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DOOM³ Golden Edition


DASI-I

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On 10/22/2020 at 4:42 PM, Artman2004 said:

The machine gun's 100 doesn't seem to fit correctly in the ammo counter.


Don't care.😜 It's still inside the bezel. It used to be 99 but...meh, I like round numbers. Can't do that with the plasma or chaingun, but for the machine gun it's acceptable because it kinda looks like a hologram that's 2mm in front of the display.

EDIT: I changed it back to 99 for the sake of consistency ¯\_(ツ)_/¯

Edited by DASI-I

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14 hours ago, DASI-I said:

Fun fact. All the new sound effects in Golden Edition are just modifications of Doom 3's sound effects, no sound effects were taken from other sources, especially from other games (OK there is one punching sound effect that's not from Doom 3). Not only do I think that Doom 3 still has just an amazing soundtrack overall but also using something like a shotgun sound effect that was taken from some other game (like Fear or CoD) Usually doesn't mesh well with the overall sound design of Doom 3...IMO.
 

 

So I have mixed feelings about this. Adding music to the game is nice, but you didn't adjust the rest of the audio, and the entire mix to me sounds off. The music completely nukes the ambient audio. I can't tell, should I be focusing on the music or the "save me" track? You could try lowering the music volume during key beats so that way it doesn't take away from the original. Having the music in between the dull bits, and more of the combat area's makes sense and can be cool, but I feel in your example it almost takes away from the "save me" track.

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42 minutes ago, icecoldduke said:

So I have mixed feelings about this. Adding music to the game is nice, but you didn't adjust the rest of the audio, and the entire mix to me sounds off. The music completely nukes the ambient audio. I can't tell, should I be focusing on the music or the "save me" track? You could try lowering the music volume during key beats so that way it doesn't take away from the original. Having the music in between the dull bits, and more of the combat area's makes sense and can be cool, but I feel in your example it almost takes away from the "save me" track.


I don't know if you played my other mod "Amnesia: Key to Freedom". In that game I did EXACTLY what you suggested: Music during the boring parts and no music with just the ambience during tense moments. Basically, I'm saying I completely agree with you. But sadly I don't get to decide when these tracks playout, but some music is still better than no music. Doom 3, as amazing as the sound effects are, can be very audibly dull for extremely long periods of time, not all levels have a great atmosphere.

But I don't think you need to worry because this so called "music" really is just a slightly more melodic form of ambience and even so is actually quite sparse. It really won't take away but add to the experience if anything.

But don't sweat it, I got you covered. The music tracks that aren't used for menus and cutscenes are located in a separate file that you can just delete. ^_^

Edited by DASI-I

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Seems to be a solid mod so far, with some interesting changes. Many of the weapon changes are pretty similar to the ones I made myself for my personal mod, like tighter shotgun spread and rebalancing, less bouncy grenades, bigger spread for the chaingun. I like those changes of course.

 

The reworked weapon sounds are nice!

 

Armor is capped at 50, not sure about this one.

 

One thing I really don't like is that you increased the health of the Lost Souls - I checked: from 20 to 60! Why? The Lost Souls in Doom 3 were perfect IMO, creepy and disorienting when they hit you, but you could get rid of them fairly easy if you were quick enough. Now they resemble the Lost Souls from original Doom, the most annoying monster IMO.

 

Do you have a complete list of the things your mod changes?

Edited by Tetzlaff

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1 hour ago, Tetzlaff said:

Seems to be a solid mod so far, with some interesting changes. Many of the weapon changes are pretty similar to the ones I made myself for my personal mod, like tighter shotgun spread and rebalancing, less bouncy grenades, bigger spread for the chaingun. I like those changes of course.

 

The reworked weapon sounds are nice!

 

Armor is capped at 50, not sure about this one.

 

One thing I really don't like is that you increased the health of the Lost Souls - I checked: from 20 to 60! Why? The Lost Souls in Doom 3 were perfect IMO, creepy and disorienting when they hit you, but you could get rid of them fairly easy if you were quick enough. Now they resemble the Lost Souls from original Doom, the most annoying monster IMO.

 

Do you have a complete list of the things your mod changes?


Thanks Tetzlaff. I'll make a list of all the changes in the near future, I just didn't want to do it now to spoil the experience. But lets talk about the lost souls.

