[BETA7] Q - Quake stuff for Doom, Heretic and Hexen

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Dark-Assassin
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[BETA7] Q - Quake stuff for Doom, Heretic and Hexen

#1

Post by Dark-Assassin » Wed Jan 04, 2017 3:36 pm

Q is a faithful but balanced recreation of the Quake 1 weapons and items for ZDoom 2.6+ and Zandronum 3.0+
It is currently compatible with Doom, Heretic and Hexen.

There are no Quake monsters for this mod. You're supposed to be Ranger playing through the worlds of Doom, Heretic and Hexen. Only some Doom monsters have been modified to use Quake weapons/projectiles instead.
Heretic and Hexen were the main focus. Doom may have a bit of inconsistencies with items.

Download Beta 7

Patches: For Zandronum and ZDoom older than 2.8.1
Doom Patch
Heretic Patch
Hexen Patch
Skulltag Patch

Screenshots

Please report any bugs or suggestions here.
Spoiler: Details and Credits (Open)
Differences from Quake
  • You still have Doomguy Speed and Friction, but Hexen jump height
  • Most ammo give a reduced amount due to how common ammo is
  • You will start with half the maximum ammo from Quake with Rockets and Cells. "Backpacks of various ammo" will give you the default maximum.
  • Some items have different functionality, runes also have different looks
  • Projectiles have no distance limits, bullets and lightning still does for now
  • Thunderbolt updates twice as fast and plays the lightning sound twice as often, but damage is halved per shot
  • Particle effects are better than Quake's but try their best to look like ZDoom's ones
  • Super Nailgun appears to fire a little differently, I couldn't be assed to make it the same as Quake while retaining Zandronum online compatibility.
  • Nails have short visible trails
  • Explosive Box is limited to the small one
Differences from Doom/Hexen/Heretic stuff that isn't replaced
  • Removed Health Bonus, Armor Bonus, Teleport and Teleport Other.
  • Shotgunguy uses the Shotgun, drops Shell backpack, health 25, replaces Zombieman
  • Zombieman uses the Laser Rifle from the Quake Enforcers, fires once, drops Cell backpack, health 50, replaces Shotgunguy
  • ChaingunGuy fires Nails which are the same as the ones from the Nailgun, drops Nail backpack, health 70
  • WolfensteinSS uses the Super Shotgun, fires once, drops Shell backpack, health 50
  • SpiderMastermind fires Super Nails
  • All Heretic Monsters had their drops removed
Known Bugs
  • Player won't use their Axe states online
  • Axe has a delay before swinging online, but the delay is only visual and it's based off your ping.
Limitations/Quirks
  • Some weapons may be accompanied by the wrong ammo items.
  • The Thunderbolt is unobtainable in the 1st few levels, I made it switch to the Massive Health Box. First few levels per episode with Doom and Heretic.
  • Q has models, but if you have them enabled without models for the IWADs, there will be a mix of sprites and models.
  • I couldn't add animated pickup effects to the HUD
  • Non Quake Ammo and Armor will still appear on the HUD. An example is IDFA in Doom will give you the Blue Armor.
  • Explosion particles bounce around have physics instead of being purely visual
Incompatabilities
  • Mods that add new weapons - You won't be able to use them, or they will overwrite this mod's KEYCONF and other weapons.
  • Mods that contain LOCKDEFS - Since this mod uses the Quake keys, I had to adjust the default lockdefs file and add it to this mod. Mods like KDIZD, which add custom keys, needs to have a patch made for it.
  • Mods that contain SBARINFO - Unless Q is loaded last, the HUD will be replaced and will be mostly non functional.
Slight Incompatabilities
  • Mods that change vanilla Monsters - Unless Q is loaded last, they will lose changes specific to this mod like backpack drops and firing quake style weapons rather than doom style.
  • Mods that change vanilla Items - Unless Q is loaded last, they will be replaced with the modified vanilla ones instead of the quake ones.
  • Mods that add new monsters - The new monsters may drop the weapons instead of backpacks which is not what I intend to happen.
Credits
Tools Used
  • Slade
  • Irfranview
  • q2mdlr
  • Blender
  • Misfit Model 3D
  • ReNamer
  • 7zip
Spoiler: Changelog (Open)
Beta 7 Changes
  • Changed map checks to check for map lump names instead
  • Added particle registering and limits. The limit is defined by the cvar r_maxparticles.
  • Changed all particle scaling and fading to ACS
  • Added older GZTilt by Nash, but with edits to allow death tilts too (Doesn't do anything in Zandronum)
