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Old 01-06-2017, 11:55 PM   #481   Add To Ignore List  
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Default Re: The DOOMed Thread

Found out today...

Aliens (TC) 2017 version 1.1 Ultimate Doom modification.
http://www.moddb.com/mods/aliens-the...aliens-tc-2017
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Old 01-07-2017, 04:32 PM   #482   Add To Ignore List  
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Default Re: The DOOMed Thread

There's now a Doom WAD that lets you have sex with all the demons. I'd post a link but it is a bit NSFW
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Old 01-07-2017, 08:01 PM   #483   Add To Ignore List  
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Default Re: The DOOMed Thread

Google to the rescue!
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Old 01-08-2017, 12:17 AM   #484   Add To Ignore List  
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Default Re: The DOOMed Thread

You might like this, since it's still winter.

https://ququ-media.com/2016/12/23/wi...round-up-2016/

I wrote, in collaboration with a friend of mine, about 5 seasonal mods. 4 of them are doom mods, and one of them is about a Serious Sam 3 christmas mod by our very own noam 2000
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Old 01-08-2017, 01:14 AM   #485   Add To Ignore List  
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Default Re: The DOOMed Thread

ZDoom has stopped development
http://forum.zdoom.org/viewtopic.php?f=1&t=54883
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Old 01-08-2017, 05:52 AM   #486   Add To Ignore List  
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Default Re: The DOOMed Thread

To be honest, I thought it already did a long time ago when it evolved into GZDoom.
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Old 01-08-2017, 11:07 AM   #487   Add To Ignore List  
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Default Re: The DOOMed Thread

Quote:
Originally Posted by God Of Gaming View Post
Hopefully with the change, Graf Zahl will be removed from the dev team before he does any more damage.
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Old 01-11-2017, 09:15 PM   #488   Add To Ignore List  
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Default Re: The DOOMed Thread

Quote:
Originally Posted by God Of Gaming View Post
I'm sad to see Zdoom stopped. Zdoom is my favourite since day 1. Salute Randi

I want download lastest Zdoom. I do not like GZDOOM roflamo it too blurred.
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Old 04-06-2017, 05:19 AM   #489   Add To Ignore List  
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Default Re: The DOOMed Thread



YouTube Video: Diablo-DooM Crossover
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Old 07-29-2017, 03:03 AM   #490   Add To Ignore List  
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Default Re: The DOOMed Thread

https://www.youtube.com/watch?v=c5AFHu8Xrw4 Moon Man Doom

Btw there are SSC weapons now available in a pretty good form avaible now http://www.serioussite.ru/load/serio...am/40-1-0-2380

Last edited by Gnaarwarian; 07-29-2017 at 03:18 AM.
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Old 07-30-2017, 07:16 AM   #491   Add To Ignore List  
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Default Re: The DOOMed Thread

I usually use GZDoom to run and play all of my mods though I like the slight blur in GZDoom to me, ZDoom is a bit sharp for my eyes but I am use to playing games with a little blur to them..
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Old 07-30-2017, 08:12 AM   #492   Add To Ignore List  
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Default Re: The DOOMed Thread

Ok, GZDoom is Hadware Renderer = OpenGL; ZDoom = Software Renderer

Zandronum has both, then you have https://doomwiki.org/wiki/Comparison_of_source_ports

Also Doom 3 iodoom3 & RBDOOM-3-BFG, plus a few more at Github
https://github.com/RobertBeckebans/RBDOOM-3-BFG
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Old 07-30-2017, 10:18 PM   #493   Add To Ignore List  
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Default Re: The DOOMed Thread

Haven't heard much of Zandronum only GZDoom and ZDoom, though I use GZDoom more, though I am going to check it out later on. I have also before used Doomsday Kickstart in the past and Snowberry they are good but at that time I didn't think they supported all the extra stuff that GZDoom and ZDoom have.. But I have also tried Risen3D as well it's pretty good though.
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Old 08-06-2017, 11:51 PM   #494   Add To Ignore List  
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Default Re: The DOOMed Thread

The best and worst part about doom modding is how you can hack code together really messily and it will still work. like for example, I recently got to playing through Quake Stuff Ultra V2, and found that it wasn't very fun, especially on MegaWADs where the supposed TTK for monsters is supposed to be low, but with Quake's armaments, and the average health and distribution of quake monsters, it turns each map into a tedious slog. So I took a look a code to see what can be done to fix the balance and what I found traumatized me.

Code:
Actor Axe : Fist replaces Fist
{
...
    States
    {
    ...
 Fire:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"FireQuad")
    PUNG A 0 A_Jump(128,"AltSwing")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"FireRune1")
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwing:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"AltSwingQuad")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"AltSwingRune1")
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
  AltFire:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"AltFireQuad")
    PUNG F 20
    PUNG F 3 A_recoil(-15)
    PUNG G 3 A_Playsound ("AXE/SWING")
    PUNG H 3 A_CustomPunch (Random(40,40)*1,1,0,"Qaxepuff2")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG I 3
    PUNG A 3 A_Refire 	
    goto Ready 
  FireQuad:
    PUNG A 0 A_Jump(128,"AltSwing")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"FireQuadRune1")
    PUNG B 0 A_Playsound("QUADS",3)
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingQuad:
    PUNG F 0
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"AltSwingQuadRune1")
    PUNG F 0 A_Playsound("QUADS",3)
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
  AltFireQuad:
    PUNG F 20
    PUNG F 5 A_recoil(-15)
    PUNG G 0 A_Playsound("QUADS",3)
    PUNG G 3 A_Playsound ("AXE/SWING")
    PUNG H 3 A_CustomPunch (Random(40,40)*1,1,0,"Qaxepuff2")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG I 3
    PUNG A 3 A_Refire 	
    goto Ready 
  FireRune1:
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 0 A_FireCustomMissile ("PhantomAxe")
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingRune1:
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 0 A_FireCustomMissile ("PhantomAxe")
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready
  FireQuadRune1:
    PUNG B 0
    PUNG B 0 A_Playsound("QUADS",3)
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 0 A_FireCustomMissile ("PhantomAxe")
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingQuadRune1:
    PUNG F 0
    PUNG F 0 A_Playsound("QUADS",3)
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 0 A_FireCustomMissile ("PhantomAxe")
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
    }
}