In my opinion, the lost souls in Doom 3 are waaaaaay worse and far more annoying than the ones in classic doom. They move stupid fast, they love spawning above your head or in places you can't see, they constantly hug your face (irritating you even further because of the game's horrendous screen shakes and blurry vision), they always come in groups, and because of their low health the only way they could ever be a threat in any shape or form is by making the jump on you...which is cheap and infuriating. They desperately needed an overhaul.

So I made them twice as slow, but then they were no longer a threat. They were so useless In fact they just ended up being a waist of screen real estate. That's how badly designed they were, if they fail to surprise you then they don't have a prayer. So I not only gave them more health but I also made them way more aggressive. They're a challenge without being a slap to the face...figuratively and literally.

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Okay, I see. I didn't notice the slower Lost Souls speed but I did notice that they didn't manage to push me all over the place like normally. Still, I like the original behaviour - they can be a pain, but you can handle them if you are quick enough.

 

I am curious what else you tweaked, I saw you included some AI changes as well. I' ll need some more time to play with your mod. Currently I'm busy with TF Phobos :)

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Wasn't a fan of the gameplay changes, but the new stereo mixing of the music and ambience is absolutely spot-on! Will there be a "Golden Edition" of ROE sometime in the future?

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4 hours ago, Shockwave_S08 said:

Wasn't a fan of the gameplay changes.


Can you be more specific? You guys are the first to play it which basically makes you game testers and I need the feedback.

Edited by DASI-I

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The main hitch for me is that it feels like the Machinegun and Chaingun still feel too similar in ammo capacity and general use; as if they need something unique to set them both apart from each other, to incentivize the usage of one over the other in certain scenarios.

 

Another reason is the fact that Armor tops off at 50, which is a heavy decrease from the normal 125. Perhaps you could tweak the player's damage resistances to allow armor to work better against small-arms ballistics, such as those used by the Z-Secs, and yet protect less against melee, fireballs, teeth, etc. that the demons have.

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3 hours ago, Shockwave_S08 said:

The main hitch for me is that it feels like the Machinegun and Chaingun still feel too similar in ammo capacity and general use; as if they need something unique to set them both apart from each other, to incentivize the usage of one over the other in certain scenarios.

 

Another reason is the fact that Armor tops off at 50, which is a heavy decrease from the normal 125. Perhaps you could tweak the player's damage resistances to allow armor to work better against small-arms ballistics, such as those used by the Z-Secs, and yet protect less against melee, fireballs, teeth, etc. that the demons have.


OK, thanks Shockwave for the feedback. I always consider the general consensus of what people prefer, and I'll need more feedback from other players before I can know what it is. I was going to have the machinegun's clip hold a different number (like 80 or something), but so far, 2 people have said they prefer the machinegun to have 99. I could reduce the chaingun but 1 other person (and I) prefer it to be as high a number as possible, which is 99. I didn't want to reduce the chaingun's accuracy since it was already the most inaccurate weapon in your arsenal, and along with the fact that it's not a hitscan weapon (unlike the machinegun) I think is enough of a differentiation. But it's still subject to change, like when I changed the machine gun a few hours before the mod was released because of the feedback I got.

Though I don't think I'll be changing the armor. It depletes 3 times less than your health. Come to think of it, I don't think I've ever ran out of armor in Doom 3, even on the harder difficulties. No, it definitely needs to stay at 50, the days of picking up a breastplate to bump up your armor from 110 to 125 are over. Every shard is now precious, and I think it helps to give more importance to them.

Edited by DASI-I

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the machine gun being at 99 is almost completely pointless. I've so far never once expended a whole machine gun clip which kind of makes the fact that it reloads at all completely meaningless. Reloading the machine gun is just a pressure-less piece of busy work i have to do whenever im not in danger now, rather than an actual element i need to consider while in a fire fight.

Edited by EtherBot

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4 minutes ago, EtherBot said:

the machine gun being at 99 is almost completely pointless. I've so far never once expended a whole machine gun clip which kind of makes the fact that it reloads at all completely meaningless. Reloading the machine gun just a pressure-less piece of busy work i have to do whenever im not in danger now, rather than an actual element i need to consider while in a fire fight.


Ok, so that's 2 people that prefer 99 and 2 others that prefer it to be less. I'm making a note.

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My opinion on clip size:

 

- Machinegun: 60. Setting it to 99 is almost pointless, like in reality you wish to remove reloading completely.