  • Particles will now scale and fade out properly according to their ReactionTime regardless of type
  • Smoke particles will start at half scale and end at double scale
  • Added blast like sprites from Quake 3 for things like puff sparks, blood and projectile explosions
  • Added the explosion sprite from Quake 3 for all explosions
  • Explosions on floor and ceiling will direct their particles accordingly
  • Reduced particles from the Teleport effect
  • Removed hacky glowmaps from models, dynamic lights do enough for now
  • Changed all ammo box models to ones from Arcane Dimensions Quake mod, tweaked textures though
  • Added various backpack textures for different types of ammo from AD
  • Changed ammo give to match the ammo shown on the boxes (Some more, some less)
  • Doubled starting Shell and Nail ammo maximums to vanilla Quake, but large backpack still doubles that
  • Increased scale of the large backpack full of ammo
  • Restored Yellow Armor back from Blue Armor
  • Explosive box textures tweaked, increased delay before explosion, models show expanding animation before blowing, models show bottom of box left over from explosion, can respawn after 60 seconds now
  • Restored player radius to Doom defaults
  • Added 2 other player classes, but they are just pretty much skins. They don't feature nearly as much sounds.
  • Tweaked the Enemy Player actor a bit
  • Doubled all damage from weapons, but halved that damage done to players to keep the DM balance
  • Removed the slight random damages from all projectiles
  • Overhauled the Grenade's code to use variables instead of inventory
  • Increased Laser Rifle's attack speed by 2 tics
  • Added visual ricocheted nails when they spark against a surface, will last for 60 seconds before disappearing
  • Removed Small and Homing rockets as they were unused
  • Added visual ejected shells to Shotgun and Super Shotgun, will disappear after 60 seconds.
  • Changed Shotgun and SuperShotgun to fire fast projectiles rather than hitscan, much like in AD but faster
  • Made the Thunderbolt's flash state play the animation in a random order instead of in order
  • Reduced Thunderbolt's hit particles
  • Made Thunderbolt play it's lightning sound twice as often
  • Overhauled HUD code. Powerups and keys will now align to a side with no gaps, includes Hexen and Strife keys but they display just above it. Had to write a script to output the sbarinfo code for that.
  • Halved the particle sprite resolution
  • Replaced Health, Explosive Box, Ammo, Invisibility, keys and rune models to ones from AD and ripped sprites accordingly
  • Increased detail on Spike models
  • Replaced a few weapon pickup models to ones from AD
  • Replaced the Laser Rifle model and sprites to a recoloured Plasma Rifle from AD
  • Added soft land sound from Unreal. Other land sounds will still play.
  • Adjusted a bunch of sprite offsets
  • Removed some sprite frames and rotations and added them back using textures
  • Removed decaldef and made projectiles use vanilla decal definitions directly
  • Tweaked Dynamic Lights more
  • Separated modeldef files
  • Separated textures files
  • Added models and particles for all Doom and Skulltag Monster projectiles. Heretic and Hexen only has the particles.
  • All monster projectile sizes are halved and damage unrandomised. They also add a tiny bit of inaccuracy when fired.
  • Made Shotgunguy and Super Shotgunguy fire the Shotgun projectiles instead of hitscan with half the speed. Can now be dodged at a distance, but are still deadly.
  • Made Doom's RocketAmmo drop Cells instead of Rockets
  • Made Doom's CellAmmo drop Rockets instead of Cells
  • Made Doom's RocketLauncher drop the Super Nailgun instead of the Grenade Launcher
  • Made Doom's PlasmaRifle drop the Grenade Launcher instead of the Super Nailgun
  • Added Heretic and Hexen specific Item textures and models from AD, such as boxes being wood, health being oversized potions and explosive boxes being TNT
  • Removed all health changes from monsters as overall weapon damage was doubled.
  • Removed a few items from Skulltag's Random Powerup
  • Made Skulltag's Minigun drop the Super Shotgun instead of the Super Nailgun
  • Made Skulltag's Railgun drop the Rocket Launcher instead of the Thunderbolt
  • Made Skulltag's Grenade Launcher drop the Super Nailgun instead of the Rocket Launcher
  • Removed Strife support for now as it needs a lot of work
  • Possibly a few minor things I missed. I just compared most of the files.
Beta 6 Changes
  • Messed with the particles a little more, mainly fixing some colors.
  • Fixed red key card giving off blue light
