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SoDOOManiac

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Posts posted by SoDOOManiac


  1. 11 hours ago, wesleyjohnson said:

    I just noticed in info.c  that every MISSILE is also MF_NOBLOCKMAP.

    This was never noticed because missiles are not in the blockmap, normally.

    It takes a DEH hack to create a missile object that is in the blockmap to trigger this bug.

     

     

    Got to sleep now, bye.

    Probably such a missile is created in ROOM.WAD when punching self in the face, a BFG projectile is created with DEHACKED.

     

    Could you tell me how to fix that in DEH file so that the projectile is MF_NOBLOCKMAP?


  2. In celebration of Doom series' 30th anniversary I converted Judas Priest's Painkiller into Doom Slayer with my lyrics and performed it at a New Year's party.

    The guitar is for scenical movements, sometimes imitating weapons.

     

    Lyrics:

     

    To eternal banishment on Mars he had been sent
    For refusing violently to kill the innocents
    Through unknown dimensions those who teleport
    Suffer madness and explode in gore

     

    He is the Doom Slayer,
    This is the Doom Slayer!

     

    Landing at the Phobos base, all his buddies fell
    He has got no option but to kick the ass of hell
    Like the blood on floors and walls the evil had been spread
    In the form of demons and undead 

     

    He is the Doom Slayer,
    This is the Doom Slayer!

    Aaaaaaarrrrgggghhhhhh!

     

    He's the living sword of vengeance,
    Muscles hard as tempered steel,
    He's defying any dangers,
    Fire of his rage burns hell!

     

    Just a fleshy mortal, one against all odds
    Killing demon masters and defeating traitor gods
    No rest for the living, evil's breaking free
    It's eternal, so his fight must be!

     

    Rip and tear - Doom Slayer
    Chainsaw swing - Doom Slayer
    Shotgun blast - Doom Slayer
    B F G - DOOM SLAYER!!!

    DOOOOOOOOOOOOOM!

     

    Rip and tear - Doom Slayer
    Chainsaw swing - Doom Slayer
    Shotgun blast - Doom Slayer
    B F G - DOOM SLAYER!!!

    DOOM!
    DOOM!
    SLAYER!
    SLAYER!
    DOOM!
    DOOM!
    SLAYER!
    SLAYEEEEEAAAARGH!!!

     

    DOOOOOOOOOOOOOM!!!

     

    Can't stop
    The Doom Slayer!

    DOOM!!!

     

     


  3. On 10/23/2023 at 6:47 PM, CacoKnight said:

    Great port thank you but the name... why two words? "SoDoom" or SoDOOM" would be so much better :)

     

    There are several reasons:

     

    1) I followed the naming pattern of Chocolate Doom and Crispy Doom (So Doom being a fork of the latter);

    2) it's short for 'So polished fork of Crispy Doom',

    3) the icon, limited to square shape, was easier to design with So and Doom being on different lines.

     

    I incorporated what you meant by naming the additional options menu SoDOOMy.


  4. Is the spectre fuzz effect scaled with 4x and 8x resolution in Nugget Doom?

    I received a suggestion for So Doom that with 4x resolution the fuzz effect is too fine-grained, and the fuzz pixels should be at least doubled.

    I'd like to suggest this feature for Nugget Doom if it's not implemented or ask for permission to use it in So Doom if it's already a thing.


  5. On 9/1/2023 at 8:38 PM, Gardevoir said:

    Hello, long time no see. Map21: Nirvana is finally complete, I've been taking a long break from doom mapping to focus on other things and my mental health isn't in good shape, sadly I have not made much progress on this for people who are still following this project. I am still working on it though, it will be done eventually. Map23 is progressing smoothly, layouts for 24 and 27 are pretty much done and just need a lot of polish. I did some more polish for previously complete levels and did more bugfixing (map15 softlocks are finally gone). Therefore, here's the download link, you can now play the wad from maps 01 to 22 without any holes in between levels!

    [Download] (Version 3.2)

    Thank you for holding on to this project for so long! I hope your mental health improves, mental issues are a real rock tied to the neck, especially when working on a long-term project like UD2.

    I'll be glad to try your work of art in Nugget Doom.


  6. 51 minutes ago, Alaux said:

    Anyways, some highlights:

    • Horizontal Weapon Centering.

    Nice that you're picking up some Crispy setting values that had been cut from Crispy the way I did in my Crispy fork, So Doom.

    In So Doom I restored Horizontal setting for weapon attack alignment (is it what you had mentioned?), 50% setting for player view/weapon bobbing, and also the following cut Crispy options:

    -weapon recoil pitch;

    -weapon recoil thrust (singleplayer, non-demo only);

    -squat weapon down on falling from heights (impact).

