Weasel's Generic Project Thread

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wildweasel
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Weasel's Generic Project Thread

Post by wildweasel »

Starting a new thread because the Diaz thread is getting cluttered.

Here, I will detail the progress of my mods that aren't Diaz. Periodic betas will be released, of course, and I'll also be needing some serious help later on.

Mister Cola 2
Download link: http://armory.drdteam.org/wwmods/inprog ... -cola2.rar

This is intended as a sequel to an old-ish mod, The Adventures of Mr. Cola. The concept of this mod is, Doomguy is a hyper-caffeinated superhero, and can power up his weapons with caffeine boosts (i.e. Coca-Cola or JOLT Cola). All weapons are replaced, and have full power-level support (you can upgrade overall weapon power twice, up to Level 3 weapons, but it resets to Level 1 at the end of the level).

What I want to do with this mod before deeming it a final release:
- Replace the pistol entirely. I really hate it, in retrospect - it never feels quite right and looks pretty bad.
- Make the regular shotgun worth using. It feels too weak at level 1. (Perhaps create more of a contrast by weakening it even more and making it fire twice as fast?)
- Add Level 4 and possibly Level 5 weapons?
- More imaginative ways to upgrade weapons aside from firing speed/damage?

The Mecha Mod
Download link: http://armory.drdteam.org/wwmods/inprog ... zmecha.rar

As the filename attempts to imply, this mod will work best in GZDoom.

Currently the mod is in Alpha status - the HUD doesn't function very well at all (it draws the cockpit and the health indicator, but the health indicator is in the wrong place entirely, and it doesn't update for the player's health), and there are only two weapons. For best results, play this mod with a joystick like a Microsoft Sidewinder for the full MechWarrior effect. But not right now - it sucks too much. I'll need a lot of help with it.

What I want to do with this mod:
- The rest of the weapons will be lifted directly (in style and execution) from the MechWarrior games, complete with a PPC cannon, gauss rifle, LRM-20 homing missile launcher, and maybe more.
- Heat levels. Since weapons like the pulse laser and PPC will not consume ammo, heat will be the big balancer. If heat levels get too high, the player's Mech will shut down in an attempt to cool off. To combat heat levels, the player can either shut down manually, or use a coolant. There will also be a Shutdown Override key to stop the Mech from shutting down due to high heat, but this presents a high risk of damaging the Mech (or even causing it to explode).
- Full Deathmatch support, if I can. Mech battles are all the more entertaining with other people.

ReDoom
Download link: http://armory.drdteam.org/wwmods/inprog ... remake.rar

This is intended to please those people who think that weapon mods "aren't Doom" - I'm mimicking the behavior of the original weapons as closely as possible (with some exceptions, like the pistol) while doing whatever is in my power to make it look and sound more satisfying. "Implied" power, as opposed to actual damage-number increases.

Currently, all the weapons are replaced aside from the Chainsaw and BFG. The Pistol kinda sucks at the moment because at some point I turned into a semi-automatic weapon and haven't reverted it to its original behavior yet. Also, the player starts with 60 bullets instead of 50, which I intend to fix (along with adding the last two weapons and revamping the plasma gun) before I make another release.
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Snarboo
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Re: Weasel's Generic Project Thread

Post by Snarboo »

A small bug in ReDoom: you can't switch to the fists unless you run out of ammo. Was this intentional? Otherwise fine!

For Cola 2, there are many ways to handle an upgrade. You can increase magazine capacity, make the weapon more accurate, faster reloads, change how ammo is handled (upgraded weapons use more ammo or use it differently, such as a rocket launcher that goes from firing a single "dumb" rocket to firing out four mini heatseekers at once or a machine gun that fires out electric/poison bullets), passive benefits such as faster run speed, a force field addon, and so forth.
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TheDarkArchon
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Re: Weasel's Generic Project Thread

Post by TheDarkArchon »

Snarboo wrote: For Cola 2, there are many ways to handle an upgrade. You can increase magazine capacity, make the weapon more accurate, faster reloads, change how ammo is handled (upgraded weapons use more ammo or use it differently, such as a rocket launcher that goes from firing a single "dumb" rocket to firing out four mini heatseekers at once or a machine gun that fires out electric/poison bullets), passive benefits such as faster run speed, a force field addon, and so forth.
Mister Cola 2 doesn't do reloads (At least it didn't the last time i checked). Also, I see that someone has been playing Unreal II and NOLF :P
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Snarboo
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Re: Weasel's Generic Project Thread

Post by Snarboo »

Heh, natch. :) There are a ton of games out there with weapon upgrades, so there's a lot of inspiration. Deus Ex had a bunch of interesting ones, and I kind of liked Pariah's upgrade system, too, even though it was a mediocre game.
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wildweasel
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Re: Weasel's Generic Project Thread

Post by wildweasel »

ReDoom and Mister Cola 2 have both been fixed and reuploaded.