  • Fixed red skull key being a complete failure at life
  • Tweaked lights a bunch more.
    • Smoother transitions
    • Fixed a few oversized lights
    • Increased flicker rate
    • Flicker strength no longer as intense
    • Added subtle lights to the large Shell and Nail boxes
    • Increased brightness of Health lights a little
    • Key and Powerup lights are closer to their texture colors
  • Increased teleport and item fog particle count
  • Made the teleport effect that replaces SpawnFire black and give off black light as well as the item fog effect, creating a unique effect.
  • Decreased item size by 10%, makes them look barely smaller than vanilla item hitboxes.
  • Added better detection for non coop/sp gametypes. However, ZDoom will print an error to console/chat as a function it doesn't know (or even has blanked like the others) which is designed for Zandronum. Usually happens once per item that checks when a map starts.
  • Reduced Thunderbolt lightning sprite density
Beta 5 Changes
  • Played with the particles a whole bunch. Reduced spawn rates of most of the generators. Added smoke style particles which grow and fade out rather than shrink away.
  • Added gl_particles_style and vid_renderer checks for Particles to display either square, round or smooth
  • Added stretched particles, only the Axe uses these
  • Tweaked a whole bunch of lights. Mostly size reduction and changed their types to flicker.
  • Removed rotations from the Thunderbolt's lightning and increased the density.
  • Grenades spin one tic slower
  • Attempted to rebind weapons because of Hexen, however it just spits errors. Forgot to remove the keyconf file D:
  • Halved resolution of hires particle images
  • Made Laser Rifle's muzzle flash not interpolate back inside the gun
  • Can't remember anything else, but hopefully that's it.
Beta 4 Changes
  • Switched the Zombieman and Shotgunguy back around again
  • Added the missing item icons
  • Replaced key icons with respective type icons
  • Made key icons horizontal and placed them in the upper right of the fullscreen HUD
  • Reduced the width of all powerup icons by half
  • Increased the amount of powerup slots in the fullscreen HUD
  • Made runes no longer holdable, they will auto activate
  • Added the Scanner effect to the Rune of Reveal, lasts 60 seconds
  • Added custom sounds to the runes. I found them in one of the expansion's files.
  • Removed Belt and Horn's effects, they are now useless for now. Not that you could get them anyway
  • Added an info message on load
  • Tweaked a few lights, fixed some that were missing
  • Particles now only shrink away, they don't fade. This is mainly a test to see how cool it looks.
  • Added a custom weapon based off the Enforcer's Laser Rifle. Only acquirable in Doom and the Doom Player starts with it. Uses cells.
  • Reduced length of Laser's trail
  • Reduced the amount of particles the Thunderbolt's hit effects release
  • Fixed particles making pushable objects fly away
  • Explosive boxes can slide against walls now
  • Increased the ammo give amount from picked up weapons
  • Changed cell ammo to give 6, 12 and 3
  • Made first 2 maps swap the backpack for the Nailgun. This really helped Plutonia a lot.
  • Fixed flickering of large Shell and Nailbox glows.
  • Fixed UV maps of rune models being screwed. Seems exporting to obj and converting to md2 was messing it up. lwo works fine though.
  • Fixed large scale of the Shield of Empathy
  • Recreated the menu. This includes episode and skill selections. Also adds a properly animated selector icon.
  • Made Doom episodes and skills use fonts rather than graphics
  • Made the smallfont default to white instead of brown
  • Changed the console font on the HUD to smallfont, as well as from brown to yellow
  • If you look at sbarinfo, I swear you'll want to never look at it again. And it's not even finished, still gotta stack the Hexen keys.
  • Made explosions no longer deal fire damage
  • Added Skulltag support (Zandronum only, load with Doom patch)
Beta 3 Changes
  • Added separate IWAD patches for clients based off ZDoom 2.7.1 and older.
  • For ZDoom 2.8+ it just uses filtered folders
  • Added brightmaps to Models, but it's a hacky method.
  • Changed A_CPOSRefire and A_SpidRefire to A_SentinelRefire
  • Added Strife support, but gameplay has not been tested, only the actors individually
  • Added Hexen keys to the HUD
  • Added Quake Expansion items. Some however are unobtainable and they have no powerup icons just yet. (oops) I cannot replicate functionality of the Shield of Empathy though. Horn freezes time rather than summons a minion for now.
