[WIP] QC: Doom Edition (BJ Blazkowicz reveal pg3)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Hilarious
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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#41

Post by Hilarious » Tue Feb 20, 2018 3:46 pm

dbthanatos wrote:
Mon Feb 19, 2018 8:25 pm
Combinebobnt wrote:
Sat Feb 10, 2018 10:10 pm
nice mod maps and release but is it compatible with brutal doom?
Absolutely... not :D
nup0z wrote:
Sun Feb 11, 2018 2:03 am
Played some deathmatch earlier and it was awesome man. Super polished and plays so well. Thanks a lot, you've all done a great job.
Razgriz wrote:
Sun Feb 11, 2018 6:51 am
Great job with the mod, you had a fantastic release party it seems, and it's still ongoing!
Thanks! it sure was a blast! On the release day I played something like 7hrs straight :lol:

Here's a bit of that (in terrible quality!)
Spoiler: (Open)
Spoiler: (Open)
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It's very great job bro. I've found your mod about week ago and after watching youtube videos, my brains flew out of my head :biggrin:
I never tot this engine can be modified like that, but this is awesome work ever i've seen for DooM.
After playing a while i started to search for doom engine coding tuts. Was amazed, it's very similar to pawn and C++, i've coded before only GoldSource engine games with C++ and pawn.
Now i'm reading tuts and includes about ingame events, to modify your game more. I've made some changes in source code (thanks for scripts sharing, they are awesomly coded!), to see how i can feel inside .acs and decorate as newbie.
Nah, original Quake Champions sucks compare with this incredible game. Thanks bro for your hard work! <3
This engine is really insane, also i love 2D pixel graphics with some HD hud.
Sorry but this test vid with godmode xD, because bots kill me very quckly :biggrin:
Spoiler: (Open)
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And the great thing i've discovered we can use a lot of bots, omg once i've added about 40 bots at once my PC lagged like hell :biggrin:
But if using addbot step by step, there is no lagging, need to look more in Zandronum source code for this.
Started to remake weapon sprites from zero. I'll use new weapon skins of QC from Dec 2017 update.
Using gradient and smooth effects on corners to make them look more lovely.
Last edited by Hilarious on Tue Mar 06, 2018 8:36 pm, edited 2 times in total.

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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#42

Post by Hilarious » Sun Feb 25, 2018 4:13 am

Realeased: HD character portraits for QC:DE
http://www.moddb.com/mods/quake-champio ... -portraits
Spoiler: (Open)
Image
Last edited by Hilarious on Tue Mar 06, 2018 8:32 pm, edited 1 time in total.

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Hilarious
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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#43

Post by Hilarious » Thu Mar 01, 2018 2:14 pm

Spoiler: (Open)
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Coming Soon only for Quake Champions: Doom Edition.
Compatible with Zandronum 3 only.

+ Original Quake Champions fonts.
+ Does not touches other text font.
+ Replaces Zandronum default announcer.
+ Effects like in original Game.

- Not compatible with GZDoom and other engines.
For fonts i've coded my own tool on C++ to transform Quake Champions font into Doom2 .fon2
Last edited by Hilarious on Tue Mar 06, 2018 8:35 pm, edited 1 time in total.

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[WIP] Re: Quake Champions: Doom Edition (OUT NOW!)

#44

Post by Hilarious » Tue Mar 06, 2018 8:35 pm

QC:DE Addon Ooki:
http://www.moddb.com/mods/quake-champio ... om-edition

Current Features:

Single Player
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Multiplayer
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[WIP] Re: QC: Doom Edition (New Champ p.3)

#45

Post by dbthanatos » Thu Mar 15, 2018 7:05 am

And here's a preview of the new champion to join, coming in a couple days

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[WIP] Re: QC: Doom Edition (New Champ p.3)

#46

Post by Hilarious » Sun Mar 18, 2018 6:58 am

dbthanatos wrote:
Thu Mar 15, 2018 7:05 am
And here's a preview of the new champion to join, coming in a couple days

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Great job bro.

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[WIP] Re: QC: Doom Edition (New Champ p.3)

#47

Post by dbthanatos » Sun Apr 01, 2018 5:05 am

Well, due to popular demand, finally Im bringing him in

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[WIP] Re: QC: Doom Edition (Love to PvP and PVE, page3)

#48

Post by dbthanatos » Thu Apr 19, 2018 7:51 pm

Well, it's that time again. Time to release a new version of QC:DE.

When will it release? April 20th, at 10:00am CST (AKA 15:00 GMT)

Less words, more videos? sure!!
New Champion
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New Monster Set
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And the lovely changelog!