ReDoom

- The Fist bug has been fixed - you now start with the remake fist instead of the (unselectable) original fist.
- Slightly modified the pistol's firing sequence, but it's still pending a serious redo. The original pistol became useless upon getting any other weapon and I'd like to make it slightly more useful. Does this work?

Mister Cola 2

- LOADACS scripts have been removed in favor of a modified player class, so the mod now works in co-op mode.
- The weapon upgrades are probably going to receive a massive overhaul, to make it more obvious how the weapon is upgraded, and give a greater visual indicator of when the player has powered-up weapons instead of relying on a number.
- The Terror Aura powerup (Pepsi) is going to be changed later on to use a different color tint, because my co-tester complained because he thought it was supposed to be a Berserk.
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Snarboo
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Re: Weasel's Generic Project Thread

Post by Snarboo »

There are a couple of ways to make a pistol a valuable weapon in your arsenal. Beefing up the power and accuracy is one way. Making it act more like a real world pistol, which are used in close to medium range combat against unarmored targets, might work too. Obviously the pistol is not meant to take on a cyberdemon, but you could make it more useful against the starting monsters by giving it a special bonus. Perhaps the pistol uses hollow points or dum-dum rounds, which create nasty wounds and have good stopping power?
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Matt
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Re: Weasel's Generic Project Thread

Post by Matt »

Pistol's still firing semi for me D:

The only normal advantage a pistol has over a long gun is that it's smaller and easier to carry/move around/draw and shoot in close combat - all of which is going to be pretty hard to model without a lot of pervasive behaviour changes that take you away from ReDoom's stated purpose. That said, I suppose you could at least make the pistol draw faster than everything else...

Unfortunately, the sprites now consistently show the Doomguy as right-handed. Otherwise I could have suggested another advantage: all the other guns are built only right-handed, which means he's going to get hit with searing-hot spent shells and whatnot every shot if he tries to fire them lefty. His own custom sidearm, however, lets him aim naturally allowing for a) an instant shot and b) much better accuracy despite the shorter weapon.

Or you could put a suppressor on the gun... haven't seen many of those myself. Or maybe a flashlight attachment? (EDIT: Turns out The Good Guyz has this too for the shottie...)

Anyway, I love the new plasma balls. :D
Last edited by Matt on Thu Nov 29, 2007 10:35 am, edited 1 time in total.
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Snarboo
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Re: Weasel's Generic Project Thread

Post by Snarboo »

I've been messing around with ReDoom, and the pumping animations for the shotgun just didn't feel...smooth enough for me. I decided to create more frames of animation for it. I hope you don't mind. Here are my changes in a small wad: Modified Shotgun

I've also thought about the pistol a bit. What if zombiemen dropped their pistol and you could pick a second one up? This way, you double the fire power of the pistol without making the chaingun redundant. As long as the chaingun is faster, a little more powerful and less accurate than the dual pistols, it should balance right. I don't think akimbo pistols would feel too far off from the original Doom, and it even makes sense in a way.
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wildweasel
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Re: Weasel's Generic Project Thread

Post by wildweasel »

ReDoom has been updated today, with Snarboo's shotgun added. No other changes were made.

I'm currently in the market for better rocket launcher graphics. They must be centered.
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Re: Weasel's Generic Project Thread

Post by Cutmanmike »

That mech thing is awesome. I actually felt like I was in some kind of huge walker thingy.
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2005 FY9
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Re: Weasel's Generic Project Thread

Post by 2005 FY9 »

Redoom is what was used in Eriance's Demon Eclipse mod, am I right (though it has a bit more in it, and doesn't have the second pistol). I couldn't download the link to redoom, can you pm me with another upload. I was wanting to fiddle with it a little, do some color changes, and make a weapon set out of it, maybe.
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wildweasel
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Re: Weasel's Generic Project Thread

Post by wildweasel »

2005 FY9 wrote:Redoom is what was used in Eriance's Demon Eclipse mod, am I right (though it has a bit more in it, and doesn't have the second pistol). I couldn't download the link to redoom, can you pm me with another upload. I was wanting to fiddle with it a little, do some color changes, and make a weapon set out of it, maybe.
Redoom was created with resources FROM Demon Eclipse, and DoomRater is now in charge of that mod so you should probably ask him about it.

ALSO THIS THREAD WAS TWO YEARS OLD, HAPPY BIRTHDAY THREAD Image

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