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ArcturusDeluxe

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A member registered May 01, 2014 · View creator page →

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I'm back to actively working on it lately and there's something else big on the way too!

This isn't true I'm afraid. The CD32 has no additions over the A1200 version except for a CD audio soundtrack. I am, however, working on a map pack (that I've been promising for far too long but I'm actually working on it again recently) with all new maps.

There are already a couple of modern-day Gloom things from other people, although they've been kinda stuck in development. There's a GZDoom TC, which has kinda stalled in development (though someone else wants to pick it up, it seems) and a source port, which is pretty basic, but it works.

Thanks for sharing! Hope my remake brought back some happy memories!

Hi, yeah I know there are various Doom ports for accelerated machines. I should probably have specified I meant stock unexpanded Amigas.

The music defaults to my new soundtrack, but you can go into Options > Sound and set the Soundtrack option to CD32 to get the original stuff.

Not going to rule out doing more Amiga stuff in future but my next major project is going to be something original instead.

Currently you need a mostly up-to-date GZDoom to run it. It uses some features that are fairly recent. Theoretically there could be a version of Osiris that works on an older version of the engine, but depending on how far back you want to go, it could be a lot of work and could have features cut out. I don't really have any interest in doing that myself I'm afraid!

Hi, thanks for the compliments! I haven't been able to recreate this bug myself, but I only have Windows currently accessible to me. I'll try adjusting the angle slightly and we can see if that helps, as it might be some obscure calculation bug in GZDoom (which is unfortunately a bit beyond my ability to fix but maybe I can work around it)

Thanks for the kind words, much appreciated!

A few of the secrets are there in the original, but I added a lot of them too. Wanted to make sure every level had opportunities to poke around and find some hidden stuff!

Hi, sorry for the late reply, I set up a Ko-fi a while back but never really got around to publicising it. If you really want to donate feel free! Don't feel obligated though, I'm not desperate for money right now or anything.

Good news, the bonus content I was working on for the next patch has gotten out of hand and so I'm now considering it an expansion pack! So yes - expect some new levels and stuff at some point!

An Amiga version would be extremely cool but unfortunately the engine I'm using, GZDoom, isn't available on the Amiga. So it can't happen unless someone ports it, and I'm nowhere near a talented enough programmer to do this myself, if it is even possible. There is an old version of the original ZDoom from 1999 for the Amiga but it is missing A LOT of features and wouldn't be able to reproduce AB3D to a satisfactory degree. Sorry!

Oh you fixed it, cool! No worries about the Discord thing. The secret level is a later demo that came out, but not the one with the green xenomorphs. I'm going to make a little expansion with other demo content, and some extra bonus levels. Been working on some other Doom stuff for a while as a break recently, but its something I plan to come back to!

Yeah I'm getting the same message actually. I can't pin down why? It just doesn't want to use the script from the main file. It does seem to compile in Ultimate Doom Builder though. I'm looking into it. BTW this message thread is starting to look a bit ridiculous on here, and no PMs on itch.io it seems - you got Discord?

(1 edit)

So I had a look, in the SLADE map editor, go to View, Windows and Script Editor. Or press Ctrl+5. This is where you enter ACS scripts. Don't get it confused with the Script Manager which seems to be for SLADE-specific scripts! Anyway if you do this in the Osiris maps you'll see how I did stuff. From the regular SLADE interface you can also just click into one of the wads in the pk3 and click on SCRIPTS to also have a look. You'll see a similar bit of code near the top, within "script 100 OPEN", in each map, which does stuff related to the intro texts and then sets the music when the map loads. 

So on your own maps, I expect you'll just get an empty document when opening the Script Editor (unless you've done some other ACS stuff). So basically for now I'd recommend putting the following bit of code in here:

#include "zcommon.acs"
#import "acs/osiris.acs"
script 100 OPEN
{
    SetMusicVolume(0.0);
    AB3DMusicChange(0, "lventry");
    AB3DMusicChange(1, "cd01");
    ACS_NamedExecute("AB3DMusicFadeIn", 0, 1, 0, 0);
}

Feel free to replace lventry and cd01 with your own choices of course. You should save and then click the blue down arrow at the top of the window afterwards to compile the code. If you get a message with copyrights and Raven Software and such, it's worked. If you get error messages here let me know.

Also I just realised I gave you the wrong code before, it's #import "acs/osiris.acs", not #include.  Ooops! Sorry about that, I was going on memory and its been a bit since I was working on the scripting stuff. Also sorry that such a seemingly simple thing as music choice is kinda complicated, instead of just being able to change the MAPINFO, had to do it this way to get the multiple soundtrack options and dynamic bits, though it's probably a bit overengineered!

(1 edit)

Ah sorry, I guess I got ahead of myself. This is nothing to do with MAPINFO. Are you using Ultimate Doom Builder? If so, press F10 or click the Open Script Editor button (like a white document with a red bug next to it, towards the left of the toolbar), it will show you all the ACS scripting in a level.  This is all code that tells maps what to do at specific points, like doors/lift triggers, music changes, and HUD messages (all the scrolly intro text sequences are just really fancy ACS scripts, for example). The #include goes at the top of this part and the AB3DMusicChange() goes within a script. 

This page on the ZDoom wiki has a beginner's guide about it and there's loads of information on the wiki in general. And feel free to look at the scripts in the Osiris maps for reference. I'm not familar with other map editors, but if you're not using UDB let me know and I'll see how to do the same in whatever map editor you're using.

Hi! That's so cool that you're making maps for this! 

To start with music, you need to use an 

#include "acs/osiris.acs" 

at the top of the map's ACS code. AB3DMusicChange is what you want (first argument sets the soundtrack, 0 = modern, 1 = CD32, second is the track name) but note that it's a function so it needs to be called from inside a script, you can't trigger it directly from an ACS Execute linedef action. 

To have it play at the start just put it in an OPEN script. See the ACS code inside the currently existing maps for examples. There's also a script to fade the music in, AB3DMusicFadeIn, which I recommend at the beginning because the remake songs loop so they start quite abruptly.

Hope that helps! Let me know when you're ready to show your maps, I'm excited to try them!

Oh that's really cool! Glad you like the games and thanks for letting me know it's now in your launcher, I gave it a quick try and it seems very cool! Just a minor nitpick, the logo you used is for the old version, would be good if you could swap it for the current one. Here's a clean version of it. Thanks for adding it though! I feel honored for it to be considered among the best Doom stuff with all those other mods.