  • Fixed ACS Stringtable breakage
  • Added a bit of randomness to damages
  • First 2 maps now replace the Lightning Gun with Mega Health instead of just the first (Mainly prevents pickup on Doom E2M2)
  • Readjusted projectile speeds. They're either 40 or 20.
  • Removed direct damage from explosive projectiles. They however can still hurt bosses due to +FORCERADIUSDMG
  • Made the Homing Rocket use A_SeekerMissile from A_Tracer2. In game, this will only affect the Revenants. If I ever add alt fires, the RL will use it.
  • Tweaked how many particles explosions spawn as well as their speed, gravity and made them bounce rather than stick. Explosive boxes are largely reduced in count because of Doom 2 MAP23.
  • Shortened nail trails a little
  • Made the Raven Pickup Flash use the a modified teleport effect
  • Renamed a bunch of sprites
  • Changed sprites and models of rune items and they are no longer holdable.
  • Added Flight and Speed Rune
  • Increased HUD resolution to 640x400
  • Added a minimal HUD but it replaces the "no hud"
  • Doom and Heretic keys will adjust their positions on the HUD, but Hexen ones won't. So many damn IfInventory/Else statements in SBARINFO.
  • Increased resolution of player sprites
  • Made player sprites and models translatable. Their base color is Pink as it's the only color between the games that aren't elsewhere on the model and the only color that uses a single range. Translation + Player.ColorRange ignores Translation.
  • Translated the pink dead and scripted doom players to green from that pink
  • Fire damage once again makes the player play the slime/lava hurt sound
  • Added fire damagetype to explosions
  • Added GLDEFS to all modified monsters
  • Added dim red lights to the Health Boxes
  • Increased the range of some small lights to 24 from 16. These affect items mainly.
  • Increased brightness of Laser light
  • Added a fully armed player clone to replace the Hexen player bosses. May not be as deadly, but has more health.
  • Fixed Mana2 dropping backpacks instead of rocket ammo
  • Switched weapon piece 1 and 3's drops. WHY IS THE FIRST PICE OBTAINED PIECE 3?
  • All basic hexen armor now drops the Green Armor, Falcon Shield drops Yellow Armor
  • Made ArtiPork drop Quad Damage
  • Made ArtiDarkServant and ArtiEgg drop the Thunderbolt
  • Made ArtiBlastRadius drop Cell Ammo
  • Restored Hexen boss health
  • Added Skulltag support (Damn you Zandronumers using ST content still)
  • Added the Quake font from UTNT. This affects all WADs. Doom may be limited due to it using graphics rather than BIGFONT.
  • Added a few extra UI grphics from Quake
  • Changed Quake logo screen to the Hypnotic one
  • Blanked BIGFONT level name graphics as they looked out of place with the quake fonts.
  • Fixed vertical offset for SSG flash
  • Normalized quit mesages
  • Quit sound is now just the teleport sound
  • Changed doom intermission sounds
  • Made smaller HUDs still draw powerup icons, but they're in the top right and sort themselves the same way the keys do.
  • Increased inventory selector to 8 items
  • Removed backpack drops from non human actors
  • Translated the HUD numbers to DarkBrown and added DarkRed for lower numbers.
Beta 2 Changes
  • Switched the Zombieman and Shotgunguy again, hopefully to try and add some more Shotgun Shells to Plutonia without replacing other items.
  • Backpack of various ammo give more ammo
  • Class 1 Hexen weapons now drops the Nailgun
  • Class 2 Hexen weapons now drops the Grenade Launcher
  • Weapon Fragment 1 now drops the Super Shotgun
  • Weapon Fragment 2 now drops the Super Nailgun
  • Weapon Fragment 3 now drops the Rocket Launcher
  • ArtiPoisonBag now drops Shotgun Shells
  • Mana1 now drops Nails
  • Mana2 now drops Rockets
  • Mana3 now drops Backpack of various ammo
  • PlatinumHelm now drops Green Armor
  • AmuletOfWarding now drops Yellow Armor
  • ArtiBoostArmor now drops Red Armor
  • Fixed Heretic Mace ammo not dropping Cells
  • Added Inventory and Inventory Bar to the Statusbar, it sits on the bottom left above the bar.
  • Made it so the player doesn't play the burn sounds when getting struck by fire damage (Hexen uses a lot of fire damage)
  • Changed the Zombieman, Shotgunguy, Chaingunguy and WolfensteinSS health to 25, 50, 75, 50 respectively
Spoiler: Known Bugs (Open)
  • In Zandronum, the Lightning fired from the Thunderbolt is higher than in ZDoom. If I attempt to lower it for Zandronum, it becomes too low in ZDoom. But it should be fixed on the engine side in Zandronum 4.0
Last edited by Dark-Assassin on Tue Feb 28, 2017 5:13 am, edited 22 times in total.

