Долгострой и мой дебютный .Wad'ник по Думу. Данный вад является сборкой нескольких игр: Doom 3,DOOM 2016, Dead Space,Dead Space 2, Penumbra. Буду рад любой критике.

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Second version.

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Suffering Space 0.2
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pouljo
pouljo - - 17 comments

I load all files but missing textures on the walls and floor. I use Gzdoom

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LoliKololi Author
LoliKololi - - 18 comments

And "textures" folder?

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pouljo
pouljo - - 17 comments

It is in gzdoom. How to load textures folder

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LoliKololi Author
LoliKololi - - 18 comments

Drag a folder on your gzdoom.exe

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pouljo
pouljo - - 17 comments

I have done that

Gzdoom.exe -file Liquid_Texture_Pack.pk3 00_700_blackrayne_models.pk3 1CODE.wad 5ultimatesd3mod.wad 6d3snds.pk3 ComputerMachines.pk3 LTPHDTextures.pk3 sm4BBgorev2.pk3 SS02.wad TEXTURE_PACK_FINAL.wad

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

what's the diference of the first version?

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LoliKololi Author
LoliKololi - - 18 comments

More secrets and detail's on maps.

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

My game crashes when I'm going to enter to SigmaLabs. sounds a reload like when you beat a level.
What I seen is beautyful and looks good but I can't continue the Mod always crashes at the same point.
If you help me I'll give you a 10 because the atmosphere =P thanks for modding.

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LoliKololi Author
LoliKololi - - 18 comments

Turn on "precache" for textures.

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

Okay, thank you. I will try it today.

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Rex705
Rex705 - - 45 comments

Was this abandoned? After messing around with the files I got everything to load up and it looks really good but as others said it crashes at the Sigmalabs door. GZDoom gives a million errors from the 1Code file. If I remove the 1Code file then I can get past the Sigmalabs door but of course other things a missing and broken.

This could have been a really cool map.

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Kills_Alone
Kills_Alone - - 121 comments

This looks promising but I see others are having issues. Can you tell us what version of GZDoom you suggest?

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LoliKololi Author
LoliKololi - - 18 comments

4.3.3

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Kills_Alone
Kills_Alone - - 121 comments

Thanks, I love DOOM & Dead Space so I'll give it a try.

No offense intended, but the files seem like kind of a mess. Hoping I can play this with Brutal DOOM v21. Guess we shall see.

If I make it far enough to encounter a bug or crash I'll report back.

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Kills_Alone
Kills_Alone - - 121 comments

So I played through the campaign and it was pretty impressive stuff, especially the the level design and atmosphere.

I decided to load it via a shortcut so I renamed some of the files to shorter names and put the texture folder into a zip file that I called ss_textures.pk3.

In the future remove spaces from your filenames, replace the spaces with underscores. Also, shorter names are better.

I had a crash on the first map when I reached the exit so I removed a few files and played with BDv21. On my next session I'll try to narrow down the issue by including more of the missing files.

Here is the shortcut I used:
"C:\Games\Brutal FreeDOOM\gzdoom.exe" -iwad DOOM2.WAD -file brutalv21.pk3 S02.wad LTP1.3.pk3 LTP1.3HD.pk3 TPF.wad ss_textures.pk3

Speaking of which, can you provide the ideal load order? You know, what files should go first and such.

I did have a few missing assets such as the 3d models, weapons, HUD, and sound FX. But again I was testing if I could get to the end without a crash, not the full mod yet. So BDv21 filled in the sprites (weapons, enemies, HUD) for this session.

A couple of suggestions. It would be great if the health stations actually worked. There is code for that in this map: Youtu.be

There are area, like fences where you prevent the player from jumping over. Just a personal pev but that always bothers me unless its to prevent the player getting stuck or maybe falling to their death.

Overall the maps where pretty easy to navigate, only got lost on either the second or third map, forget which, and that map seemed to have some issues with blue and red door opening without a key but only sometimes, kinda strange. Anyways it would be cool if the vents were less linear, often there could be a vent that leads to a secret but instead its two vents and one is always locked.

Would also be cool if more computers and the door terminals where interactive like how you had two near one of the end levels that were actually remote cameras.

The fight against the Mastermind wasn't difficult but the Chaingun isn't the best weapon for that. I think I must have missed the Rocket Launcher secret. Speaking of secrets, there were many I could not find on the first few levels, perhaps provide a few more subtle clues because usually I can find every secret no problem.

Seems like you have too many files to load, if you could reduce the amount that would encourage more players. Thanks K_A

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LoliKololi Author
LoliKololi - - 18 comments

Thanks for the feedback. At the moment I am engaged in solving these problems.

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Kills_Alone
Kills_Alone - - 121 comments

I did some more testing tonight, adding in the rest of the files and eventually I narrowed the problem down to 5ultimatesd3mod.wad. Something in that wad is only allowing these two maps to load correctly:
MAP01
MAP04

Now I can see what MAP04 is supposed to be like, lots more weapons and enemies then I could see at first. Found the BFG secret.

Are you going to make widescreen weapon sprites? Same with the intro helmet animation and the soulcube attack.

When you go next to a door the script runs instantly over and over, I think you should give it bit of a cool-down time.

Setup the special commands this time, flashlight seems a little buggy, might try another. Zoom is a cool feature.