- Shotgun: 8 or 10 is fine.

- Chaingun: 80 is a good clip size IMO, because you also increased the rate of fire. 60 is empty too early, 99 almost feels like you could go on forever, 80 feels right.

- Plasmagun: 60, see machinegun.

 

Reloading adds a bit more realism to combat and it feels right with the slower pace of Doom 3. When playing you adapt to the rhythm of reloading, and clip sizes of 40 to 60 have a good rhythm (also depends on the rate of fire of course). Having the clip too big it feels almost like no reloading (classic Doom style), but then out of the sudden the clip is empty, which feels weird, as if the gun jams.

Edited by Tetzlaff

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4 hours ago, Tetzlaff said:

My opinion on clip size:

 

- Machinegun: 60. Setting it to 99 is almost pointless, like in reality you wish to remove reloading completely.

- Shotgun: 8 or 10 is fine.

- Chaingun: 80 is a good clip size IMO, because you also increased the rate of fire. 60 is empty too early, 99 almost feels like you could go on forever, 80 feels right.

- Plasmagun: 60, see machinegun.

 

Reloading adds a bit more realism to combat and it feels right with the slower pace of Doom 3. When playing you adapt to the rhythm of reloading, and clip sizes of 40 to 60 have a good rhythm (also depends on the rate of fire of course). Having the clip too big it feels almost like no reloading (classic Doom style), but then out of the sudden the clip is empty, which feels weird, as if the gun jams.



This feeels the better aproach. But forme plasma should be a less, as 50, as how powerful it's on the early.

Also, don't change the ammor, finally make armour more balanced than overpowered or useless to pickup-

 

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Ok, so generally people prefer ammo to be a bit less, so I'll reduce it. But frankly 60 and 50 is too low. The reason for it is because I did not make Golden Edition only to have it play exactly the same as the original. I'm really not sold on this idea of weapons from the so-called "future" having functionality to weapons from WWII.

Reloading more often doesn't inherently make it more realistic, especially in a game where one can carry 9 weapons with thousands of ammo in his back pocket. This is why I greatly reduced the max ammo for each weapon, but increasing a machinegun's clip size by 30 or something is not an absurd concept. What's more unrealistic is reloading all the time, even when a clip isn't even half empty. This is a condition called Chronic Reload Syndrome :P and this can be greatly reduced by simply increasing the clip size of a weapon to lesson players' anxiety over possibly needing to reload in the middle of a warzone.

Again, I will reduce the ammo from 99. Just don't expect it to be 60. I'll make the changes in the near future. Thanks for the feedback.

By the way, if you download the current version of Golden Edition, it comes with a file that lists all of the changes made to the game. (use Notepad instead of Word. The text extends a lot horizontally)

Edited by DASI-I

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I have a few suggestions for the next version...

 

1) Since both the Machinegun and Plasmagun boast an 80-round capacity, raise their max ammo from 280 to 320 (80x4). Additionaly, lower the small/large ammo pickups for the Plasmagun to 20 and 40, respectively (versus 30 and 60). You can alternatively lower the max ammo of both down to 240 (80x3).

 

2) Since there are four Hand Grenades present on the world model, make the pickup give you 4 of them, and lower the maximum by 1 (to 24 max). Honestly, where did that fifth grenade come from?

 

3) Included in this post is a small adjustment for the Chaingun's GUI, allowing for a triple-digit display, letting you safely raise the size of the ammo belt to 100 (+1 round), and the max ammo to 300 (versus an uneven 299).

 

4) Also, versions for Resurrection of Evil and the port of The Lost Mission would be much appreciated in the future.

chaingun_ui_tripledigit.7z

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Just noticed that Plasmagun ammo capacity has been slightly reduced to 75, and that its ammo pickups have been appropriately scaled to +25 and +50. If you bump up the player's Cell capacity to 300, you'll have enough room for 4 full clips' worth of blue death (75x4=300, versus the new default of 275, which leaves you with only 3.66 clips worth). It's also nice that enemies' attacks no longer jostle your view around, on top of the "double-vision" removal; I can actually maintain proper aim, even when a whole swarm of Trites are trying to chomp my knees off.

 

It would also be wise to add a comprehensive changelog, with new entries added for each subsequent version of the mod, so users can track the mod's changes, and adjust their combat strategies accordingly.