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Doomenator
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Re: Q

#2

Post by Doomenator » Wed Jan 04, 2017 5:08 pm

Nice models, but without monsters is not something. I use this set.
[spoiler]
phpBB [media]
[/spoiler]

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Dark-Assassin
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Re: Q

#3

Post by Dark-Assassin » Thu Jan 12, 2017 10:17 am

New Update
Changes
  • Switched the Zombieman and Shotgunguy again, hopefully to try and add some more Shotgun Shells to Plutonia without replacing other items.
  • Backpack of various ammo give more ammo
  • Class 1 Hexen weapons now drops the Nailgun
  • Class 2 Hexen weapons now drops the Grenade Launcher
  • Weapon Fragment 1 now drops the Super Shotgun
  • Weapon Fragment 2 now drops the Super Nailgun
  • Weapon Fragment 3 now drops the Rocket Launcher
  • ArtiPoisonBag now drops Shotgun Shells
  • Mana1 now drops Nails
  • Mana2 now drops Rockets
  • Mana3 now drops Backpack of various ammo
  • PlatinumHelm now drops Green Armor
  • AmuletOfWarding now drops Yellow Armor
  • ArtiBoostArmor now drops Red Armor
  • Fixed Heretic Mace ammo not dropping Cells
  • Added Inventory and Inventory Bar to the Statusbar, it sits on the bottom left above the bar.
  • Made it so the player doesn't play the burn sounds when getting struck by fire damage (Hexen uses a lot of fire damage)
  • Changed the Zombieman, Shotgunguy, Chaingunguy and WolfensteinSS health to 25, 50, 75, 50 respectively

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Re: [BETA3] Q (Quake weapons and items)

