[RELEASE] DN3DooM - update v.1.07

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Max Dickings
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Joined: Thu Feb 28, 2013 12:27 am

Re: [RELEASE] DN3DooM - update v.1.06d

Post by Max Dickings »

kipo wrote:Thanks Max Dikings, it actually looks really cool.
I think your issues with the SSG (and pipebomb) is the xy offset. Programs like paint override those values so you need to set them again. It's easy to do if you open your pk3 in Slade, and alter those values.
... well no shit! That's awesome! Sorry it took me so long to get around to it but here is the fixed pipebomb and SSG

https://www.mediafire.com/file/k61swuh4 ... n.pk3/file
(with old rotary plasma cannon)


Happy new year!
Last edited by Max Dickings on Sat Jul 03, 2021 5:50 pm, edited 1 time in total.
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celulamp
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Location: The bottom of the sea

Re: [RELEASE] DN3DooM - update v.1.06d

Post by celulamp »

is this the same mod as viewtopic.php?f=43&t=65460&hilit=Duke+Nukem+3d

or is it like a different one cus i'm confused on which one I should use they seem to do the same thing bringing duke nukem to doom
kipo
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Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM - update v.1.06d

Post by kipo »

Sorry for the late replies, added Max Dicking's addon to the first post (thanks!)

About the last question, this mod is based on an older version of that mod, so you can see it as a different fork.
You can use both, because they are different, depends on your taste.
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Boomchenski
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [RELEASE] DN3DooM - update v.1.06d

Post by Boomchenski »

Playing current version -1.06d
Great mod! Thank you, enjoyed it a lot recently.

Only one thing make me irritated - its shotgun.
Can i suggest what you add option to remove reload for shotgun?
In my opinion reloading break flow of combat and consistently put me in situation where i need to reload in front of half-dead enemy, mostly pig cop's who then manage shoot me, always frustrate me.
I dont use standard HUD so i dont see amount of ammo i have before i need reload.
In Doom we have a lot of Shotgun Guys here and there, and now when they replaced with chunky pig cop's who required 2 meat shoots its become a frustrating experience.
But you can head-shot them! No, i cant make it consistent since its look like hit box for head-shot's slightly above sprite model (maybe something with my setup), and dealing with multiple enemy's at once its just not a solid option when you have SSG.
After player find double barrel shotgun its outperform regular one, cleanses lower-mid tier enemy's in one scoop, secondary fire in close always kill pig cop, so you manage kill 2 of them very fast, its just better option for close to mid combat far better then regular shotgun and i find what after finding SSG i never use regular one at all what is the shame since in vanilla Doom even with ssg, shotgun still has it niche.
Second suggestion will be - buff shotgun, probably speed between shots to make it faster and more appealing to use against groups and hordes of low tier enemy's.
And the last one - pipe bombs, the way Duke throw them is pathetic even is classic Duke3D, in my opinion its should look like this - https://youtu.be/_zwu9hCc0e4?t=112
kipo
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by kipo »

Thx for the suggestions.
About the first one, do you mean an option to remove reload only for the shotgun or such option would remove reload for all the weapons?
The second suggestion is interesting and worth some testing to make the regular shotgun more appealing.
The pipebombs would seem weird floating in a straight line and sticking to a wall like in that video. Btw, I added a "force" mechanism so you can throw them further away by holding the fire button.

About the headshots, are you using any form of auto aim by any chance? Maybe it's "on" in some general options, or in player options (not sure where it is). Because I've seen people playing with auto aim and it seems they can only land head shots when the enemy is in a lower level (it's like the bullets always seek the chest no matter where you aim).
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Boomchenski
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [RELEASE] DN3DooM - update v.1.06d

Post by Boomchenski »

It will be a nice to have option to remove reloading separately for shotgun and pistol, i think different players will find they own preference.

Another suggestion - if you playing with reloading - on, is to make weapons what you pickup have already full magazine, since i sure there plenty of players who playing with option - Switch on pickup, having pick up secondary pistol and be forced into reloading animation in middle of combat is frustrating, its not so bad with a shotgun since its load 2 shells every split second, you can break thru animation and open fire as soon as ammo in the gun, still it will be more smooth for gameplay in my opinion if you pick up already fully loaded gun.