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I would like to add my small tweaks to the Golden Edition formula. This post will be updated whenever GE does the same.

 

S08's Golden Edition Tweaks v1.4a

 

Changelog is in this spoiler.

Spoiler

v1.4a Update (11/08/20)

  • Optional Plasmagun Performance PK4 has been removed, since this feature is now implemented in Golden Edition proper.

 

v1.4 Update (11/05/20)

  • Machinegun clip size reduced to 80, and max ammo is set to 320, allowing for four full clips.
  • Plasmagun max ammo set to 300, allowing for four full clips. An optional PK4 is included to return the muzzleflash to its original behavior, for those whose devices lag horribly when tons of plasma bolts are onscreen.
  • Chaingun GUI tweaked, ammo belt size raised to 100, and max ammo is set to 300, for three full belts.
  • All grenade pickups (save for those in backpacks) have been reduced to 4 per pickup (there is no more than four on the worldmodel). Max grenade capacity reduced to 24.

 

 

S08's Golden Editon Tweaks v1.4a.7z

Edited by Shockwave_S08
Updated Rebalance Plugin to v1.4a.

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7 hours ago, Shockwave_S08 said:

I would like to add my small tweaks to the Golden Edition formula. This post will be updated whenever GE does the same.

 

S08's Golden Edition Tweaks v1.4

 

Changelog is in this spoiler.

  Hide contents

v1.4 Update

  • Machinegun clip size reduced to 80, and max ammo is set to 320, allowing for four full clips.
  • Plasmagun max ammo set to 300, allowing for four full clips. An optional PK4 is included to return the muzzleflash to its original behavior, for those whose devices lag horribly when tons of plasma bolts are onscreen.
  • Chaingun GUI tweaked, ammo belt size raised to 100, and max ammo is set to 300, for three full belts.
  • All grenade pickups (save for those in backpacks) have been reduced to 4 per pickup (there is no more than four on the worldmodel). Max grenade capacity reduced to 24.

 

S08's Golden Edition Tweaks v1.4.7z


Thanks for the feedback. I've played through the campaign again with some of your ideas implemented and I'm glad that it was suggested multiple times to reduce max ammo for plasma because I think 75 is way better than 99 or even 80 with the 50 and 25 ammo pickups. I decided against the triple digit mod for the chaingun GUI because 66 and 33 I think is a good amount and those fit better in 99 than 100. I mean I could reduce it to 60 and 30 but that wouldn't fit well in 100.

I also considered 300 for max ammo for the plasma (and I know you did not suggest this, but I also tried chaingun at either 300 or 297 which is exactly 99x3), I just really like those kind of numbers. But then I realized that it was harder to be mindful of max capacity if each weapon shows a completely different number after reloading (plasma=75/225 if max ammo is 300, chaingun= 99/201 if max is 300, or 99/198 if max is 297), I just end up trying to pick up ammo not realizing that I am maxed out. It's easier if plasma is 275 so that it shows as 75/200 and chaingun shows as 99/200. This is done with most of the other weapons too (shotgun= 10/20, rockets= 5/20).

I actually did notice the grenade pickup models only showing 4 grenades instead of 5 way back during the early stages of Golden Edition's development. I thought the same thing you did so I reduced it to 4. But just like with id Software themselves, I changed it to 5 at the last minute because I was always starving for grenades, and the thing is, grenades are not OP like the chaingun or rocket launcher, If anything they're actually rather risky to use but using them often made the game more unpredictable, more fun, and even funny at times.
In this case, gameplay is more important than a mismatched model. So I'm just keeping it at 5. I mean, really I wasn't actually thinking too hard about this issue since the 10 shell pickups only show 8 as well.

You probably noticed that I pushed the machinegun back up to 99 again. There's no objective reason for it, I just really freakin hate reloading that thing as often as I did with 80 or 75. I'm always reloading during the last 1 or 2 spawned monster in a cramped room after wiping out a dozen or so (which the game likes to do often). And it's just even more aggravating because of how fast you burn through a clip than other rapid fire guns in conjunction to how much weaker the machinegun is when compared to most other weapons in your arsenal. Sorry, I just prefer 99.

having a PK4 file to remove the plasma glowing projectiles is a really good idea. I mean I did test the game on an old system of mine (Core 2 Duo, GeForce 8800GT) and I didn't get any slowdowns. But maybe there's someone out there that would like to run this game on a 2004 accurate system where the slowdown would be pretty bad. Thanks for the suggestion.