     

    The crispy option for colored blood has an expanded set of options in So Doom,

    and what I would especially love to see in Nugget Doom is the pixel aspect ratio option (0 for stretched pixels, non-widescreen framebuffer, useful for old 1280x1024 displays with aspect ratio less than 4:3; 1 for classical height/width=1.2 pixels like in Crispy, and 2 for square 1:1 pixels).

     

    There is a number of So Doom-exclusive (for the time being) features like force automapping secret sector lines the player had seen even if they have a nevermap flag, and Doom 2-only projectiles not to trigger special lines (singleplayer nondemo only).

     

    Feel free to make the Nugget So Spicy :)


  7. So Doom 7.0.0 has been released on August 26, 2023. The main feature of this release is the enhanced 1280x800 framebuffer resolution, 4 times the original one by each dimension.
    A number of bugs has also been fixed.

     

    So Doom 7.0.0 - Win32

     

    So Doom 7.0.0 - Win64

     

    FluidSynth soundfont

     

    So Doom-specific changes

     

    New Features and Improvements

    • Enhanced 1280x800 framebuffer resolution, 4x4 of the original framebuffer.
    • Fast framerate with interpolation of all movements with vsync is now the default option.
    • SoDOOMy menu wording improvements.

    Bug Fixes

    • Recoil thrust and Doom 2-only projectile special line bypass settings are now correctly disabled in demos.
    • Intercepts overflow emulation is correctly forced in netgames regardless of its evasion setting.
    • Vsync setting toggle code has been fixed.
    • The bug of not NULL-checking target player pointer in Arch-vile attack, introduced in So Doom 6.0.1 in ROOM.WAD special handling, has been fixed.

    Changes pulled from Crispy Doom

     

    New Features and Improvements

    • Brightmaps for certain textures and sprites have been improved by @Julia Nechaevskaya.
    • Savegame loading from PWADs with spaces in their file name is now supported.

    Bug Fixes

    • Freeaim and jump settings are now correctly disabled in demos.
    • Mid-air speed boost bug when using nocleap cheat has been fixed.
    • Complevel 3 in demo footer has been fixed.
    • Door interpolation in Doom 2 MAP19 has been fixed.

    quadres_release.png


  8. I see the arch-vile attack does damage twice: 20 damage points directly and 70 damage points radius damage from the fire position center, like explosion of the fire.

    Chocolate Doom code:

    void A_VileAttack (mobj_t* actor)
    {    
        mobj_t*    fire;
        int        an;
        
        if (!actor->target)
        return;
        
        A_FaceTarget (actor);
    
        if (!P_CheckSight (actor, actor->target) )
        return;
    
        S_StartSound (actor, sfx_barexp);
        P_DamageMobj (actor->target, actor, actor, 20);
        actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
        
        an = actor->angle >> ANGLETOFINESHIFT;
    
        fire = actor->tracer;
    
        if (!fire)
        return;
            
        // move the fire between the vile and the player
        fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
        fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);    
        P_RadiusAttack (fire, actor, 70 );
    }

    But in the unchanged DeHackEd data the Arch-Vile attack damage is 0 (unlike Imp fireball having 3 base damage, Caco fireball having 5...)

    Where is that DeHackEd value from Arch-Vile damage applied?

    Arch-Vile attack.png


  9. On 2/24/2021 at 6:28 PM, erzboesewicht said:

    Definitively infighting and pacifist-trolling monsters. When I see an arena, I often can't help to play it several times until I maximize the infighting outcome, i.e. most monsters killed themselves. If it's an archvile/revenant group and I have enough space to move to get the skeletons to kill the archie for me, even better. I also like puzzles - combat puzzles a la Sunlust and "classic" puzzles like those in Eternal Doom, The Given or Enigma. Just discovered room.wad, it's also awesome ...

    I may be not the first one to ask this question, please excuse me if it's so. Is your nickname a German translation for Arch-vile?


  10. I'm keen on making minor fixes for WADs and mods because minor flaws bug me so much.

    I made fixes for fists in Strain and REKKR (the latter made it to Steam version of the game), fixed up Batman Doom to play in Crispy Doom sourceport, as in Crispy it looks like authors intended but plays better, re-released ROOM with edits making a difference in my source port So Doom (that is a perfectionist's fork of Crispy Doom), and made a patch for Overthinked Doom 3.

     

    P.S. Recalled this fix for hand shine of Hell Barons/Knights and their blood in dying animations.