About pipes bomb - i aware of "force" mechanism, my suggesting what you add bar meter similar in Blood, so player have ability to decide on what distance they want throw bombs.
How about idea what not only you can choose pipe bombs as main weapon and have control over distance, but have ability to toss bombs by pressing hot key while you have other main weapon in hands, similar to DNF.

Another thing what i notice what i never encounter such classic Duke3D moment when Assault Captain receive fatal wound teleport from you then teleport back and die.

About the headshots - i always play without autoaim, after some playing with console command's, i found what i still cant make consistent headshots.
Make screenshot where i practice with pig cop and -notarget, the hit box is between his ears and above his eyebrow, its where i can aim and get him in one shoot from shotgun 9 out 10 times, its a very tight spot to aim at it in actual combat, in close combat i just aim even higher to make sure, its goes similar for other enemy's.

kipo
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by kipo »

Thx for the suggestions/bugs, they are duly noted
Boomchenski wrote: About pipes bomb - i aware of "force" mechanism, my suggesting what you add bar meter similar in Blood, so player have ability to decide on what distance they want throw bombs.
That's already implemented. There's a bar so you can decide on the distance. You mentioned you use other hud, maybe there's some conflict or something.
How about idea what not only you can choose pipe bombs as main weapon and have control over distance, but have ability to toss bombs by pressing hot key while you have other main weapon in hands, similar to DNF.
I've thought about that one, like throwing grenades, but the way pipebombs work (with a detonator) makes it hard to implement.
Another thing what i notice what i never encounter such classic Duke3D moment when Assault Captain receive fatal wound teleport from you then teleport back and die.
Bugs me a little too, but it would be too much trouble to recreate it. It would be like trying to recreate goldeneye's feature where soldiers die after they complete their rolling animation (it's funny but weird).
kipo
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by kipo »

Hi, after some development hiatus, I've picked it up again, and gonna be adding some stuff/fixes.
I've also created a youtube channel to share some progress (in case there's something to show).
For now, not much, just added some new enemies:

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Boomchenski
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [RELEASE] DN3DooM - update v.1.06d

Post by Boomchenski »

kipo wrote:Hi, after some development hiatus, I've picked it up again, and gonna be adding some stuff/fixes.
Good news and good work, keep it up!
wran
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Joined: Sun Oct 04, 2020 6:43 pm

Re: [RELEASE] DN3DooM - update v.1.06d

Post by wran »

kipo wrote:Hi, after some development hiatus, I've picked it up again, and gonna be adding some stuff/fixes.
I've also created a youtube channel to share some progress (in case there's something to show).
For now, not much, just added some new enemies:

this is cool!
Bobby
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by Bobby »

Would it be possible you for you to implement the weapons and ammo types from kickass duke into this mod as a seperate weapon set?
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Colerx
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by Colerx »

This mod is really nice .
Lol and I was going to ask if possible to add features and weapons from duke nuke v10b. Btw kickass mod for duke3d looks great!

But currently I'm fully immersed in GZdoom, I was trying both mods and this one plays better in gameplay. While from the other one I like additional weapons, interface, duke gloves, voices , the general less vanilla orientation lets say, a mix of the two would be a blast for me, but we can't have everything we want I presume hehe. anyway great job
kipo
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Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM - update v.1.06d

Post by kipo »

Thanks for the kind words.
Bobby wrote:Would it be possible you for you to implement the weapons and ammo types from kickass duke into this mod as a seperate weapon set?
It's possible, but a lot of hard work. It'd be like recreating the kickass mod into mine.
Colerx wrote:I was trying both mods and this one plays better in gameplay. While from the other one I like additional weapons, interface, duke gloves, voices , the general less vanilla orientation lets say, a mix of the two would be a blast for me, but we can't have everything we want I presume hehe.
I actually prefer a more vanilla approach, with enhancements.


I'm currently trying to add my own flavor to the weapons (if that makes sense), like for example in this video I've added an Alt fire to the Shrinker (and some other updates):

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Colerx
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Re: [RELEASE] DN3DooM - update v.1.06d

Post by Colerx »

hey really nice improvements!! great job
Valken
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Joined: Mon Jun 08, 2015 7:32 am

Re: [RELEASE] DN3DooM - update v.1.06d

Post by Valken »

Great job on the new improvements!

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