Destructible Pickups - 3/19/2010 [thank you Wolfman!]]
Destructible Pickups - 3/19/2010 [thank you Wolfman!]]
http://www.sendspace.com/file/ri12cr
This wad makes almost all of Doom/Doom 2's pickup items destructible, adding whole new elements of strategy.
UPDATES
-smoke puffs on item death states
-proper death sound on rocket box
-Fixed Key conf issue, all weapons are back to default slots
-Better plasma smoke
-Rocket launcher, plasma rifle and BFG debris now smolders
-Smoke on stray rocket
-fixed ammo quantity on backpack
-items cannot be teleported except stray rocket (done to prevent telefragging)
-adjusted values to the green and blue armor shards *see new items
-fixed dropitems for Zombieman, Shotgunguy, Chaingunguy and WolfensteinSS
-adjusted radsuit *see old items
*Changes to old items
Health Bonus - rendered useless
Stimpack - scatters 10 nanomeds
Medipack - scatters 25 nanomeds
Berserk - scatters 20 large nanomeds and 1 berserker nanomed
Soulsphere - rendered useless
Megasphere - rendered useless
Ammo Bonus - rendered useless
Green Armor - scatters 3 shards
Blue Armor - scatters 3 shards
Invulnerabliity Sphere - invincible with reflective properties
Invisabliity Sphere - rendered useless
Automap - rendered useless
Radsuit - 10 second duration
Infrared - rendered useless
Keys - no change
Clip - scatters 10 bullets
Clipbox - scatters 5 clips
Shell (appears as a small shellbox) - scatters 4 shells
Shellbox - scatters 20 shells
Rocket - explodes
Rocketbox - explodes and scatters 4 unstable rockets
Cell - vents plasma then explodes
Cellpack - vents plasma then explodes
Backpack - scatters 4 ammo types (rocket and cell have a high chance of exploding)
Chainsaw - rendered useless
Shotgun - rendered useless but ammo is salvageable
SuperShotgun - rendered useless but ammo is salvageable
Chaingun - rendered useless but ammo is salvageable
Rocket Launcher - explodes
Plasma Rifle - vents plasma then explodes
BFG - vents plasma then explodes
*New items
Nanomed - 1 health
Large Nanomed - 5 health
Berserker Nanomed - Berserk effect (no healing)
Green Armor Shard - 15 armor
Blue Armor Shard - 35 armor
Bullet - 1 clip ammo
Newshell - 1 shell
*KNOWN ISSUES
-not compatible in playmodes with respawning items (DM,CTF,Invasion,etc)
-in addition to that, if you pick up an item and then shoot at its location it will destroy the item even if its not there.
-do not use with wads that change properties to basic items (Beautiful Doom, AEOD, etc)
I plan to flesh out this wad in the future and eventually include some Skulltag items (if the no respawning issue is fixed)
If you find any more problems or have any criticisms please let me know
This wad makes almost all of Doom/Doom 2's pickup items destructible, adding whole new elements of strategy.
