Skeletal Doom 1.07d
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.04i
Hmm, I just deleted my complete .ini and started with a fresh install. It works just as intended, even without the .cfg including my settings for certain details. I did not try to reset settings from the menu yet. What happens if you just rename your .ini and let GZDoom create a new one?
Edit: Version 1.04j which changes an enemy and some minor things is out as well!
Edit2: Version 1.04k uses an updated respawn and encumbrance system, there should be no performance issues anymore when killing large numbers of enemies on a map
Edit: Version 1.04j which changes an enemy and some minor things is out as well!
Edit2: Version 1.04k uses an updated respawn and encumbrance system, there should be no performance issues anymore when killing large numbers of enemies on a map
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.04l
Version 1.04l is out which is considered the final 1.04 version: It adds a new magazine management system (you can extract the rounds from the magazines on the ground) and makes skies reset correctly even if a map has custom skies. Have fun! 

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- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.05
Version 1.05a is out which fixes a few remaining bugs, no more invincible ghosts and better weight balancing. Have fun!
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- Posts: 50
- Joined: Tue Apr 03, 2018 3:57 am
- Location: Russian Federation, Koroľov
Re: Skeletal Doom 1.05
The durability of the pistol is too low. Even on classic maps it can break before the player gets another weapon. And, if I understand correctly, it is not dropped from any of the monsters, which makes the situation even worse.
It also sucks that when the player gets a new weapon, it doesn't come with ammo. As a result, you get a very unpleasant situation, when you find a shotgun or a machine gun, but there is nothing to shoot with it, and it only takes up space in the inventory. And you do not know whether to keep it until you find ammunition or throw it away.
It also sucks that when the player gets a new weapon, it doesn't come with ammo. As a result, you get a very unpleasant situation, when you find a shotgun or a machine gun, but there is nothing to shoot with it, and it only takes up space in the inventory. And you do not know whether to keep it until you find ammunition or throw it away.
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Re: Skeletal Doom 1.05
All weapons are meant to have a low durability to encourage the player to find new ones and change them from time to time
The pistol is actually dropped and can be looted from any corpse (the chance to get a weapon or ammo is the same for each corpse). You are absolutely right with the empty new weapons. After some tinkering I figured it would be best to make the weapons empty on a drop while ammo can be looted from almost any corpse that is lootable. So there should be plenty of ammo after some time but the start can be rough. The punch and kick is quite effective however (you can actually stun enemies with the kick for example), more so than in classic Doom but not enough to make any weapon obsolete. You can also select the pistol even if it is empty to use the kick. I try to get players to conserve ammo, collect every single bullet and use stuns as well as headshots to make every bullet count even more than in the vanilla game. Experiment a bit with what is given as of now, I did it for a long time...
Having weapons around that just weigh a lot with no ammo is also part of the plan. My advice is to keep the pistol and shotgun always, even if empty at the start and then use and keep everything else as you see fit. Carrying around all of the weapons would be too heavy anyway. Quickly dropping stuff and picking up a rocket launcher in need (when facing a boss, pesky revenants or a group of hell knights) for example, is a valid tactic, too. The whole thing is designed with Ultimate Doom in mind, so this is the style of maps I built this for first and foremost. I haven't (yet) tried to play something like Sunlust with this, those slaughter maps could probably give people a hard time as well
Thanks a lot for trying the mod, @keldian, and providing feedback!


Having weapons around that just weigh a lot with no ammo is also part of the plan. My advice is to keep the pistol and shotgun always, even if empty at the start and then use and keep everything else as you see fit. Carrying around all of the weapons would be too heavy anyway. Quickly dropping stuff and picking up a rocket launcher in need (when facing a boss, pesky revenants or a group of hell knights) for example, is a valid tactic, too. The whole thing is designed with Ultimate Doom in mind, so this is the style of maps I built this for first and foremost. I haven't (yet) tried to play something like Sunlust with this, those slaughter maps could probably give people a hard time as well

Thanks a lot for trying the mod, @keldian, and providing feedback!

