[RELEASE] DN3DooM - update v.1.08b

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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

I see, gonna check your darker gore variants too.
And test reducing ammo % drop in oblige/obbadon maps.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

And test reducing ammo % drop in oblige/obbadon maps.
I am sure it's worth attention.
it's nice to receive input from another duke fan
I like DN3D very much. It's my childhood game and I am conservative about its content.
I started to understand purists a lot more after replaying this game several times.

I noticed one thing.
Enemies in this mod have "Doomish" movement style.
Their movement is a bit faster/smoother in Duke3D.
NTMAI mod attempts to replicate this because such thing gives you "Buildish" vibes.
I am not sure if something similar is worth considering.

It's not necessary to implement green gore at all.
Instead, you could make fast disappearing gore just like in Duke3D.

Here are some Duke styled fonts:
Spoiler:
Edit:
-added Duke3D fonts and interpic from .grp
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Thanks man, just what I needed. i included some of those fonts.
I'll see about the green gore, I like it to stay for a while like in previous dukeplus versions.
About the build-like movement, that's hard, I don't know the set of "rules" so to speak. I've tried that mod and the most noticeable difference is that the monsters are more "slippery", like they move and fire before finishing their move, I've compared that to Duke and Duke's enemies are not slippery. They probably move like that in blood since ntmai claims to have blood-like movement. That I wouldn't know. The other difference I felt in that mod is that they fire faster, like less wandering between shots. Maybe that can be achieved with some flags like missilemore or something (but I'm affraid that would make some maps really hard since doom maps have highter enemy count).
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

Glad you found this useful.
I've tried that mod and the most noticeable difference is that the monsters are more "slippery", like they move and fire before finishing their move, I've compared that to Duke and Duke's enemies are not slippery. They probably move like that in blood since ntmai claims to have blood-like movement. That I wouldn't know. The other difference I felt in that mod is that they fire faster, like less wandering between shots. Maybe that can be achieved with some flags like missilemore or something (but I'm afraid that would make some maps really hard since doom maps have higher enemy count).
I see. So, it isn't worth it.
I'll see about the green gore, I like it to stay for a while like in previous dukeplus versions.
I checked all available DukePlus versions on moddb and it seems that it has different gore sprites:
Spoiler:

Here is a more complete version of Duke3D gore from .grp file along with edited green variant:
Spoiler:
Edit:
-added Duke3D logo/intro files from .grp
-fixed wrong 3DREALMS(old) file in Duke3Dmisc archive
-forgot to add acid pool from Duke .grp
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Thanks! I added the green gore and replaced the other with your input.
Unfortunately, I cannot use the green pool since it thas different dimensions from the one I have (don't remember the source).
This wouldn't be a problem really since I can adjust the scale, but the other bloodpools would look different (red blood pool and ice pool).
Btw, I have duke plus v1.6 (which is the last that can be used with the working multiplayer eduke, I think).
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

Ah, I see.
It seems that it isn't available on the net anymore.

I noticed that Overlord is the most dangerous of all sentry enemies. Maybe because its rockets are faster than others.
Can't remember if this is also true for Duke3D.

Suggestion:
Make Duke utter "Die, you son of a bitch!" when he defeats cyberdemon/mastermind class enemy.
It appears that he says this phrase by a chance and he also says another phrase when Alien Queen is killed.

Edit:
- Added original Duke quotes from intermission screen after realizing that Mr.Ramon included something similar in his mod.
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Good call on the suggestions kadkad14, I think I've covered most of them.
I cannot fix yet the green decals on the walls (they are still red), and I'm not messing around yet with the intermission screen (seems hard).

I've released another update (updated link in the first post).

v.1.02:

Changed psychobrain sprite for the "octabrain purple gem", and made him more agressive
Adjusted duke size
Fixed low quality duke voice files
Adjusted enemy rocket speeds
Removed PixelWAD's DN3D texture replacement mod, but made it compatible to load it as another mod (which it is)
Removed duke's midis / music files (so you can load other mods with duke music or any music mod you want)
Added green screen damage effect from acid blood and nukage
Added red screen damage effect
Fix floating enemies flying constantly higher to the sky on idle
Added a toggle to enable/disable the new Robot Alien enemy
Replaced the Intro screen (16:9)
Made all enemies motionless on idle (like in duke nukem 3d)
Added duke nukem's monster movement (enemies can move faster if further away and can also move backwards at close range)
Added better font letters and color for main menu
Lowered the headshot damage
Improved the dukebots
Added darker green gore sprites
Lowered the enforcer's ammo drops
Added duke talk when killing Bosses
Other bugfixes/improvements
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

I don't have enough words to describe how grateful I am for your work.
Thank you!

What do you think about other suggestions? (startup image/animated intermission screen and main menu).
Also, I think you should keep main menu music.
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

You are right, the main menu music should be there, it was an oversight.
I'll fix that with another bug I just found out when you die (silly me).
About the animated intros and stuff, I don't know how to tackle that.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

I was able to find this info but I think it's too limited to replicate Duke3D animated stuff.
Spoiler:
And I tried to analyze stuff in various mods.
It seems that to get animated main menu you need to make it as TITLEMAP or something.
That would also solve 16:9 issue. You can check MrRamon's latest version of the mod to see how it works.

But if you think it's not necessary then don't bother yourself about it.
Your mod is great anyways.
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Ok, fixed the links, please download again.

Btw, I do think it's neccesary, it just seems very complex for me for some reason.
I've also seem other mods, and the way they have animated intros is by having a separated wad, with a custom map in it and acs scripts for the effects. And I don't even know how to map.
The animated intermission seems more approachable, but I think I'd have to manually specify some sort of cluster and have each map to have the intermission effect, manually, and I don't know how that would affect other games like doom 1 or other mapsets.