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myDOOMmakemeQUAKE
myDOOMmakemeQUAKE - - 134 comments

You are a DOOM GOD

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Kills_Alone
Kills_Alone - - 121 comments

I'd suggest removing the DOOM 3 logo from the standard full size HUD, not only does it look bad and is distracting, Bethesda could use it as a reason to pull your mod from ModDB. Could you include an option to disable the HUD's reticle?

I didn't mention before but I really like the fusion of DOOM 3 & Dead Space you are building here. Gotta put these god-damned Unitologists in their place. :) Speaking of which, what about a few humans we can see running in fear, or hiding, or even attacking us?

Do you have suggested light & sector settings. I usually record with some extra gamma (so the viewer of the recording can see everything) but in this case I might leave it darker to allow the viewer to enjoy the full oppressive atmosphere. So I'm curious what your ideal/intended settings are.

Much of your asset placement is good, although it gets annoying in a game when you can see a weapon on the ground but not pick it up, seems like this is mostly an issue on the first map. Perhaps because DOOM 3 and Dead Space are more survival horror you could allow the player to pickup the weapons but restrict the ammo to a few bullets or leave them empty. Talking specifically about the weapons on the ground on the first level.

It was a little tricky getting some items (like the ammo on the first level, just to the right of the first room) outta crates as there is just barley enough room to squeeze in there.

I would also appreciate the option to have a duct tap mod (flashlight tapped to a weapon) or like in DOOM 3 BFG where the flashlight is more of a helmet or shoulder light instead. You could keep the existing flashlight concept and add the helm light or duct tape as additional options that you might find in the levels or just optional from a user menu. More options generally make for better gameplay, while forcing some of these restrictions is not always the best choice. That's one thing that bothered me in DOOM 3, why is a guy in the future using a standard flashlight instead of a helmet light or weapon mounted light?

Thanks for taking the time to consider my feedback,

K_A 😈

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Kills_Alone
Kills_Alone - - 121 comments

Further testing. Removed a few files (audio and unrecognized) from 5ultimatesd3mod.wad still crashing on MAP02.

Rex might be right about 1CODE.wad, it certainly throws a lot of errors and I was able to load MAP02 without it so next I'm going to try some edits to that file ...

Okay, think I've narrowed the problem down to D3WM - Compiled ACS (ZDoom)

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Kills_Alone
Kills_Alone - - 121 comments

Further testing. Commenting out script 912 (lines 8550 to 8558), or this:
/*
script 912 (void)
{
SetHudSize(640, 480, 0);
SetFont("M_pistol");
HudMessage(s:"A";
HUDMSG_FADEOUT, 0, CR_WHITE, 320.0, 240.0, 0.0, 0.5, 0.5);
}
*/

... allows MAP02 to load in game from MAP01 ending or via console command.

However, if I use give all on MAP01 then switch to say BFG for example another crash happens at the exit. And on MAP02 if I pickup the backback then try to weapon swap it will crash. So the problem has something to do with your weapon scripts. Either these scripts like 912 for each weapon or perhaps something you are giving the player's inventory when a level is loaded. There was an error, lemme see ...

GiveInventory: Unknown item type comp1488

This appears in the console when loading MAP02, but not on MAP01 or MAP04.

\\

Speaking of MAP04, and this is important, it doesn't have the same weapon crash bug. So compare the map start weapon scripts of MAP02 to MAP04 and you should find your error(s).

Just play-testing on MAP04, the red skull door can only be opened once then its locked forever, you should fix that so it can be opened from the approaching side as many times as the player wants so they don't get stuck or have to restart.

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Kills_Alone
Kills_Alone - - 121 comments

Recording some footage of MAP01 & MAP04 today. Decided to check on my script theory by comparing the map scripts to each other and sure enough MAP01 & MAP04 lack map scripts inside of SS02.wad. This must be what is allowing those two maps to function, next test is to disable the scripts and see what happens next.

EDIT: Its works! xD

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Kills_Alone
Kills_Alone - - 121 comments

Finally got the entire playthrough uploaded:
SUFFERING SPACE ⛧ Doom meets Dead Space
Youtube.com

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doomero
doomero - - 204 comments

next version include the credits please, i see a lot of content of my revenge of evil and other mods.

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justinjaco769
justinjaco769 - - 15 comments

I have a suggestion to the developer

get a pk3 editor and put all the contents of the texture folder including the texture folder itself into the pk3

then in the last file that needs to be loaded make a gameinfo.txt file and put

Load=Liquid_Texture_Pack.pk3
Load=00_700_blackrayne_models.pk3
Load=1CODE.wad
Load=5ultimatesd3mod.wad
Load=6d3snds.pk3
Load=ComputerMachines.pk3
Load=LTPHDTextures.pk3
Load=sm4BBgorev2.pk3
Load=SS02.wad

Or whatever the loading order should be

That would make all the other required files to load first before the final file gets loaded and it will load them in the order you write them every single time with no errors loading the mod up

Also you can make custom gameinfo.txt files to play different mods
And also doing it that way you won't have to worry about the loading order it will do it automatically

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justinjaco769
justinjaco769 - - 15 comments

Also if you do make a custom gameinfo.txt it will not overwrite the one in the final file just loads the custom one instead of the one in the final file

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