UPDATES
-smoke puffs on item death states
-proper death sound on rocket box
-Fixed Key conf issue, all weapons are back to default slots
-Better plasma smoke
-Rocket launcher, plasma rifle and BFG debris now smolders
-Smoke on stray rocket
-fixed ammo quantity on backpack
-items cannot be teleported except stray rocket (done to prevent telefragging)
-adjusted values to the green and blue armor shards *see new items
-fixed dropitems for Zombieman, Shotgunguy, Chaingunguy and WolfensteinSS
-adjusted radsuit *see old items
*Changes to old items
Health Bonus - rendered useless
Stimpack - scatters 10 nanomeds
Medipack - scatters 25 nanomeds
Berserk - scatters 20 large nanomeds and 1 berserker nanomed
Soulsphere - rendered useless
Megasphere - rendered useless
Ammo Bonus - rendered useless
Green Armor - scatters 3 shards
Blue Armor - scatters 3 shards
Invulnerabliity Sphere - invincible with reflective properties
Invisabliity Sphere - rendered useless
Automap - rendered useless
Radsuit - 10 second duration
Infrared - rendered useless
Keys - no change
Clip - scatters 10 bullets
Clipbox - scatters 5 clips
Shell (appears as a small shellbox) - scatters 4 shells
Shellbox - scatters 20 shells
Rocket - explodes
Rocketbox - explodes and scatters 4 unstable rockets
Cell - vents plasma then explodes
Cellpack - vents plasma then explodes
Backpack - scatters 4 ammo types (rocket and cell have a high chance of exploding)
Chainsaw - rendered useless
Shotgun - rendered useless but ammo is salvageable
SuperShotgun - rendered useless but ammo is salvageable
Chaingun - rendered useless but ammo is salvageable
Rocket Launcher - explodes
Plasma Rifle - vents plasma then explodes
BFG - vents plasma then explodes
*New items
Nanomed - 1 health
Large Nanomed - 5 health
Berserker Nanomed - Berserk effect (no healing)
Green Armor Shard - 15 armor
Blue Armor Shard - 35 armor
Bullet - 1 clip ammo
Newshell - 1 shell
*KNOWN ISSUES
-not compatible in playmodes with respawning items (DM,CTF,Invasion,etc)
-in addition to that, if you pick up an item and then shoot at its location it will destroy the item even if its not there.
-do not use with wads that change properties to basic items (Beautiful Doom, AEOD, etc)
I plan to flesh out this wad in the future and eventually include some Skulltag items (if the no respawning issue is fixed)
If you find any more problems or have any criticisms please let me know
Last edited by DrDoctor on Fri Mar 19, 2010 4:02 pm, edited 3 times in total.
Re: Destructible Pickups
I approve of this.
It shalleth receive 9 golden chariots.
It shalleth receive 9 golden chariots.
- Tormentor667
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Re: Destructible Pickups
Definitely cool
Re: Destructible Pickups
Giving the ammo a chance to explode and deal damage to both player and monsters would be interesting too.
Re: Destructible Pickups
I've done somthing like that for my Nitronium. I used another actor (using ammo parent) added a health param, and made it's death state exactly like the rocket.
- Alice Jameson
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Re: Destructible Pickups
This could be quite useful.
- Project Shadowcat
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Re: Destructible Pickups
Destructibles like the medikit and large bulk, non-explosive items such as shell and clip boxes encourage sharing and making the most of your ammo and health stores. This is especially true of the Berserk and Medikit.
If you have cell and rocket ammo in excess, using those pickups as improvized weapons is also a good tactical strategy; think of the closets in MAP06: The Crusher opposite of the actual crusher in that room.
Suggestions:
Make the armor shards scattered from full vests worth a little more, such as perhaps 15-20 points from green and 30-40 from blue.
Demonic artifacts such as the Soulsphere, Blur Artifact, etc. should be impervious to harm, but this is just my opinion.
Bugs:
Items dropped from zombies, when destroyed, give their full values. It is actually worth more to shoot at a dropped shotgun and get an (effective, if you count your firing) three extra shells out of it.
Some grammatical typoes regarding the MegaArmor shard pick-up messages.
Items can be telefragged and therefore "lost" (such as the Backpack in MAP03: The Gantlet).
If you have cell and rocket ammo in excess, using those pickups as improvized weapons is also a good tactical strategy; think of the closets in MAP06: The Crusher opposite of the actual crusher in that room.
Suggestions:
Make the armor shards scattered from full vests worth a little more, such as perhaps 15-20 points from green and 30-40 from blue.
Demonic artifacts such as the Soulsphere, Blur Artifact, etc. should be impervious to harm, but this is just my opinion.
Bugs:
Items dropped from zombies, when destroyed, give their full values. It is actually worth more to shoot at a dropped shotgun and get an (effective, if you count your firing) three extra shells out of it.