As always thank you for your kind words, feedback, resources, and advice. It is my intention to have a very close duke nukem 3d like experience (with fun enhancements of course).
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

It is I who should be thanking you. Because you made it all happen.
I've also seem other mods, and the way they have animated intros is by having a separated wad, with a custom map in it and acs scripts for the effects.
Some of the effects could be stored in Actors folder. Example: Mr.Ramon coded animated logo in Actors/Decorations.txt "LogoDukeNukem3D".
I think I'd have to manually specify some sort of cluster and have each map to have the intermission effect, manually, and I don't know how that would affect other games like doom 1 or other mapsets.
It sounds like something redundant. Maybe you should add Duke voice only (i.e. sounds like "Ready for action" I posted before). Mr.Ramon did it this way.

Here is a fixed main menu pic along with startup I made:
Spoiler:
Suggestions:
1. Make door gore look like in Duke3D:
Spoiler:
2. Green blood is too bright:
Spoiler:
Would it be better to change it's color to a5a571? What do you think?
3. Main menu logo should be stretched a bit:
Spoiler:
4. Mouse clicking sounds are missing.
5. Current "Esc" sound should be replaced to something different.
Duke3D have several sound variants (i.e. explosion, ripper shot, squish etc).

P.S.
Talking about dead marines.
These corpses represent other marines that were slain by demonic forces.
It has nothing to do with player.

Edit:
- Added few suggestions.

Edit2:
- Added possible menu sounds and comparison under spoiler.

I got a bit confused about animated intelmission screen.
I was thinking that it would override everything and become universal once you apply it.
And I didn't know that it can have heavy compatibility problems.
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

It sounds like something redundant. Maybe you should add Duke voice only (i.e. sounds like "Ready for action" I posted before).
That's a good call. But does duke say all those sounds you posted after intermission? I remember him only saying "let's rock" and "ready for action" (if I'm not mistaken).
Here is a fixed main menu pic along with startup I made
Maybe I'm doing something wrong, because I'm trying just your addon on a clean doom, and while I do see the loading bar with the nuke graphic, but after it loads the game I see doom's regular main menu pic all tiled, and the rest is the same? (see attachment).
Make door gore look like in Duke3D
Cool but seems hard, do you have any doom examples in mods? I thought brutal doom had this but I can't trigger it (maybe I'm mistaken).
Green blood is too bright
It probably is. There's two places for green blood colors in my mod:
1. The property bloodcolor "AA D1 5C" in each actor. This affects the blood color when shot.
2. The Translation "32:47=112:127", "184:191=160:167", "232:235=124:127", in the blood actor "NewGreenBlood1". This actor is spawned randomly on the gore gibs and lands on the floor (like the image you posted).
I believe the green blood color in #1 is fine. The other one can be adjusted but right now it is a similar color to the one in the dukeplus version I'm using (see attachment).
4. Mouse clicking sounds are missing.
5. Current "Esc" sound should be replaced to something different.
Duke3D have several sound variants (i.e. explosion, ripper shot, squish etc).
As you can already tell, I'm really clueless about the whole menu graphics sounds animations stuff. It's much easier for me to code than to mess with graphics and stuff like that. But I'm learning.
By the way, why did you use different shades of red fonts?
I didn't. One type is from the graphics you provided (which is the correct color), and the other is auto generated from text, with a property color "Red". I've tried other colors like DarkRed and Brick but none seems right for the auto generated one, so I left it with Red.
Talking about dead marines.
These corpses represent other marines that were slain by demonic forces.
It has nothing to do with player.
While the doomed space marine was a cool easter egg in duke, it's too tall to replace the regular marine corpses, that's why I also left it as an "easter egg" of some sort (it may appear randomly replacing some gore decorations).
You can see this for yourself: In doom 1, in the first level, go to the first door where there's a duke corpse. And next to it type in the console "summon DukeGoreBody2".
Comparing the two corpses right next to each other, do you really want to have that thing blocking your way and your view every once in a while?
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kadkad14
Posts: 37
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Re: [RELEASE] DN3DooM

Post by kadkad14 »

But does Duke say all those sounds you posted after intermission?
Yes, he says all these things.
Maybe I'm doing something wrong
It's meant to be extracted into your mod. It's just another content archive I usually post.
Cool but seems hard, do you have any doom examples in mods?
Yes. EVP mod have exactly the same thing.
The other one can be adjusted but right now it is a similar color to the one in the dukeplus version I'm using (see attachment).

I've tried other colors like DarkRed and Brick but none seems right for the auto generated one, so I left it with Red.
I see.
Comparing the two corpses right next to each other, do you really want to have that thing blocking your way and your view every once in a while?
I was talking about this corpse. I just call him doomed space marine. This can be confusing but I think it's funny to call him this way. I did this thing:
Spoiler:
Edit:
- added integrated menu sounds (ogg should replace wav).
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Last edited by kadkad14 on Mon Mar 30, 2020 7:37 am, edited 2 times in total.
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Captain J
 
 
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Re: [RELEASE] DN3DooM

Post by Captain J »

I hail this king of a TC, baby! Wonderfully retrospective mod. I like this already! The weapons, special effects and additional secondary fire mode to some weapons are good touch. And am i actually seeing Duke's expander death animation? Well ain't that something new!
Spoiler: And here are some feedback.
All in all, this TC is accurate and different than usual. And Duke is still sure ready for some action!

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