Here it is, the 4th Beta of DOOM:ONE! Changes include; Inferno Portal Room added, Bugfixes in the first three episodes, Thy Flesh Consumed. As always folks give me any bug reports and I'll do my best to fix them as soon as I can!! Those with the V0.3.4 Wad pack can use the music WAD and Pistol zombie with this lite version. This is the last "vanilla" WAD now. The basic complete DOOM:ONE project. This full version includes the maps, the remixed music WAD and the pistol zombie if you are NOT using Brutal Doom or similar. Ep 1 has been returned to its 0.2 state where it was a complete "vanilla" episode rather than the remake. A demo of the remake can be released on request however I'm not really comfortable releasing something still so in development! The next download will be the updated and redone Knee Deep in the Dead. **NOTE* V 0.4.1 Contains some minor bugfixes to the later episodes
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All hail, I was expecting this to take a lot longer. Happy holidays to you and take a well earned brake :)
It´s raining exciting things! Many of my favorite mods are being updated.
One question: are the episodes 2-4 here done the same way as the current KDITD that you refer to as 'vanilla, returned to 0.2 state'?
Yeah, the same way! There is nothing added in Ep4, and a couple of things added in Ep3 as I was playing with ideas. For the most part though they are the standard levels at the moment! My next task is re-doing things like KDITD is going through at the moment!
This version was all the hard work. Getting everything working as one level! Now the real fun can begin...
Thanks Bamba, you´re doing a great job, I´ll keep looking forward to your future works!
Really? You will make beta 5.0 version of DOOM:ONE!
Am I the only one for who the intro cutscene in e1m1 doesn't work?
I got this error:
Runaway script 19 terminated
I'm using Zandronum as Source Port.
The cutscene doesn't work with and without Brutal Doom.
The Cutscenes of Episode 2 and 3 does work!
This... I know of this and it is causing me all kinds of headaches!! I am trying to fix it but I keep coming up against problem after problem with it. I will get there!!
ok thanks. :)
Do you have a back-up of the scripts so I could help you?
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hey man, are you still working on this?
because WHY HASNT THIS BEEN DONE BEFORE!?!?!
I am indeed, however life has been delaying me lately! New screenies coming soon!
"WHY HASNT THIS BEEN DONE BEFORE!?!?!"
Old PCs with Vanilla Doom are NOT able to handle THAT big maps at all.
This wad is pretty good. Although, it causes me to loose framerate. I recommend making this like SPAWN10.WAD (the saving mechanics when entering certain areas, and not giving it more time to load)
Episode 4 is unfinishable. I can't get through E4M6, because the original blue switch still requires the blue key and I can't get it, because you replaced the blue key with blue switch that only opens bars to the original blue switch that requires the blue key and that's wrong. The thing with the blue key and blue switch in that level is that the blue key is required for pressing the switch, not getting access to it, because in the original game there aren't any bars infront of the blue switch. So you have two options. First - you'll gonna leave it the original way, meaning no bars infront of the blue switch and you'll gonna give us the blue key or second - you'll gonna leave there those bars, but in that case make that original blue switch to not require the blue key.
There seems to be a huge lag spike when using Brutal Doom (checked on v16 and v19). I checked with GZDoom and Zandronum, and both produce the same effect. Mod alone works fine, I also checked with Beautiful Doom mod and it was ok as well. I can run high res textures and Brutal Doom together without any problem in HD resolution, so I don't know what seems to be the problem :/ Game literally slows to a crawl. Appreciate any help.
Problem seems to be only with Episode 1, as other 3 work normally.
keep up the great work
you might want to fix the transition between e1m2 and e1m3, the doors on the bunkers when the slide they textures on the doors missalign, causing some pretty ugly looking effects, to an otherwise cool area. I suggest you use swinging doors, or just forgo poly doors on the supply bunkers and have them open like classic doom doors.
Hey, does anyone know if there is a Doom II version of this, maybe this guy could work on it, I don't know, if something like that does exist (a proper version, not a demo, or glitchy beta)
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Episode 3 not compatible with BrutalDoom v 20, it insta-wins the game.
Same for Episode 2, can't play both with Project Brutality. Thy Flesh Consumed works fine, though...
Uhh are episodes 2 and 3 playable? I played with project brutality and when i finished ep 1 and tried to start ep2 it throws me into the end screen even if i skipped the cutscene. If theres a way around this please help!
You're not the only one having this problem. I've been talking with a few of the other guys on this and the Project Brutality page and no one has found a way around it yet.
I did manage to play Ep 2 with Brutal Doom v20 but so far I haven't been able to play Ep 3 with either one. Someone said they managed to skip the cutscene by holding/hammering spacebar right as the cutscene screen popped up but this didn't work for me.
Interestingly, however, I loaded it with Brutal Doom v19 and it worked just fine so it must be something in the code with BDv20 and PB. This is great and everything but I really wanted to play with all the new stuff in BDv20 at least since PB doesn't work at all.
Well, I decided to download a .wad editor to see if I could disable the cutscenes in Ep2 and Ep3 and, even after scouring the code for "Intermission" tags in the MAPINFO file or any misplaced "EndGame" tags in the SCRIPTS, I could not find the cause. The cutscenes aren't coded in MAPINFO as "Intermission" and deleting/modifying any code in the SCRIPTS file listing the cutscene Scripts as being "open" had no effect.
