BDLite - a slimmed-down effects mod [RC 2018-12-03]

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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby wildweasel » Sat Oct 13, 2018 2:55 pm

Kroc wrote:Found a bug! The mod is interfering with buttons / actions in D64D2.WAD. Using GZDoom 3.6.0 on MAP02 you'll find that the button on the blue key pedestal does not open the doors on the rear wall. In GZDoom 3.5.1, the switch in the centre of the dark room doesn't work. Should BDLite be loaded before the PWAD file?

D64D2 uses a lot of very strange tricks to make its "macros" work, since it is intended for doom2.exe - most notable among them is the use of very carefully placed explosive barrels to nudge voodoo dolls around (since they can't use conveyor belts, as they're Boom features). If the blast radius of the barrel, or the radius of the player, are even slightly altered, this messes up their "scripting" and can result in things not firing off properly.
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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby Mr.Enchanter » Sat Oct 13, 2018 5:33 pm

Ew 3 round burst AR..
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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby Dwailing » Sun Oct 14, 2018 9:55 pm

What would you suggest for a HUD? The current version doesn't seem to track grenades or the total amount of ammo left for the assault rifle.
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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby Gideon020 » Mon Oct 15, 2018 4:59 am

Dwailing wrote:What would you suggest for a HUD? The current version doesn't seem to track grenades or the total amount of ammo left for the assault rifle.


HXTRC Hud for Brutal Doom/Project Brutality might work.
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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby eharper256 » Mon Oct 15, 2018 2:11 pm

Hmm? So this is an even cleaner version of Tomtefar's Brutal Doom Extension? Interestingly, I use his version because most of the BD'isms become toggleable and its built on shifting bd21 back to its purer bd20c days and adding in some fun other things (I especially like throwable C4, the SMG based on the one Doomguy uses in the iconic cover, and all the UI and animation improvements.)

I'll keep an eye on this one as well though now.
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Re: BDLite - a slimmed-down effects mod [2018-10-12]

Postby DavidN » Mon Oct 15, 2018 7:19 pm

Interesting to see other takes on building on Brutal Doom! I took a quick look around and it's nice to see that other people have done things like putting the special attacks on a base weapon instead of copy and pasting them all over the place. But I'm stripping things down much further down to the basics and reorganizing the core of it rather than building on top - in ways this project is the opposite of Tomtefar's :) For this reason, I'm not planning to release a version with the "anti-features" I listed in the main post added back in, but I hope to get it to a place where other people might be able to re-add them if they'd like to.

I've put up a new snapshot! http://teamouse.net/games/doom/bdlite-snapshot.pk3 This one puts the rifle back to its normal state - I'll use a three-shot-burst weapon in my own project (its inclusion in the base BDLite was always an accident). It also fixes a couple of major things like adding A_BossDeath calls to the required enemies, and removes the death camera in favour of a simpler original death sequence.

https://trello.com/b/fmJhYIlv/bdlite

I think I'm getting quite close to the end of what I want to do with this, now - I've cut down the number of redundant/unneeded effects dramatically, but I still need to reorganize the remaining ones into a somewhat sensible arrangement. After that, I'd like to do a pass of the SNDDEFS file to tidy that up and add back an option to make gibs/decals fade, but I'm not planning on doing any other major visible changes.

Edit: Oh, except the HUD! I'll need to adapt that to show total/loaded ammo and the grenades.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby John_Wheel » Tue Oct 16, 2018 2:26 pm

Thanks for making the death camera optional! But the fist is gone in the new snapshot.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby zrrion the insect » Tue Oct 16, 2018 10:28 pm

This looks to be a fantastic (and intense) undertaking. I haven't had a chance to give it a spin but the posts about your renovation process are very good.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby fullmetalorange » Tue Oct 16, 2018 11:04 pm

I just played through knee deep in the dead and shores of hell with this and I got to say, it is awesome. I gave it a look in Slade and it is impressive, it already is a LOT easier to work with than brutal doom.

From my playthrough I noticed an issue with the barons of hell's increased height, particularly in E2M6 inside hidden trap rooms located in the first long hallway and the dark room with flickering lights. They are stuck to the ceiling because of how low it is.

Just wanted to give you a heads up. I will keep playing through Episodes three, four and Doom 2, I will let you know if I find something else.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby Sinael » Wed Oct 17, 2018 9:53 am

Could you re-implement head/leg shots with ZScript or ACS (I remember it was done before in some capacity)? Purely in the cosmetic way so they dont affect the damage, but only the death animation - for me, the best thing about BD was how monster death animation depended on where you shot them with what weapon.
Also it would've been good to have slumped-against-the-wall deaths back as well.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby Kroc » Wed Oct 17, 2018 11:04 am

I ran the package through DOOM Crusher to optimise the PNGs -- don't worry it preserves the offsets -- and it shaved about 2MB off of the file-size.
If you do this yourself, then DOOM Crusher saves the file hashes and can be re-run any time you make changes without it having to redo everything it had done before. (it takes a few hours the first time!)

Download here: (you may need to right click and save to avoid a 403) http://camendesign.com/_stuff/bdlite-sn ... rushed.pk3
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby wolfmanfp » Wed Oct 17, 2018 2:01 pm

DavidN wrote:- Code style improvements
- - Introduced a code style

🤣
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby Kroc » Wed Oct 17, 2018 4:21 pm

Forwarding some feedback spotted on /vr/:

The main thing BD did right in my opinion is feedback.
Every type of enemies react to the weapon they are being shot with and location shot at with a big variety of different animations,
so that every weapon feels much different from another, and each gives its own brand of violent satisfaction.
Everything else Mark added on top of that was more of a detriment to the mod.

