Project Osiris - Alien Breed 3D for GZDoom (1.0.3)

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Korell
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Korell »

Just played the first 6 levels and I have to say that this is coming along nicely, already a noticeable improvement over the initial release.
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CBM
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by CBM »

would it be ok to release 3d modelpack addons for this TC once its completed?

I downloaded a lot of 3D models that are modelled from stuff from the alien breed series
Cherno wrote: I also didn't notice that you could drown until it was almost too late! Maybe a seperate sound effect, or indicator?
Drowning is a GZDoom feature that is activate when a player is in a swimable sector
and therefore not something specific to Project Osiris
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Enjay
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Enjay »

GZDoom does natively support specific player sounds for drowning though (plus other water-related sounds such as surfacing etc). So it would certainly be possible, and easy, to add drowning sounds using the inbuilt system.
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Captain J
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Captain J »

Yeah, about the specific player sounds, replacing vanilla ones into Alien Breen one, the original sounds of the game would be nice. Just a reminder! Not rephrasing.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by ArcturusDeluxe »

Captain J wrote:Yeah, about the specific player sounds, replacing vanilla ones into Alien Breen one, the original sounds of the game would be nice. Just a reminder! Not rephrasing.
That's odd, there shouldn't be any Doom sounds playing, since there's literally no Doom assets being used. Are you running it as a PWAD for Doom? It should be played as a standalone IWAD. If not, something's gone wrong somewhere, and I'll look into it!

Regarding the drowning thing, I think I will just make air capacity infinite, as it was in the original AB3D. Maybe the character has some futuristic rebreather or something. There are only a couple of points where you're underwater for any length of time, and no-one really likes drowning mechanics anyway do they?
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Enjay
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Enjay »

It'd still be worth adding in sounds for submerging/surfacing if you want to. IMO, it adds a little something to the experience. I think they player sounds are called *dive and *surface in SNDINFO.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by ArcturusDeluxe »

Enjay wrote:It'd still be worth adding in sounds for submerging/surfacing if you want to. IMO, it adds a little something to the experience. I think they player sounds are called *dive and *surface in SNDINFO.
Thanks for the info, I already added this though - they just use the AB3D splash sound, no custom inhale/exhale sounds or anything, but still works fine I think.
CBM wrote:would it be ok to release 3d modelpack addons for this TC once its completed?

I downloaded a lot of 3D models that are modelled from stuff from the alien breed series
Forgot to address this one, but yes, that's ok! I'm interested to see how it looks.
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Captain J
 
 
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Captain J »

Oh, whoops! I actually haven't played this TC for a while, so literally forget about that. But i think i have more suggestions after playing it again:

- About additional sounds, i change my mind! I would like to hear the sound effects of picking up the minor ammo/health/armor items, medium enemies dying, being gibbed and the idle rabble.

- I genuinely think humanoid aliens should have much higher pain state. I know it's presumably originated from the game itself, but i found it quite unfair. Especially when i thought i nailed down the shotgunner but got a face full of lead point blank instead.

- Secret areas don't change colors when found in the automap.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by ArcturusDeluxe »

Artman2004 wrote:Were those levels from the demo ever implemented? Or are they still being completed?
Not yet! These turned out to be more work than I thought, since the demos have a lot of unique assets that aren't in the main game. Unfortunately some of the textures they used in the original demos are actually quite strange and arbitrary, often placed quite randomly in the maps, so I have a lot of editing to make everything nice and presentable. I still need to finish the extra angle sprites for the green aliens too.
Captain J wrote:- About additional sounds, i change my mind! I would like to hear the sound effects of picking up the minor ammo/health/armor items, medium enemies dying, being gibbed and the idle rabble.
I'm not sure what you mean, all the sound effects from the original game should already be working. Minor health/armor should have a new higher pitched 'bing' sound, enemies all have their dying and idle sounds from AB3D, and the old AB3D gib sound should be in there. If you want to try everything out, "map test" in console to go to a map where everything is there so you check all the sounds.
Captain J wrote:- I genuinely think humanoid aliens should have much higher pain state. I know it's presumably originated from the game itself, but i found it quite unfair. Especially when i thought i nailed down the shotgunner but got a face full of lead point blank instead.
Ok, I'll look at this. I changed the painchance during testing when normal mode seemed too easy, but I think I overcorrected.
Captain J wrote:- Secret areas don't change colors when found in the automap.
Thanks for letting me know, I'll look at this too!
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Captain J »

No no no, i'm not saying that the existing sounds are not working in the game, i mean adding new sound effect to the game. For example, Minor Ammo items play default ammo pickup sound unlike health/armor one. Sorry about the brainfart that made me say health/armor one does not have the own sound... Haha

And i mean the medium enemies. You know? Like Beholder and the Slug Alien? I already know they have pain and death sound, but it's just the same sound playing over and over. Lesser enemies are not really a problem in distracting situations because they play another sound for their deaths, loud and clear. It goes the same for Gibbing sound because it's just a several blood drop sound playing.