Granted, I have zero experience coding/editing .wads and I'm only going off of the very few clues I gleaned from reading the ZDoom wiki on coding. Anyone with more experience want to give it a shot? The only other clue I can give you is that Brutal Doom v19 has no problems running these episodes with Doom:One.
I'am having BIG problems here. The E1 seemed to be broken on the final level. I used no clip to get up there just so I could finish the first EP but since then every time I try to start a new game it plays the end cutscene for that EP and wont let me play the game! Tried removing files and re-downloading still seems to do this for some reason. I'm gonna try full set of fresh files. Anyone else had this problem? Is there a simple fix for this?
OK. Just tried new versions of Project Brutality, grabbed backups of my wad files, HD pack, new version of GZdoom AND ZDL. Still happening. >:-( Only EP1 & EP4 work. Other two go straight to "COMPLETE" and show end cutscenes.
Nice mod! I was thinking...Is there any chance to re-make the levels or something? beacause i really liked the Hangar extra parts, and got surprised the othe levels on e1 didnt had all that extra stuff...just an opinion. it's a good, fun mod with tons of stuff...ah almost forgot i got some issues, the first happens in hidroponics labs, when i get to the arena of the barons i get a "unknown script error load" or something like that message. the second is that i cant play shores nor inferno: I enter the map and when i give one step it skips to the ending of each episode. I hope it's only in my download...anyway, as i don't remember which version i had im downloading
Having a problem with project butality and doom one, only works fine EP1 & EP4, EP2 & EP3 go straight to COMPLETE and don't let play the levels!!! help please
I seem to be running into an issue where Inferno just won't play, like it will go straight to the finish screen where Kills, Items and Secrets are at 0 percent and playtime is 0:00:00.
Great concept, but I'm having some issues playing episodes 2 and 3. I'm currently playing using the latest stable build of GZDoom with the gameplay wads "D4D" and the "D4D High Frequency" addon. I can play and complete episode 1 fine (although I did notice some texture issues and at least one of the secrets on a level wouldn't activate). However, when I try to play either episodes 2 and 3 (Shores of Hell and Inferno, respectively), I just get the ending cutscenes for those episodes. I can play the 4th episode "Thy Flesh Consumed" fine, though.
These episode bugs were mentioned in posts from last year, but I just thought I'd bring up that it's not working with D4D as well. If you ever come back to modding this, which I hope as the first episode was AWESOME, I hope you can nail down these bugs.
I posted a comment on this on the "summary" page of this mod, but if anyone is trying to use a gameplay wad (such as Project Brutality or D4D) with DOOM:ONE and is encountering episode 2 and 3 problems, try using this fan patch: Mediafire.com
The patch is advertised to be a fix for Project Brutality, but I've personally used it with D4D and it seems to fix the episode 2 and 3 problems. Without the patch, eps 2 and 3 of DOOM:ONE would immediately go to the end of the episodes when you try to play. With the patch, everything plays normally.
So until Bambamalicious comes back to this mod and fixes the issues, if he ever does, try using this patch if playing DOOM:ONE with a custom gameplay wad. Make sure the patch is placed last in your wad list.
It would be nice if there was a Doom:two
Hey ,man , i like your job . WELL DONE .
i have one question can u make a one episode and one level mod without changing episodes ?
Thanks and i hope you still active
Episode 4 : thy flesh consumed
reason : can't find the red switch
That's just a you problem not a broken mod problem since im on 34m4 now
Thank you so much. n.n
Is this mod dead?
I think the level that takes place in Hell on E1M1 is broken. I picked up the keycard, but I couldn't go through the teleporter.
diganme los errores que dicen en la descripcion se pueden jugar los niveles completos o no?
Thanks, SwiftyMagee...this is the solution for the autocompletion of the Inferno Chapter of DOOM: ONE with Brutal Doom v21.
I used the following pk3(s) and wad files in the following order to make it run correctly:
Pistolzombie.wad (not sure if needed, so...optional I guess)
Again, thanks for providing the solution!
RIP AND TEAR UNTIL IT'S DONE!!!
Will this ever be possible in doom 2? or it is too much... xD
Probably too much, but it could be possible by dividing the game into segments.
It's sure as hell not going to happen from the author of this mod since he seems to have left it for dead.
I have been searching for a really good doom 1 new campaing wad, but I only see tons of doom 2 remap but... For doom 1 theres not to many, now this doom 1 new campaing wad is what I have been searching for, I apreciate your work and I hope that one day see an update of these adding new feathures and interactions with the map itself(and still the comtability with other mods la brutal doom and project brutality), now after all of this reflection I'll proced to download this awesome wad
Think the reason brutal doom has compatibility issues is that it's overhyped garbage and for a mod like this it's more important that it's actually playable and enjoyable on its own before even thinking about compatibility with literal garbage.
Hey E3m1 when i start the level just finishes for an example.... i start e1m1 and when i press the difficulty it just black and then shows like i finish the level
ps: I have Brutal Doom v21
well first off it says brutal doom v18 only; if you would have bothered to read the txt file you would have known that. Furthermore, this is an unfinished dead alpha mod for Doom; no wonder if you play it using a buggy unoptimized mess of a mod like Brutal Doom you'll run into problems. Maybe branch out and find other gameplay mods that are not only 1000x better(yes i have played the latest version and it's still ****) but cause less compatibility issues. Oh and also if you are using BD don't use the pistolzombie wad with it either. that just throws more fuel on to the dumpster fire and creates more compatibility issues when playing this with brutal doom.