BD-light removes location-based damage and quite a lot of death animations that were dependent on that, like sawing in half with chainsaw (regular death now), imps and zombiemen losing their jaws from the fist-to-the-face, wall-slump animation from being killed close to a wall, and so on.
So... BD-light removes not only everything bad that was about BD, but also only thing I played BD for, leaving only some graphical bells and whistles and some random death animations that don't feel satisfying anymore because they are independent from hit location.

I know it's intended to clean up code and gameplay but I feel that at this point whoever does this already tossed the baby out with the bathwater.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby zrrion the insect » Wed Oct 17, 2018 4:56 pm

In feel like trimming that stuff out makes the code easier to clean and eventually convert to a script where many of the removed features can be reintroduced in a cleaner manner.
That's what I am assuming is happening at any rate.
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Re: BDLite - a slimmed-down effects mod [2018-10-15]

Postby DavidN » Wed Oct 17, 2018 8:27 pm

Thanks, Kroc, for wading through that thread to get that - and more importantly for the PNG-crushed version! I'll make sure to run that as I move this towards the finish line :) I'm not particularly bothered about body-part individual damage detection and so took it out of my cleaned version - but if they want it, perhaps my base will give someone else the opportunity to re-implement it in a much better way.

I'm currently trying to work out why the blazes a barrel is implemented as a monster with separate spawn, see and missile states.

Code: Select allExpand view
ACTOR ExplosiveBarrel1 Replaces ExplosiveBarrel 2035
{
   Game Doom
    damagefactor "Kick", 0.1
   damagefactor "Fire", 3.5
   SpawnID 125
   Health 20
   Radius 10
   Height 34
    Mass 200
   +SOLID
   +SHOOTABLE
   +NOBLOOD
   +ACTIVATEMCROSS
   +NOICEDEATH
    +PUSHABLE
   +SLIDESONWALLS
    +WINDTHRUST
    +TELESTOMP
   +NOBLOCKMONST
   +FLOORCLIP
   +FRIENDLY
   +MISSILEMORE
   +MISSILEEVENMORE
   MONSTER
   -COUNTKILL
   Speed 0
   MaxTargetRange 200
   DamageFactor "BHFT", 10.0
   Painchance "Blood", 255
   PainChance "Kick", 255
   DeathSound "Explosion"
   Obituary "$OB_BARREL"
   PainChance "DontCallTheBaron", 255
   Painchance 255
   States
   {
   Spawn:
       BAR1 A 1 A_Look
      BAR1 ABCD 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 E 1 A_Look
      
      BAR1 EFGH 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 I 1 A_Look
      
      BAR1 IJKL 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 M 1 A_Look
      Goto See
      Loop
   
   See:   
       BAR1 ABCDEFGHIJKLM 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      TNT1 AAAAAAAAA 0 A_Chase
      Loop
      
   Missile:
   TNT1 A 0
   BAR1 ABCDEFGHIJKLM 4 A_SpawnItem("greenlensflarealtsmall",0,32)
   BAR1 ABCDEFGHIJKLM 4 A_SpawnItem("greenlensflarealtsmall",0,32)
   BAR1 ABCDEFGHIJKLM 4 A_SpawnItem("greenlensflarealtsmall",0,32)
   Goto See
   DoingNothing:
      BAR1 A 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 B 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 A 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 B 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 A 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 B 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 A 4 A_SpawnItem("greenlensflarealtsmall",0,32)
      BAR1 B 4 A_SpawnItem("greenlensflarealtsmall",0,32)
   Goto See
   
      
   Pain:
      BEXP A 6
      Goto Spawn   

    Pain.Kick:
       TNT1 A 0 A_Changeflag("FRIENDLY", 0)
       BAR1 A 1 A_Pain
      BAR1 A 0 A_Chase("","")
        BAR1 A 1 A_FaceTarget
      TNT1 A 0 HealThing(100)
      TNT1 A 0 ThrustThing(angle*256/360+128, 10, 0, 0)
      TNT1 A 0 ThrustThingZ(0,10,0,1)
      TNT1 A 0 A_Changeflag("FRIENDLY", 1)
        Goto Spawn

   Pain.Melee:
       TNT1 A 0 A_Changeflag("FRIENDLY", 0)
       BAR1 A 1 A_Pain
      BAR1 A 0 A_Chase("","")
        BAR1 A 1 A_FaceTarget
      TNT1 A 0 HealThing(100)
      TNT1 A 0 ThrustThing(angle*256/360+128, 5, 0, 0)
      TNT1 A 0 ThrustThingZ(0,10,0,1)
      TNT1 A 0 A_Changeflag("FRIENDLY", 1)
        Goto Spawn   
      
   Death:
        BAR1 A 1 BRIGHT
        BEXP ABCD 2 BRIGHT
       TNT1 A 0 A_NoBlocking
       TNT1 A 0 A_Fall
      TNT1 A 0 A_SpawnItemEx ("BdExplosionBig",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
      TNT1 A 0 A_SpawnItem("SmokeColumn")


      BEXP Z 300 BRIGHT A_BarrelDestroy
      BEXP Z 5 A_Respawn
      Wait
   }
}


Oh, and I forgot I hadn't done any Raise states for the genuine monsters - corrected that now. Also, major oops on my part for deleting the player's fists - I missed updating one name in the player's starting inventory when renaming some classes around.
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