Some grammatical typoes regarding the MegaArmor shard pick-up messages.
Items can be telefragged and therefore "lost" (such as the Backpack in MAP03: The Gantlet).
- MartinHowe
- Posts: 2022
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- Location: Waveney, United Kingdom
- Contact:
Re: Destructible Pickups
This is cool. Even DN3D didn't have this. (Wonder if DP has? Haven't had time to play anything recently).
Re: Destructible Pickups
Huh, this was in Inheritance too.
A cool idea, being able to break apart ammo boxes & the like, so you can pick up a few shells when you're missing less than a pack's worth.
Touches on one of the things that always ticked me off; levels where large ammo pickups you may not need are *right* in front of switches or doors.
A cool idea, being able to break apart ammo boxes & the like, so you can pick up a few shells when you're missing less than a pack's worth.
Touches on one of the things that always ticked me off; levels where large ammo pickups you may not need are *right* in front of switches or doors.
- Project Shadowcat
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Re: Destructible Pickups
Gods, how I hate that!amv2k9 wrote:Touches on one of the things that always ticked me off; levels where large ammo pickups you may not need are *right* in front of switches or doors.
- qwerqsar
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Re: Destructible Pickups - updated 3/19/2010
Holy freaking gods! Funny idea... hope not to slip the finger while picking up that soulsphere .
Just amazing, and I loved the idea of "breaking stages"some weapons and ammunition boxes have .
I hope you don't mind me using this
Just amazing, and I loved the idea of "breaking stages"some weapons and ammunition boxes have .
I hope you don't mind me using this
Re: Destructible Pickups - updated 3/19/2010
Oh, man! This is just so wrong it's brilliant! Definitely having some of this
Re: Destructible Pickups - updated 3/19/2010
When I run this, I get this warning : "Tried to register class 'DebrisGeneral' more than once"
In your code, why are you repeating so many times the "DebrisGeneral" Actor ? You only need it once in the main decorate or the first one "DP_WEAP".
Also, when you redefine an already present item, please don't use too common redefinitions like :
ACTOR RadSuit1 : RadSuit replaces RadSuit
Too many people already redefine those common items by just adding a 1 or 2 and when we want to run them with another wad, they clash. So, a good way to avoid this is to add your initials to the item :
ACTOR RadSuitXYZ : RadSuit replaces RadSuit
And for the love of God, please indent correctly your code, right now it is extremely difficult to read, and I bet you with a minimal reformatting of the code, you will be able to find what is causing your issues.
In your code, why are you repeating so many times the "DebrisGeneral" Actor ? You only need it once in the main decorate or the first one "DP_WEAP".
Also, when you redefine an already present item, please don't use too common redefinitions like :
ACTOR RadSuit1 : RadSuit replaces RadSuit
Too many people already redefine those common items by just adding a 1 or 2 and when we want to run them with another wad, they clash. So, a good way to avoid this is to add your initials to the item :
ACTOR RadSuitXYZ : RadSuit replaces RadSuit
And for the love of God, please indent correctly your code, right now it is extremely difficult to read, and I bet you with a minimal reformatting of the code, you will be able to find what is causing your issues.
- supergoofy
- Posts: 122
- Joined: Wed Jan 06, 2010 1:12 am
Re: Destructible Pickups - updated 3/19/2010
Nice wad, I like it.
Suggestion: Put the wad (compress it) inside a zip or rar or 7z. Thus if the upload gets corrupted, we will know about it. Else if you upload the wad without compressing it, then give us the md5 and sha1 checksums of the wad.
Suggestion: Put the wad (compress it) inside a zip or rar or 7z. Thus if the upload gets corrupted, we will know about it. Else if you upload the wad without compressing it, then give us the md5 and sha1 checksums of the wad.
Re: Destructible Pickups - updated 3/19/2010
This looks really awesome. I shall check this out as soon as possible.