over a dead Marine and It shows their Names, Maybe add some more names? It's weird running Into Ben Shaperio's name like 10 times :p. Oh the Shotgun and the chaingun both give you double ammo every time you pick them up after the first time.
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LukasG2004
Posts: 40
Joined: Wed Apr 19, 2017 5:03 pm
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Location: Falconia

Re: [BETA] DEAD MARINE

Post by LukasG2004 »

Could use a little bit more bells & whistles such as bright maps and dynamic lights.
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SyntherAugustus
Posts: 968
Joined: Tue Jul 15, 2003 5:43 pm

Re: [BETA] DEAD MARINE

Post by SyntherAugustus »

Everything so far is pretty awesome, but I’m going to join the boat requesting numbers for the Health and Armor. The icons are more of an issue when the mugshot gets replaced in megawads such as Eternal Doom.
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: [BETA] DEAD MARINE

Post by Gifty »

badcaradvice wrote:Sergeants drop shotguns with 8 shells instead of 4; likewise with the commandos, they drop a chaingun with 20 rounds instead of 10.
Oops! When you guys said zombie I thought you meant the rifle enemies, I didn't check the others. Will try to fix this in the next version.
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Captain J
 
 
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Re: [BETA] DEAD MARINE

Post by Captain J »

Interesting and powerful enhancement mod! Weapons in this mod are definitely powered up thanks to the effect and sounds. And gibbing effects are just pure awesomeness.

Well, except;

- I think Health bonus and Armor bonus items' pickup sounds are very quiet than other pickup sounds. I don't know, but they're less satisfying to collect like vanilla ones.

- Rocket box item still plays vanilla pickup sound when picked up.

- I love the vanilla vibe on the weapon sounds. However, Chainsaw, Super Shotgun and Rocket Launcher Lacks such vibe!

- I think fist need some proper wall-hitting sound effect. Ricocheting while hitting the wall sounds a bit awkward!

- BFG ball's particles plays casing bounce sound effect when dropped. Intentional?


And that's about it. Excellent mod! And can't wait for the next update.
Gexo
Posts: 1
Joined: Sun Nov 26, 2017 2:45 am

Re: [BETA] DEAD MARINE

Post by Gexo »

Hello, is there gonna be a Smooth Doom support?
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: [BETA] DEAD MARINE

Post by Gifty »

Rustygold wrote:I really like all the little details. Like when you walk over a dead Marine and It shows their Names, Maybe add some more names? It's weird running Into Ben Shaperio's name like 10 times :p
Yep, definitely planning to add more names to the final version. :P I too am tired of seeing COL. DENNIS TENCH
Gexo wrote:Hello, is there gonna be a Smooth Doom support?
It's definitely crossed my mind, but no plans at this time!


Update today! Lot of little fixes. Changelog:

v0.9.1
-added alternate deaths to all zombies (credits: ItsNatureToDie, Damson)
-fixed issue where plasma sprinkles would make bullet casing sounds
-fixed several blood coloring errors
-lost soul no longer bleeds
-rocket box now plays correct pickup sound
-fixed twitching human not animating properly
-fixed some mood sounds not being toggleable
-candle prop now has "mood sound"
-added particle effects to splashes (looks good!)
-changed weapon pickups so that first pickup will always yield extra ammo, all subsequent pickups will yield regular "small pickup" amount -- not perfectly vanilla, but better than before
-more realistic fist+wall impact
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Captain J
 
 
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Re: [BETA] DEAD MARINE

Post by Captain J »

Oh hey! You really listened to my feedback. Thank you so much, and glad you updated the mod!
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Gifty
Posts: 615
Joined: Sat Jun 15, 2013 8:21 pm

Re: [BETA] DEAD MARINE

Post by Gifty »

Of course! Your feedback was super helpful! C:
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Agitatio
Posts: 240
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: [BETA] DEAD MARINE

Post by Agitatio »

Any plans for floor/ceiling decals?
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Gorec
Posts: 303
Joined: Tue Feb 09, 2016 9:41 pm
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Re: [BETA] DEAD MARINE

Post by Gorec »

i cant play this mod with its hud since it doesnt scale normaly on 4:3 ratio(at least alternative hud option works)

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