#4

Post by Dark-Assassin » Tue Jan 17, 2017 6:54 am

New Update
Beta 3 Changes
  • Added separate IWAD patches for clients based off ZDoom 2.7.1 and older.
  • For ZDoom 2.8+ it just uses filtered folders
  • Added brightmaps to Models, but it's a hacky method.
  • Changed A_CPOSRefire and A_SpidRefire to A_SentinelRefire
  • Added Strife support, but gameplay has not been tested, only the actors individually
  • Added Hexen keys to the HUD
  • Added Quake Expansion items. Some however are unobtainable and they have no powerup icons just yet. (oops) I cannot replicate functionality of the Shield of Empathy though. Horn freezes time rather than summons a minion for now.
  • Fixed ACS Stringtable breakage
  • Added a bit of randomness to damages
  • First 2 maps now replace the Lightning Gun with Mega Health instead of just the first (Mainly prevents pickup on Doom E2M2)
  • Readjusted projectile speeds. They're either 40 or 20.
  • Removed direct damage from explosive projectiles. They however can still hurt bosses due to +FORCERADIUSDMG
  • Made the Homing Rocket use A_SeekerMissile from A_Tracer2. In game, this will only affect the Revenants. If I ever add alt fires, the RL will use it.
  • Tweaked how many particles explosions spawn as well as their speed, gravity and made them bounce rather than stick. Explosive boxes are largely reduced in count because of Doom 2 MAP23.
  • Shortened nail trails a little
  • Made the Raven Pickup Flash use the a modified teleport effect
  • Renamed a bunch of sprites
  • Changed sprites and models of rune items and they are no longer holdable.
  • Added Flight and Speed Rune
  • Increased HUD resolution to 640x400
  • Added a minimal HUD but it replaces the "no hud"
  • Doom and Heretic keys will adjust their positions on the HUD, but Hexen and Strife ones won't. So many damn IfInventory/Else statements in SBARINFO.
  • Increased resolution of player sprites
  • Made player sprites and models translatable. Their base color is Pink as it's the only color between the games that aren't elsewhere on the model and the only color that uses a single range. Translation + Player.ColorRange ignores Translation.
  • Translated the pink dead and scripted doom players to green from that pink
  • Fire damage once again makes the player play the slime/lava hurt sound
  • Added fire damagetype to explosions
  • Added GLDEFS to all modified monsters
  • Added dim red lights to the Health Boxes
  • Increased the range of some small lights to 24 from 16. These affect items mainly.
  • Increased brightness of Laser light
  • Added a fully armed player clone to replace the Hexen player bosses. May not be as deadly, but has more health.
  • Fixed Mana2 dropping backpacks instead of rocket ammo
  • Switched weapon piece 1 and 3's drops. WHY IS THE FIRST PICE OBTAINED PIECE 3?
  • All basic hexen armor now drops the Green Armor, Falcon Shield drops Yellow Armor
  • Made ArtiPork drop Quad Damage
  • Made ArtiDarkServant and ArtiEgg drop the Thunderbolt
  • Made ArtiBlastRadius drop Cell Ammo
  • Restored Hexen boss health
  • Added Skulltag support (Damn you Zandronumers using ST content still)
  • Added the Quake font from UTNT. This affects all WADs. Doom may be limited due to it using graphics rather than BIGFONT.
  • Added a few extra UI grphics from Quake
  • Changed Quake logo screen to the Hypnotic one
  • Blanked BIGFONT level name graphics as they looked out of place with the quake fonts.
  • Fixed vertical offset for SSG flash
  • Normalized quit mesages
  • Quit sound is now just the teleport sound
  • Changed doom intermission sounds
  • Made smaller HUDs still draw powerup icons, but they're in the top right and sort themselves the same way the keys do.
  • Increased inventory selector to 8 items
  • Removed backpack drops from non human actors
  • Translated the HUD numbers to DarkBrown and added DarkRed for lower numbers.
Thanks to an extensive playthrough on Hexen with a few people, I've been able to balance it more, find bugs and was given a few good suggestions.

