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Dexiaz

Boiled Doom (Brutal Doom for DOS and Chocolate) [New version 12.05.2023]

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That looks awesome. The ''crispy'' combined with the new blood and sprites look pretty damn nice.

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Man, this is great work, and I'd love to have just the glowing eyes feature for normal gameplay, how is that accomplished in vanilla?

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Thanks to everyone, I'm happy you've liked it!

 

6 hours ago, VanaheimRanger said:

how is that accomplished in vanilla?

 

Same system as Doom 4 Vanilla - a trickery colormap editing (and sprite editing too).

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Wow, this is amazing, I thought this is some kind of forgotten thread that someone randomly bump XD.

 

But anyway I have some suggestion:

-The blood hit sprite looks a bit too much, maybe you want to rework it.

-If you can, can you add those blood effect that appear on the floor when you shoot enemies like in Doom 4 Vanilla?

 

 

but anyway, looks pretty good, hope you can release it someday.

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34 minutes ago, lokbustam257 said:

Wow, this is amazing

Thank you very much!

 

33 minutes ago, lokbustam257 said:

-The blood hit sprite looks a bit too much, maybe you want to rework it.

 

 

I'm not really want to rework it, to be honest, unless there is a specific idea for a reworking...

 

35 minutes ago, lokbustam257 said:

 -If you can, can you add those blood effect that appear on the floor when you shoot enemies like in Doom 4 Vanilla?

 

 

I'd like to add this, but I'm not sure, because D4V uses Boom Dehacked, not the DOS Dehacked. But thanks for suggestion, I'll try to find out.

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Making the blood splatter sprite lead into a “small blood pool” sprite that lasts about 80 to 100tics will do a good job of creating the illusion of blood splatting on the floor, if you’re interested in that feature (makes sense to have blood pooling in brutal after all, but it’s minor)

 

20 hours ago, VanaheimRanger said:

Man, this is great work, and I'd love to have just the glowing eyes feature for normal gameplay, how is that accomplished in vanilla?

I believe Muusi’s “SoftGFX” implements a vanilla version of this! Might be worth checking out.

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i love how you use the v19 weapon sprites instead of v21 weapon sprites.

the v19 shotgun looks alot better than v21 shotgun

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Hey @Scypek2 and @Gez, sorry to bother you guys, but if you’re willing, could you possibly help to work out why firing the Rocket launcher and BFG crash DOSBox, but not Chocolate Doom? I’ve gone through every possible solution I know - the inconsistency of the error only being a problem in vanilla and nowhere else makes it damn hard to pinpoint, so I feel the need to call on the experts..

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Oh, that looks pretty sweet! I will give it a try later on
(Just to clarify: D4V uses Vanilla Dehacked, not Boom - let me know if you need any help with it)

 

2 hours ago, Doomkid said:

Hey @Scypek2 and @Gez, sorry to bother you guys, but if you’re willing, could you possibly help to work out why firing the Rocket launcher and BFG crash DOSBox, but not Chocolate Doom? I’ve gone through every possible solution I know - the inconsistency of the error only being a problem in vanilla and nowhere else makes it damn hard to pinpoint, so I feel the need to call on the experts..

i gave a quick look... I think it's because of this:

image.png.36cf179dad0537f83f9de2181987aa71.png

You can't put a blank state on a codepointer made for action, that will crash on DOS.

Edited by Noiser

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I'm not really an expert in vanilla dehacked shenanigans, but Noiser's find seems very likely to me. I'd suggest putting in action that doesn't really change anything, like A_Light0/1/2 as appropriate to the flash level of the weapon at the point the offending state is visited.

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Even better, just use a non-action frame in its place. You don't need to waste a good codepointer if it will not do anything of value.

Edited by Noiser

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Codepointers do feel more precious than non-action frames, but are they actually less plentiful? Monsters and interactive objects tend to have tons of codepointers to maintain smooth movement, while non-action frames are mostly for stuff like monster death animations and decorative objects... the latter of which are very low on frames. So I'm not sure.

 

(Sorry @Doomkid, I may be very perceptive but that seems like an issue that requires knowledge of Doom's actual cource code, which I'm not very familiar with at all.)

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2 hours ago, Doomkid said:

I believe Muusi’s “SoftGFX” implements a vanilla version of this! Might be worth checking out.

I can't seem to find this anywhere using Google.

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You have a good point Scypek.
However I think there's a few frames that can be saved:

630: is the same as in 631

699: is the same as in 700
660: is the same as in 659
278: almost the same as 279
464: can be changed to the POSS explosion

866, 867: same sprites as 864 and 863 


repeated pain frames (187 220 269 343, 386, 420, 455, 488, 507, 540, 569, 593, 619, 651, 712, 742) - I believe you can double the duration on their next frames (the ones with the actual Pain action) and use these without changing anything relevant. But I'm not entirely sure.

Edited by Noiser

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9 minutes ago, VanaheimRanger said:

I can't seem to find this anywhere using Google.

Here you go, I thought Google would find it - had to dig back a few pages:

 

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2 minutes ago, Doomkid said:

Here you go, I thought Google would find it - had to dig back a few pages:

 

I had just found it and made a post on it right as you replied, lol.  Thanks :)

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woah, shit, nice! you've done an excellent job with this so far. i suspect that it isn't, but would it be possible to have multiple death animations? that's kind of a staple of brutal doom

 

btw - and i know this is likely far out of the scope of this project - using an ace exploit could open up all sort of possibilities for this!

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Damn John Romero should release this back then, if pc's back then could run it heh. Anyways great job on this!

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still lost on how you got doom 2 enemies in doom 1 without replacing anything

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You only need to change their editor number so as to bypass the spawn filter in P_LoadThings (p_setup.c, lines 319-339).

 

	// Do not spawn cool, new monsters if !commercial
	if ( gamemode != commercial)
	{
	    switch(mt->type)
	    {
	      case 68:	// Arachnotron
	      case 64:	// Archvile
	      case 88:	// Boss Brain
	      case 89:	// Boss Shooter
	      case 69:	// Hell Knight
	      case 67:	// Mancubus
	      case 71:	// Pain Elemental
	      case 65:	// Former Human Commando
	      case 66:	// Revenant
	      case 84:	// Wolf SS
		spawn = false;
		break;
	    }
	}
	if (spawn == false)
	    break;

 

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1 hour ago, Redoom said:

still lost on how you got doom 2 enemies in doom 1 without replacing anything

 

Actually, this map is not the original Doom 1 map.

 

I'm planning to kinda rework those maps, but the wad will contain only the maps, all other IWAD resources must be loaded by user (to avoid legality questions).

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1 hour ago, Redoom said:

still lost on how you got doom 2 enemies in doom 1 without replacing anything

This is actually remarkably straight forward. Doom2 and Doom1 are the same executable, so all the Doom2 code pointers are there, however the Doom2 type numbers are blocked in Doom1. However the trick is those type numbers are a static list, but dehacked itself can use any number you like for defining a type, so you just change the numbers and you can spawn the objects. Rekkr notably makes use of this.

 

The only things you can't use are the SSG (the weapon selection will skip over the slot in Doom1), and the megasphere, which for some reason the powerup behaviour is gated off.

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Holy cow, it looks amazing. I was always wondering how BD would look on DOS. And Doom 2 monsters in Doom 1? Wow dude, amazing job

Edited by Teo Slayer

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I just gave it a play. This is impressive. Honestly, this is better than actual brutal doom if you ask me (mainly because unlike actual brutal doom, this keeps the game's core progression intact). 

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