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V1.2.0 (Apr 20 2018)

New
- New champion: Durandal
- New monster set: Doom 2016 (D4T based)
- Instagib mode now supported
- Buckshot mode now supported
- QCDEmaps: New duel map "Fatal Instinct" by RoosTer
- QCDEmaps: New map "Morpheus" by RoosTer
- QCDEmus: Five new songs. Grabbag, Marathon 2: Durandal theme, G.M.G, Vyper & Wraith.

Quality of life
- Menelkir's minotaur (Dave) is team colored now
- All player jump sounds volume decreased, and limited the range at which they can be heard (was too big)
- Duke's voice volume lowered (was way louder than the rest)
- Spectator: Added powerup timers (mega, heavy, quad/prot)
- Spectator: in duel, you can see at the top portraits, stacks and ability timers for both players
- Rocket's explosions now fade out much faster
- Added an option to turn off weapon firing recoil
- Added an option to turn off weapon firing flash
- Added an option for LG beam transparency in 1st person (Fully visible, 50%, invisible)
- QCDEmaps: The longest yard has a few railings to prevent falling in the LG/SSG/RG platforms
- QCDEmaps: Improved teleporter detection in Bloodrun and Blood covenant

Balance
- Duke's active ability projectiles speed buffed
- Duke's active ability projectiles damage buffed
- Duke's active ability freeze players with 5 hits, instead of 6
- Duke's active ability kick damage buffed
- Duke's passive ability gives more health per pickup
- Doomslayer's BFG shot's in-flight melts armor 60% faster
- Doomslayer's BFG shot direct damage increased from 120 to 200
- Doomslayer's BFG shot indirect damage (explosion only) increased from 50 to 60
- Kane's crouchsliding lasts a bit less 
- Kane's crouchsliding is slightly slower
- Menelkir's minotaur (Dave) can be frozen by Duke's ability
- Menelkir's minotaur (Dave) takes a bit longer to transition from doll to full minotaur
- Terminator's rockets partially "pierce" Inquisitor's active ability protection (1st stage only)
- Nerfed Ranger's radius of Dire Orb detonation (telefrag detection remains unchanged)
- Zedeks's ability: Direct impact of a gust-projectile deals 50dmg over time
- Zedeks's ability: Direct impact of a gust-projectile pushback greatly reduced
- Zedeks's ability: Burning spot deals increasing radius damage, starting from zero (no more insta 150+ damage when used at point blank)
- Zedeks's ability: Burning spot max damage increased 20%
- Zedeks's ability: Cooldown decreased from 40 to 35 seconds

Bugfixes
- Fixed FFA, 1st player not seeing 2nd place in scoreboard
- Fixed Kane playing Doomguy (original doom) xdeath scream
- Fixed Kane's crouchlide being activated in odd situations
- Fixed rare cases of Kane's corpses playing crouchlide sound forever
- Fixed multiple footsteps bug when "sv_forcerespawn true" (no more rompy-stompy)
- Fixed players dropping shards too late when "sv_forcerespawn true", causing them to pick their own death-shards on next life
- Fixed "sv_weaponstay true" not working
- Fixed Sorgaul's active ability not looping the active sound
- Fixed bug where sometimes on killing a player, damage numbers would erroneously show 1000+ damage (note that this damage was never dealt, was only a visual bug)
- Fixed Bitterman's armor-regen-power speed doubling under rare circumstances
- Fixed some active abilities using ammo of current weapon
- Fixed frozen zombieman class monsters not dropping ammo
- Fixed cases in PvE when reaching a new map would decrease ammo for bullets or nails depending on the starting weapon
- QCDEmaps: Longest yard, fixed being able to get to quad from first jumpad instead of going through the usual 2
- QCDEmaps: The chasm, fixed a couple spawns where heavy players would be stuck
- QCDEmaps: Vertical vengeance, fixed geometry that would get players stuck when using jumppads to mid level too close to the wall
- QCDEmaps: Vertical vengeance, fixed Light Champs being able to fall through east door track
- QCDEmaps: Vertical vengeance, fixed doors not playing "door sounds"
- QCDEmaps: Aerowalk, fixed missing sky texture in software renderer

Misc
- Bosses (Cyberdemon and Mastermind classes) scale health according to how many players there are in coop
- Added autofilling DM games with bots (configurable in console via sv_minplayers)
- Adjusted DM dropped shards duration from 8 to 10 seconds (as in QC)
- Adjusted DM dropped weapon duration from 10 to 15 seconds (as in QC)
- Adjusted sprite size for players to better match their hitboxes
- CTF: Completely forbidden flag dropping when attempting to use active ability, as it was causing too many issues
- Reworked projectile firing position, to match crosshair better (at slight cost of "visual fidelity")
- QCDEmaps: map introductions disappear faster
- Footsteps attenuation reworked for better directional audio-location

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[WIP] Re: QC: Doom Edition (New version released Apr-20th, pg1)

#49

Post by dbthanatos » Fri Apr 20, 2018 3:07 pm

And it's out now.