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Re: [BETA4] Q (Quake weapons and items)

#5

Post by Dark-Assassin » Mon Jan 23, 2017 10:14 am

New Update
Beta 4 Changes
  • Switched the Zombieman and Shotgunguy back around again
  • Added the missing item icons
  • Replaced key icons with respective type icons
  • Made key icons horizontal and placed them in the upper right of the fullscreen HUD
  • Reduced the width of all powerup icons by half
  • Increased the amount of powerup slots in the fullscreen HUD
  • Made runes no longer holdable, they will auto activate
  • Added the Scanner effect to the Rune of Reveal, lasts 60 seconds
  • Added custom sounds to the runes. I found them in one of the expansion's files.
  • Removed Belt and Horn's effects, they are now useless for now. Not that you could get them anyway
  • Added an info message on load
  • Tweaked a few lights, fixed some that were missing
  • Particles now only shrink away, they don't fade. This is mainly a test to see how cool it looks.
  • Added a custom weapon based off the Enforcer's Laser Rifle. Only acquirable in Doom and the Doom Player starts with it. Uses cells.
  • Reduced length of Laser's trail
  • Reduced the amount of particles the Thunderbolt's hit effects release
  • Fixed particles making pushable objects fly away
  • Explosive boxes can slide against walls now
  • Increased the ammo give amount from picked up weapons
  • Changed cell ammo to give 6, 12 and 3
  • Made first 2 maps swap the backpack for the Nailgun. This really helped Plutonia a lot.
  • Fixed flickering of large Shell and Nailbox glows.
  • Fixed UV maps of rune models being screwed. Seems exporting to obj and converting to md2 was messing it up. lwo works fine though.
  • Fixed large scale of the Shield of Empathy
  • Recreated the menu. This includes episode and skill selections. Also adds a properly animated selector icon.
  • Made Doom episodes and skills use fonts rather than graphics
  • Made the smallfont default to white instead of brown
  • Changed the console font on the HUD to smallfont, as well as from brown to yellow
  • If you look at sbarinfo, I swear you'll want to never look at it again. And it's not even finished, still gotta stack the Hexen and Strife keys.
  • Made explosions no longer deal fire damage
  • Added Skulltag support (Zandronum only, load with Doom patch)

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Re: [BETA4] Q (Quake weapons and items)

#6

Post by NourPrince » Mon Jan 23, 2017 12:34 pm

Nice!
Hello there. I'm General Independence. It's really nice to meet you. :)

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Re: [BETA4] Q (Quake weapons and items)

#7

Post by Doomenator » Mon Jan 23, 2017 10:20 pm

I have some problems with the graphics.
[spoiler]Image

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Re: [BETA4] Q (Quake weapons and items)

#8

Post by Dark-Assassin » Tue Jan 24, 2017 8:06 am

bleh, I thought I fixed that...
Seems MisfitModel3D is messing up the UV maps when I convert them from most formats I've exported with blender...
Eh, I'll just export them with the md2 exporter, but it adds unnecessary frames because it's designed for quake 2 player models.



Also, such a cheater

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Re: [BETA4] Q (Quake weapons and items)

#9

Post by Doomenator » Tue Jan 24, 2017 8:17 am

Also in the beta4 doom version the backpack is not visible.

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Re: [BETA4] Q (Quake weapons and items)

#10

Post by Dark-Assassin » Tue Jan 24, 2017 12:42 pm

Hotfix Released
Fixes
  • Fixed invisible backpack
  • Fixed broken rune models
  • Fixed some custom maps with no levelinfo always being detected as first few maps.
Download Hotfix for Beta 4
Last edited by Dark-Assassin on Wed Jan 25, 2017 9:35 am, edited 1 time in total.

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Re: [BETA4] Q (Quake weapons and items)

#11

Post by Doomenator » Tue Jan 24, 2017 11:27 pm

Fix don't works for Zandronum (3.0-alpha-r161030-2038).
The radius or power of the explosion of the barrels does not match the original.
And yet the sight is offset up.
[spoiler]Image

Image[/spoiler]

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Re: [BETA4] Q (Quake weapons and items)

#12

Post by Dark-Assassin » Wed Jan 25, 2017 9:40 am

Whoops, I accidentally archived it in a compression type that zandro didn't support.

I just made them the same as the Rocket Launcher for now. Higher than Doom's but smaller than Quake's.

Hmm? What are you trying to show me?

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Re: [BETA4] Q (Quake weapons and items)

#13

Post by Slyfox » Wed Jan 25, 2017 10:32 am

Dark-Assassin wrote:Whoops, I accidentally archived it in a compression type that zandro didn't support.

