[RELEASE] DN3DooM - update v.1.08b

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irukanjji
Posts: 139
Joined: Fri Feb 28, 2014 4:27 pm

Re: [RELEASE] DN3DooM

Post by irukanjji »

All in all, this TC is accurate and different than usual. And Duke is still sure ready for some action!
Awesome mode, m8 and with d2rebuildt by RoastBeefo its even better, keep good work
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

kadkad14:
Ok, so there's duke voices after intermission, loading screen/bar and better 3d realms graphic.
I'll check the EVP mod and the menu sounds you posted (thanks!).
About this guy: https://s5.gifyu.com/images/111c670ba93886e32b9.gif
That's awesome! Can you do more sprites? I'm missing the following:
Headshot dead animation for: netherworldqueen, bosses/sentrys, psychobrain, king cobra and gorilla captain.

Captain J:
Thanks man. I'll check the things/ideas you mentioned, and thanks for the casings!

irukanjji:
Whoa, that mapset looks awesome!, will try it out.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

That's awesome! Can you do more sprites?
Thanks for the compliment but I am afraid I don't have enough skill to do that.

I tried to edit Battlelord.
But I am not sure about the quality of this work.
These enemies are pretty big. Do you think that this kind of gore is suitable for them?

P.S.
Did main menu/startup fix help?
Does it work now?
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Last edited by kadkad14 on Mon Mar 30, 2020 10:15 pm, edited 3 times in total.
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Captain J
 
 
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Re: [RELEASE] DN3DooM

Post by Captain J »

And btw, the first post looks rather empty without preview screenshots. Mind if you upload some of them?
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

I tried to edit Battlelord.
But I am not sure about the quality of this work.
These enemies are pretty big. Do you think that this kind of gore is suitable for them?
Man that's awesome! Much better than what I could come up with.
You can see the result for yourself, I have prepared a file with your changes:
-fixed main menu pic and added loading screen/bar
-fixed menu sounds
-added intermission end sounds
-added beheaded battlelord animation
Download: https://sharemods.com/o1tugauhh7al/DN3D ... t.zip.html
Please note that this is not a proper release/update, it's for fast testing purposes.
Please you have to do the others. And if you could also make the respective flying heads (in pain) that would be the icing on the cake.
And btw, the first post looks rather empty without preview screenshots. Mind if you upload some of them?
Sure man, added some screenshots to the first post.
You have good eye, I didn't notice the devastator fires faster in duke, it is an oversight and should be fixed.
And I was wondering who would notice the double kick. I'm not sure if I should "fix" it of leave it as a homage, heh.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

Thanks for the kind words.
I'll try to do the rest but I am not sure If I can finish the work.
Because other enemies are harder to edit.

I checked some Duke3D mods that have headshot gore and noticed one important thing.
Headshot gore works with almost every weapon, while in your mod it works only with shotgun or ssg.
Spoiler:
If you apply it to other weapons it could start to look out of place.
So, this complex system exists to shine in very limited conditions.
IMO, at this moment it looks more like a redundant thing rather than a necessary feature.

Meanwhile, here is fix for a main menu logo along with cursor from Duke3D.
Also I got some sounds from .grp file. Can you compare it to sounds in your mod?
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Thanks, I'll check it out.

At first I had the headshot gore to all weapons but it seemed silly that you can behead someone with a pistol, so I left the extra damage but not the animation for those weapons.
About the bosses, I could make it so that only the sentrys are beheaded like the rest, but the bigger ones are only beheaded if they die from a rocket to the head. I'm still thinking about that one.
Bottom line, I won't be changing the hs gore to other weapons other than the shotgun/ssg and rockets only for the bigger bosses.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [RELEASE] DN3DooM

Post by theroguemonk »

can you ake a weapons only mod? and enemy only mod sperately ...
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Sorry, not in my current plans to make different versions because the maintenance would drive me crazy (as new stuff is still being added). But there's already a cool duke weapons only mod called NukeTown, and there's the EDGE only mod Duke it out in doom. You should check them out.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

I understand.

Suggestion:
Make headshot gore appear only when headshot system is enabled.
This should bring pure classic Duke3D experience.
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Oh I forgot to mention that:
Everything I said regarding the HS gore and extra damage only applies when the headshot system is enabled.
If you disable it, it's vanilla experience.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

I see.

It just looks unnecessary gross to me.
I was thinking about option without gore. It's when you shoot enemy in the head and it just collapses without noise, making squish sound at the end.
kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

The headshot system is just a matter of tastes, I guess.

If you disable it, you get the vanilla experience: no extra damage and no headshot dead animations.
If you enable it, you get extra damage and headshot dead animations.

The problem now, is that if you enable it, you won't get the animations in these enemies: netherworldqueen, bosses/sentrys, psychobrain, king cobra and gorilla captain.
Because I don't have the headshot dead animations for them.
It's more like a matter of completeness in the already existing options.
kadkad14
Posts: 37
Joined: Sun Feb 23, 2020 9:39 am

Re: [RELEASE] DN3DooM

Post by kadkad14 »

I get your point.

There is nothing wrong with headshot system itself.
I think that the main problem lay in these headshot sprites.
Their quality is questionable. Enforcer sprites are more or less decent. The rest of them are mediocre.
Thus It lowers overall quality of the mod.
I tried to edit some of these enemies but I get kinda "meh" results. :(
The only available option for this goal is to paint missing parts with guts in order to cover editing.
Also, there is Captain J. I heard that he is a prodigy and his skills are unmatched.

P.S.
Here is a sprite of a dead pig cop from headshot set.
Many Duke3D mods use it. IMO, it's quality is unacceptable.
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kipo
Posts: 133
Joined: Mon Oct 07, 2019 1:31 am

Re: [RELEASE] DN3DooM

Post by kipo »

Added your logo fix and menu cursor, thanks for that.
About the sounds, that's a gray area. I had to increase the volume in some because in game you can't hear them (like the heartbeat and jetpacks for example). The problem is I don't remember which ones I edited.
And my sound editing skills are as good as my graphic skills (bad). Which is why you may hear some muffled sounds.
I'm all for better sounds, if you can provide me with those sounds but in the same volume like the ones I got, I'll replace them at once.

About the headshot gore, I'm all for better sprites too!
But that's the base I had to work with, I litterally went through a lot of mods/files looking for the best ones. And in some cases I had to edit them myself (like the firefly).
Like I said, I'm all for better sprites, but sadly I'm not skillful in that area.
And of course I'm gonna use Captain J's casing sprites he offered, I just have to find some time to implement them since the casing actors I'm using require a different arrangement.

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