Edited by DASI-I

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On 11/6/2020 at 6:56 PM, DASI-I said:

having a PK4 file to remove the plasma glowing projectiles is a really good idea. I mean I did test the game on an old system of mine (Core 2 Duo, GeForce 8800GT) and I didn't get any slowdowns. But maybe there's someone out there that would like to run this game on a 2004 accurate system where the slowdown would be pretty bad. Thanks for the suggestion. 

Not exactly 2004 per se, but my other PC is an Athlon 64 X2 with a GeForce 7800 GTX. Will gladly test it sometime later, probably tomorrow.

Edited by Vic Vos

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On 11/7/2020 at 4:42 PM, Vic Vos said:

Not exactly 2004 per se, but my other PC is an Athlon 64 X2 with a GeForce 7800 GTX. Will gladly test it sometime later, probably tomorrow.


I've added the plasma fix file to the latest download on moddb.

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Do you plan on remastering the audio for the Chainsaw, Plasmagun, BFG-9000, Soul Cube, Grabber, Double-Barrel Shotgun, and The Artifact? (The latter three are for when you get around to ROE.)

 

Is there a likelihood of adding a sound of the Flashlight turning on and off, when equipped and put away respectively? Is it possible to increase its melee range to match the Fists?

 

Is there a way to make the Fists and Chainsaw share the same keybind in vanilla Doom 3/Golden Edition, as is the case with ROE?

 

Since there is a scope present on the Rocket Launcher, is it possible to increase the weapon zoom magnification for this weapon only, to increase its utility at mid-to-long range?

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Here's some experimental PK4's that bring the Golden Edition balancing to both Resurrection of Evil and The Lost Mission, as well as my personal balance changes in seperate PK4's.

 

To install, the original Golden Edition files must be in the "base" folder. The S08Rebalance files are completely optional.

 

These PK4's are merely a proof-of-concept, and don't necessarily reflect on what Das|-| may have in mind for the project in the near future.

 

Changelog is in the spoiler.

Spoiler

Doom 3

  • S08-Rebalance: Shotgun clip size reduced to 8, max ammo raised to 32.
  • S08-Rebalance: Shotgun ammo pickups: Gun lowered to +4, Small lowered to +8, Large lowered to +12.

 

Doom 3: Resurrection of Evil (Golden Edition Proof-Of-Concept)

  • Preliminary Support: d3xp-player values have been adjusted to match Golden Edition.
  • Preliminary Support: Pistol values have been adjusted to match Golden Edition. (For some reason this is separate from the "base" Pistol.)
  • S08-Rebalance:Picking up a lone Double-Barreled Shotgun will yield 2 shells.
  • Preliminary Support: A new equip sound has been added for the Double-Barreled Shotgun. Originally, it shared the same "pumping" sound as the standard shotgun.

 

Doom 3: The Lost Mission (Golden Edition Proof-Of-Concept)

  • Preliminary Support: d3le-player values have been adjusted to match Golden Edition.
  • S08-Rebalance: Picking up a lone Double-Barreled Shotgun will yield 2 shells.
  • Preliminary Support: A new equip sound has been added for the Double-Barreled Shotgun. Originally, it shared the same "pumping" sound as the standard shotgun.

 

 

 

Doom 3 Golden Edition - XPLE (Experiemental).7z

Edited by Shockwave_S08
Finalized experimental changes.

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On 10/26/2020 at 11:51 PM, DASI-I said:

Though I don't think I'll be changing the armor. It depletes 3 times less than your health. Come to think of it, I don't think I've ever ran out of armor in Doom 3, even on the harder difficulties. No, it definitely needs to stay at 50, the days of picking up a breastplate to bump up your armor from 110 to 125 are over. Every shard is now precious, and I think it helps to give more importance to them.

 

I think I would really like if armor absorbed more damage instead of armor capacity reduced. I would prefer if the armor absorbed something like 40-50% damage instead of like 20-25% damage in vanilla Doom 3. That would really reduce the issue of overabundance of armor (because of increased absorption, armor would be used more quickly) while also making armor more useful.

 

Maybe reduce the armor capacity from 125 to 100. I think 50 is too low.

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