Speaking of Slug Alien, would be cool if other enemies have full 8 rotations as well. But all the process might be tough, so just saying! Excuse me. I really love this TC.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by ArcturusDeluxe »

Captain J wrote:No no no, i'm not saying that the existing sounds are not working in the game, i mean adding new sound effect to the game. For example, Minor Ammo items play default ammo pickup sound unlike health/armor one. Sorry about the brainfart that made me say health/armor one does not have the own sound... Haha

And i mean the medium enemies. You know? Like Beholder and the Slug Alien? I already know they have pain and death sound, but it's just the same sound playing over and over. Lesser enemies are not really a problem in distracting situations because they play another sound for their deaths, loud and clear. It goes the same for Gibbing sound because it's just a several blood drop sound playing.

Speaking of Slug Alien, would be cool if other enemies have full 8 rotations as well. But all the process might be tough, so just saying! Excuse me. I really love this TC.
Ok, I understand now, thanks for clarifying! Sorry if I came across impatient or anything. If I can find some good sounds I'll have a look into this doing this. The gibbing sound should be in there but I think it might be getting drowned out by the blood drops, especially since I heavily increased the amount of them, and each one is playing a sound.

As for having 8 rotations for the larger enemies, it is a lot of work, so we'll see how it goes. I do want to do this but I have to balance it against burning myself out.
zxdunny
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by zxdunny »

Seems good so far. Not sure the pickups should be different to the regular pickups though, there's no way to tell what is what based on their graphics until you've learnt what bad guy drops what.

Some surprises in the maps - open space in level 3 now has partitions which makes it a LOT easier than the wide open deathtrap it was previously. Personally I'd not mess with changing the maps, but it's your project.

Overall though, happy with it so far and grateful you're working on it.
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ArcturusDeluxe
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by ArcturusDeluxe »

zxdunny wrote:Seems good so far. Not sure the pickups should be different to the regular pickups though, there's no way to tell what is what based on their graphics until you've learnt what bad guy drops what.

Some surprises in the maps - open space in level 3 now has partitions which makes it a LOT easier than the wide open deathtrap it was previously. Personally I'd not mess with changing the maps, but it's your project.

Overall though, happy with it so far and grateful you're working on it.
The ammo drop pickups do have the relevant symbols on them, and are coloured differently, but as someone else pointed out they probably need differenciating a bit more. I'll take a look at this.

Yeah changing the maps TOO much is a thing I'm concerned with, I do want to make them into better experiences where possible though. It's a balancing act for sure, and I'm not sure if I'm always getting it right. Personally I feel like Level 3 is... well, not the best map from the original, and I find the almost completely linear sequence of huge boxy rooms a bit dull honestly. Maybe there's a better balance to be found between old and new though.
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aconike
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by aconike »

I finished the game here on EASY and it took me by surprise and I didn't find all the secret rooms and all the surprises.

PS: Can anyone send me the original version of the game? I have 2 versions now. 0.9 and last 0.1. I would like the previous versions that came out please, namely 0.8 and 0.7 or 0.6. and older. Original archives so I can browse the first version, subsequent versions and compare changes.

PLEASE
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Kinsie
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Re: Project Osiris - Alien Breed 3D for GZDoom (0.10 BETA)

Post by Kinsie »

aconike wrote:PS: Can anyone send me the original version of the game? I have 2 versions now. 0.9 and last 0.1. I would like the previous versions that came out please, namely 0.8 and 0.7 or 0.6. and older. Original archives so I can browse the first version, subsequent versions and compare changes.

PLEASE
Sure, here you go! Image
Kinsie wrote:I recommend FS-UAE, which auto-downloads the latest WHDLoad as-needed and has a nice online database for automatically configuring things (although for some games you'll probably wanna make your own configs - Gloom Deluxe chugs miserably for some reason). You'll still need the Kickstart ROMs, though, and AmigaForever can provide those in a legal form, so you should totally get that as well!

The floppy and CD32 versions of the games can be legally downloaded with Team17's permission from the fansite Dream17, though you may fare better with a pre-installed WHDLoad version, which shouldn't be too difficult to find online.

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