I just made them the same as the Rocket Launcher for now. Higher than Doom's but smaller than Quake's.

Hmm? What are you trying to show me?
Hes showing that the projectiles being fired from the gun is offset way below the actual crosshair

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Re: [BETA4] Q (Quake weapons and items)

#14

Post by Dark-Assassin » Wed Jan 25, 2017 12:15 pm

Hmm, but he's that close to the wall it wouldn't aim at the crosshair anyway. I don't believe in any 90's and 2000's game the guns and projectiles directly aim at the crosshair, just forwards. The crosshair is mainly good for longer ranges rather than point blank.

Anyway, the player's view height is just a little higher than Doom's default so your eye sight lines up with the character's eyes. That won't change the default spawn height of ZDoom's projectiles, hitscan and rails.

It happens in Quake too
Screenshot 2017-01-25 22.48.59.png
Screenshot 2017-01-25 22.48.42.png
Screenshot 2017-01-25 22.43.09.png
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Re: [BETA4] Q (Quake weapons and items)

#15

Post by Doomenator » Thu Jan 26, 2017 12:05 am

Dark-Assassin wrote:Whoops, I accidentally archived it in a compression type that zandro didn't support.
The problem remained.[spoiler]Image[/spoiler]
Dark-Assassin wrote:I just made them the same as the Rocket Launcher for now. Higher than Doom's but smaller than Quake's.
E1M1, the cube on the right remains intact after the explosion.[spoiler]Image

Image[/spoiler]
Dark-Assassin wrote:Hmm? What are you trying to show me?
The difference with vanilla doom. [spoiler]Image

Image[/spoiler]

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Re: [BETA4] Q (Quake weapons and items)

#16

Post by Dark-Assassin » Thu Jan 26, 2017 7:17 am

Doomenator wrote:The problem remained.[spoiler]Image[/spoiler]
Ffff, seems zandro doesn't like them when they're md2. They looked fine in multiple model viewers. I just converted them to md3 with MM3D and properly tested, they display fine now.
Doomenator wrote:E1M1, the cube on the right remains intact after the explosion.[spoiler]Image
Image[/spoiler]
They have more health than Doom's which is why it's still alive.
Bleh, I double checked on the quake wiki and it seems they have less health than I thought and more damage.
Doomenator wrote: The difference with vanilla doom. [spoiler]Image
Image[/spoiler]
Yea, the player view height has been raised a little from Doom's. This will not change the default attack height.
I'll change the attack height though.


Also, I should get around to adding decals


Edit: Decals added, models fixed, tweaked lights, player firing height adjusted, explosive box health reduced and damage increased, reduced amount of particles for everything. Sprite brightmaps are on my list of things to do.
If there isn't any other suggestions or bugs, I may release another beta.

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Re: [BETA4] Q (Quake weapons and items)

#17

Post by Doomenator » Fri Jan 27, 2017 7:44 am

Dark-Assassin wrote:If there isn't any other suggestions or bugs, I may release another beta.
Static sprites look better.

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Re: [BETA4] Q (Quake weapons and items)

#18

Post by Dark-Assassin » Fri Jan 27, 2017 10:42 am

If I could rip them any better, I would. But I can't.

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Re: [BETA5] Q (Quake weapons and items)

#19

Post by Dark-Assassin » Sat Feb 11, 2017 8:05 am

New Update
Beta 5 Changes
  • Played with the particles a whole bunch. Reduced spawn rates of most of the generators. Added smoke style particles which grow and fade out rather than shrink away.
  • Added gl_particles_style and vid_renderer checks for Particles to display either square, round or smooth
  • Added stretched particles, only the Axe uses these
  • Tweaked a whole bunch of lights. Mostly size reduction and changed their types to flicker.
  • Removed rotations from the Thunderbolt's lightning and increased the density.
  • Grenades spin one tic slower
  • Attempted to rebind weapons because of Hexen, however it just spits errors. Forgot to remove the keyconf file D:
  • Halved resolution of hires particle images
  • Made Laser Rifle's muzzle flash not interpolate back inside the gun
  • Can't remember anything else, but hopefully that's it.


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