  11. I hope this is a sufficient reason to bump the thread.

    I developed a patch for Overthinked Doom 3 fixing some remaining balance and weapon handling issues.

    https://www.moddb.com/mods/overthinked-doom3/addons/sodoomaniacs-tweak-bundle-for-overthinked-doom-3

     

    This tweak bundle includes:

    • Fix for Soul Cube to kill Hell Knights at full health and balancing for bosses that the Cube can be used against;
    • Super Shotgun made useful, with drastically improved accuracy;
    • Fix for impossibility to reload Super Shotgun when there is 1 shell loaded in it and 1 shell available;
    • Cacodemon health buff from 200 to 400 hp, so that it no longer dies to a single shell fired from the shotgun or SSG but still dies to a single grenade or rocket;
    • MG-88 machinegun's better balance, now its mag holds 50 rounds (to justify the folding reload, when the mag was 30 it was frustrating that the future weapon designers couldn't make the standard size mag replacement simpler) with unchanged 150 spare rounds;
    • Lowering in case of wall/enemy proximity is now always disabled for the shotgun regardless of the weapon awareness setting (as well as it had been before for SSG, chainsaw and Soul Cube);
    • Shadow Wraith by Captain Obvious aka Jason Plieger (in the separate zWraithPack.pk4 file, if you don't want it, just don't put it into Overthinked directory).

  12. I'm trying to patch Overthinked Doom 3, what I want to do is disable the wall/enemy/ladder awareness for the pump-action shotgun by means of DSL.

     

    There's a boolean CVar in the code that I need to use in the script:

    game/gamesys/SysCvar.cpp

    153:idCVar g_wallHide( "g_wallHide", "1", CVAR_GAME | CVAR_BOOL, "Hide gun when approaching a wall" );

     

    In zDefScript.pk4/script/weapon_shotgun.script I added:

    object weapon_shotgun : weapon_base {
    
    ...
    
    object    WeaponAwarenessConVar;
    
    float WeaponAwarenessSetting;
    
    ...
    
    }
    
    void weapon_shotgun::Raise() {
    
    WeaponAwarenessConVar = sys.getcvar("g_wallHide"); //remember the global setting to recollect when switching to other weapons
    
    WeaponAwarenessSetting = WeaponAwarenessConVar.getFloat(); //getInt() or getBool() or getBoolean() are unknown functions
    sys.setcvar("g_wallHide", "0");
    
    ...
    
    }

    and

    void weapon_shotgun::Lower() {
    
    sys.setcvar("g_wallHide", WeaponAwarenessSetting);
    
    ...
    
    }
    

     

    On launching the mod, for the line

    WeaponAwarenessSetting = WeaponAwarenessConVar.getFloat();

    I get the console error:

    ERROR: Error: file script/weapon_shotgun.script, line 207: type mismatch for '='

     

    How do I get the boolean value of the console variable and assign it to WeaponAwarenessSetting?


  13. So Doom 6.0.1 has been released on June 11, 2023. It includes some improvements as well as an exclusive feature for an old but gold joke WAD ROOM.
    You can download its latest version here.

     

    So Doom 6.0.1 - Win32

     

    So Doom 6.0.1 - Win64

     

    FluidSynth soundfont

     

    So Doom-specific changes

    • Crispy Doom's "Status Bar" option for level stats widget position has been brought back.
    • New cheat codes for obtaining health (MED[B, S, M]) and armor items (ARM[B, L, H]).
    • Demo timer in centered position now gives way to chat line.
    • IDDQD messages are now colorized if they had not been DEHACKED.
    • New Physical option: now game can be played with the fixed oversight in triggering linedefs by projectiles.
    • In ROOM and its Berserk Edition, punching oneself in the face is 50 times stronger with the Berserk powerup.

    Changes shared with Crispy Doom

    • Plane distortion in the distance was spotted by JNechaevsky and fixed by rfomin with the fix from Eternity Engine, that also fixed the plane texture repeating bug in low detail. 
    • Instead of fixed indices, the colors nearest to magenta and bright green are now picked from PLAYPAL palette for IDDT-unrevealed and revealed secret sectors (relevant in BTSX).

    DOOM0004.png


  14. 4 hours ago, GarrettChan said:

    Yeah, I feel with IDDT, should cut the Computer Area Map cheat although they technically serve different purposes...

     

    There is a certain linedef flag that prevents the linedefs that have it from showing up on computer map, so logically computer map and IDDT are different. IDDT draws all linedefs while computer map is limited (sometimes mappers use the concealing flag for linedefs related to secrets to prevent players from seeing them on computer map).

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