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- Posts: 50
- Joined: Tue Apr 03, 2018 3:57 am
- Location: Russian Federation, Koroľov
Re: Skeletal Doom 1.05
I decided to do some digging in the code and found that the number of falling out rounds has nothing to do with the characteristics of monsters (health, for example). So it doesn't matter if it's a zombie, a hell knight, or a cyberdemon, you'll get about the same amount of coins. In my opinion, it's not very nice when a monster, which the player can spend a lot of time on, drops the same amount of coins as a normal zombie. And you have to run to the end of the level somehow, but the remaining time for this may not be enough.
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.05
Indeed, it's the same amount of coin for every monster slain. If I do a future version, I should defninitely try and make different monsters spawn different amounts of obols 

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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.07
I updated the mod to version 1.07 where I rewrote several modules. As everything was quite slow and several mechanics still too tedious for no useful reason, I made it a bit faster and more streamlined. Many items can be picked up automatically like in the base game now, stamina will only kick in when already carrying a lot of weight etc. Weapons now have vanilla sounds and even the shotgun has a vanilla look while still being reloadable etc. It should now be a bit easier to get back from the skeletal form.
As of now larger/harder enemies will spawn more obols which should address the feedback that a Revenant should spawn more obols than an Imp. Largest creatures will spawn up to 10, bosses up to 20.
Took a bit longer than I expected, I tried to implement a lot of the suggestions from this thread in the meantime to make it flow better. Hope you will have some fun with this!
Edit: Main file updated.
As of now larger/harder enemies will spawn more obols which should address the feedback that a Revenant should spawn more obols than an Imp. Largest creatures will spawn up to 10, bosses up to 20.
Took a bit longer than I expected, I tried to implement a lot of the suggestions from this thread in the meantime to make it flow better. Hope you will have some fun with this!
Edit: Main file updated.
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.07
Update to version 1.07c
- Fixed a performance issue where too many dead monsters in a level could cause slowdowns
- Fixed a performance issue where too many dead monsters in a level could cause slowdowns
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- Posts: 25
- Joined: Sun Nov 06, 2022 2:20 am
- Operating System Version (Optional): Windows 10
Re: Skeletal Doom 1.07c
In the newest version i cannot pickup a empty magazine. Also will be good if i can change value of weight in the options by myself.
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.07c
Yes, empty magazines are of no use and cannot be picked up anymore. Empty ones do not show a bullet in them if you look closely, there is just a metal casing. If a mag has ammo left, it will look like it's filled.
Good idea to add an option to customise weights. As of now you can do that in the files in s_main.pk3 (should be in "encumbrance.zc"). Adding it in the form of a menu option would require changes in the code and additional cvars. However, I don't currently plan to add any further customisation in that way.
Furthermore, there could be a few performance issues left. Nothing permament but I had a short and temporary slow down during a firefight I couldn't reproduce. After killing the attacking monsters it was all back to normal again.
Good idea to add an option to customise weights. As of now you can do that in the files in s_main.pk3 (should be in "encumbrance.zc"). Adding it in the form of a menu option would require changes in the code and additional cvars. However, I don't currently plan to add any further customisation in that way.
Furthermore, there could be a few performance issues left. Nothing permament but I had a short and temporary slow down during a firefight I couldn't reproduce. After killing the attacking monsters it was all back to normal again.
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- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
Re: Skeletal Doom 1.07c
Cool mod. What key do you bind to interact with corpses and loaded weapons? I just get a blank UI element that doesn't list a key and the only way I can figure to unload guns is to drop my current variant and pick up a new one.
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.07c
If you go to "Customize Controls" you can find the category "Use To Pickup", just pick a key for "Push object away".
To remove any ammo from your weapon, or if your weapon is too damaged you can drop it, which is the only way, and the remaining ammo will be dropped separately as well. You can then pick up the ammo and for example a fresh weapon. You can also repair your weapon if damaged if you have any repair kits in your inventory.
To remove any ammo from your weapon, or if your weapon is too damaged you can drop it, which is the only way, and the remaining ammo will be dropped separately as well. You can then pick up the ammo and for example a fresh weapon. You can also repair your weapon if damaged if you have any repair kits in your inventory.
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- Posts: 25
- Joined: Sun Nov 06, 2022 2:20 am
- Operating System Version (Optional): Windows 10
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- Posts: 36
- Joined: Fri Nov 07, 2014 10:23 am
Re: Skeletal Doom 1.07c
You have bullets loaded but no mags/clips left? Then you should be able to shoot the remaining bullets but won't be able to reload until you find more ammunition. When the gun is empty and needs to be reloaded, a small tag "RELOAD" will appear at the bottom left of the HUD.