We even added an optional HD portraits pack :D

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[WIP] Re: QC: Doom Edition (New version released Apr-20th, pg1)

#50

Post by Combinebobnt » Sun Apr 22, 2018 6:12 am

nice monsters for aeod lite. ranger and inquisitor op power!

but more importantly congrats on adding another female champion. now if only we could get more black champions and perhaps some from other parts of the world and more gender disparity. poor bitterman... you can see the pain in his face

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[WIP] Re: QC: Doom Edition (New version released Apr-20th, pg1)

#51

Post by Combinebobnt » Sun Apr 22, 2018 6:28 am

Oh yea on the hd icons pack:
Image

Possible hd adaptation? I know the current one is beat up with all those bandaids, poor guy.
Image

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[WIP] Re: QC: Doom Edition (New version released Apr-20th, pg1)

#52

Post by Combinebobnt » Tue May 01, 2018 6:51 am

bobby survival approved 10 brutals out of 10
fun: Image

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[WIP] Re: QC: Doom Edition (New version released Apr-20th, pg1)

#53

Post by dbthanatos » Tue May 08, 2018 4:07 pm

@Combinebobnt: You're crazy man! I have no idea how you manage to play survival like that! hahaha


And, new champ incoming
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[WIP] Re: QC: Doom Edition (New version released May-18th, pg1)

#54

Post by dbthanatos » Fri May 25, 2018 6:32 am

I completely forgot to update here.

V1.3.0 Released! Quick Overview:
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Full changelog
Spoiler: (Open)

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V1.3.0 (May 18 2018)

New
- New champion: Sarge
- New champion: Keel
- QCDEmaps: New duel map "Phrantic" (QCDL04)
- QCDEmaps: New map "Furious Heights" (QCDE08)
- QCDEmaps: New map "Lost Rail" (QCDE09)
- New PvE shuffling mode: One Theme Per Map

Quality of Life
- QCDEmaps: Maps were renamed/divided into duel exclusive maps (QCDL##) and FFA/General purpose (QCDE##) to avoid rotating into duel maps in FFA. See readme of QCDEmaps for the detailed list
- Spectators get "Bloody screen" when the player being spectated takes damage
- Made FFA HUD scoreboard always show first place when you're not it
- Added dynamic light to tribolt projectiles when they're in "waiting phase" to detonate
- Reduced volume of intermission music
- In all MP modes, players are forced to respawn 10 seconds after death

Balance
- Corvus can no longer overstack from small armors
- Ranger's cooldown from 20 to 25sec as in QC
- Zedek's projectile speed and damage increased
- QCDEmaps: Adjusted weapon spawn points in Morpheus

Bugfixes
- Fixed Durandal getting too much HP from Mega Health
- Fixed Instagib typo in alias
- Gauntlet insta-gibs in that mode
- QCDEmaps: Fixed RL jumppad not playing sound when used in Vertical Vengeance
- Fixed "sv_weaponstay 1" making monster-dropped weapons unpickable if you already had one

Misc
- Reorganized lootboxes rewards
- Added railgun impact sound (only works on walls, not on floor/ceilings)
- Champion descriptions now contain some lore about each champion (Courtesy of Ivory Duke)

Known Issues
- "Show Champion Information" key doesn't work on GZDoom

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[WIP] Re: QC: Doom Edition (New champ pg3)

#55

Post by dbthanatos » Mon Jun 18, 2018 6:58 pm

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[WIP] Re: QC: Doom Edition (New champ pg3)

#56

Post by dbthanatos » Mon Aug 27, 2018 7:52 pm

You knowm some times we release one champ. Some times we release a couple maps. Not this time!!

So, this is our biggest update to QC:DE. Now our mapset contains a total of 22 custom QCDE maps! So, we got champs, we got SP/Coop, we got PvP, duels, TDM, you name it!!

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This one took us the longest, but im proud to show it off finally!

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[WIP] Re: QC: Doom Edition (Big update annuncement pg3)

#57

Post by dbthanatos » Wed Oct 24, 2018 5:33 pm

Oldies but goodies!

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[WIP] Re: QC: Doom Edition (BJ Blazkowicz reveal pg3)

#58

Post by dbthanatos » Fri Nov 02, 2018 5:57 pm

And another one :)
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