This, my friends, is a classic example of spaghetti code where large chunks of unnecessary redundancy is used to achieve simple things like, in this case, state variations.

After taking a look at how it works, I managed to tidy it up to something like this:

Code:
Actor NewAxe : Axe replaces Axe
{
	States
	{
	Fire:
		PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,2)
		PUNG A 0 A_Jump(256,2)
		PUNG A 0 A_PlaySound("QUADS",3)
		PUNG A 0 A_Jump(128,"Fire2")
		PUNG B 3 A_Playsound ("AXE/SWING")
		PUNG C 3
		PUNG D 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG D 0 A_Jump(256,2)
		PUNG D 0 A_FireCustomMissile("PhantomAxe")
		PUNG D 3 A_CustomPunch (Random(4,12)*5,1,0,"Qaxepuff")
		PUNG E 0 A_GiveInventory("SwingChecker",1)
		PUNG EAA 3
		PUNG A 3 A_ReFire  	
		goto Ready
	Fire2:
		PUNG F 3 A_Playsound ("AXE/SWING")
		PUNG G 3
		PUNG H 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG H 0 A_Jump(256,2)
		PUNG H 0 A_FireCustomMissile("PhantomAxe")
		PUNG H 3 A_CustomPunch (Random(4,12)*5,1,0,"Qaxepuff")
		PUNG I 0 A_TakeInventory("SwingChecker",1)
		PUNG IAA 3
		PUNG A 3 A_Refire 	
		goto Ready 
	AltFire:
		PUNG F 0 A_JumpIfInventory("QPowerQuadDamage",1,2)
		PUNG F 0 A_Jump(256,2)
		PUNG F 0 A_PlaySound("QUADS",3)
		PUNG F 10
		PUNG F 4 A_Refire
		Goto Ready
	AltHold:	
		PUNG F 4
		PUNG F 2 A_Refire
		goto AltRelease
	AltRelease:
		PUNG F 3 A_recoil(-15)
		PUNG G 3 A_Playsound ("AXE/SWING")
		PUNG H 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG H 0 A_Jump(256,6)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-20,-12),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-12,-4),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-4,4),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(4,12),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(12,20),0)
		PUNG H 3 A_CustomPunch (Random(8,24)*5,1,0,"Qaxepuff2")
		PUNG I 6 A_TakeInventory("SwingChecker",1) 	
		goto Ready 
	}
}

It soon dawned on me that improving this mod is going to take a complete overhaul of the Decorate code.
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Old 08-10-2017, 05:39 AM   #495   Add To Ignore List  
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Default Re: The DOOMed Thread

I could also use the DEHACKED code thing to change things as well but it doesn't do very much just allow you to change some things but I don't know how to use much of it, though decorate code to me is fairly easy to use. And yes Quake might be a bit complicated with code seeing that having power-ups do actually add the extra sound to the guns as well meaning the code becomes scattered. I usually place the code into .zip or .pk3 folders under a specific folder and divide sections like weapons.txt, ammo.txt, or something like that then have a master decorate file. It makes things easier for me though (apart from having to look and find what I need to find), but I tend to do that when code begins to start looking messy. But in any case nice job cutting down on the code and all it does look neater and more optimized..
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Old 08-11-2017, 01:51 AM   #496   Add To Ignore List  
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Default Re: The DOOMed Thread

Found out it has new version 1.2

I yet play into it...

Aliens (TC) 2017 [v 1.2]
http://www.moddb.com/mods/aliens-the...aliens-tc-2017
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Old 08-11-2017, 12:20 PM   #497   Add To Ignore List  
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Default Re: The DOOMed Thread

Quote:
Originally Posted by AntonioR View Post


YouTube Video: Diablo-DooM Crossover
Wow this is so cute.
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Old 08-26-2017, 06:01 AM   #498   Add To Ignore List  
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Default Re: The DOOMed Thread

I have been having an absolute blast playing through The Ultimate Doom and some associated mods. Once again, the mod community members have really outdone themselves because the mods and total conversions that I've played have been outstanding. I'm especially fond of The Adventures of Square. It's amazing what these guys were able to pull off with such old technology.

I haven't seriously played Doom since around 95 or so, so after beating the fourth chapter today, I can finally say that I've finished it after several decades. The fourth chapter was actually very well done. The levels were a big departure from the previous three chapters but they grew on me. I'm currently hooked on various mods but I will hopefully be starting Doom 2 soon. Right now I'm working on Wolfenstein 3D and I'm really enjoying it too.
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Old 09-10-2017, 11:24 PM   #499   Add To Ignore List  
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Default Re: The DOOMed Thread

Haven't played much of the Ultimate Doom myself only most of the episodes like a long time ago. Same with Doom 2 (I mean properly, not using things like enemy sprite replacements, etc but vanilla).. Though the only thing I am use to with playing Doom 2 is mouse look
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