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This mod combines Doom's fast and varied gameplay with more intense and tactical approach of Call of Duty.
It is based on Voltlock's RGA 2 (TR12), which I keep polishing and expanding since November 2010.
Check out a gameplay video or (very outdated) trailer!
Features
- Weapons - Every of the 40 weapons has its strengths and weaknesses.
- All weapons are extremely deadly - most monsters die after several shots, but you are also very fragile (many monsters will instagib you!) - you have to kill them before they can hit you!
- Your inventory is limited by total weapon count (this limit depends on difficulty setting). You can have two bazookas and a sniper rifle if you want.
- Your movement speed is affected by which weapon you are holding.
- Only sniper rifles have perfect accuracy. Also, most weapons have significant recoil, so you have to fire carefully in short bursts to make sure you don't waste precious ammo.
Spoiler: Weapon balance sheet
- Enemies - Added 67 new types of enemies (that randomly replace existing Doom monsters).
- Variety is a primary criterion while picking up or designing monsters - I don't want just bigger and badder versions of original Doom monsters.
- Some old boring RGA monsters were revamped to provide more variety, the ugly ones were removed.
- Several monster types now serve as "Minibosses" to provide a difficult challenge in unexpected places.
- Significantly improved visual effects.
- Levelling and perks - You gain experience for killing monsters to upgrade your weapons and perks.
- Level-ups are very rare, choose your reward wisely (I usually get to level 6 to 8 after Doom II playthrough)
- You can have only one perk from each tier at time. Try the game with different combinations of perks and weapons!
- All 11 perks with 2 levels each have unique effects with significant impact in gameplay
Spoiler: Perk overview
- 6 pre-created classes with balanced combinations of perks and weapons.
- Or create your own class!
- 8 difficulty levels with different weapon count limits and monster damage multipliers.
Spoiler: Skill levels
- Compatible with all official Doom IWADS, Heretic.wad and most PWADS that don't alter or add monsters nor weapons.
- Multiplayer works, though with limitations (no perks for now).
- Bots are supported.
- Many RGA 2 bugs, glitches and annoyances were fixed.
- Most monsters don't respawn/last stand any more.
- Last Stand actually works as advertised.
- Numerous weapon sprite glitches were removed.
- Gibbing is fixed.
- Fixed opaque muzzle smoke for sniper rifles and automatic shotguns.
- In-game menus are much more responsive.
- And many more!
See the Skulltag forums thread for full change log.
Known issues
Currently known bug are listed in the bug tracker.
Planned features
- Add third level for all perks.
- Improve Annihilator and Demolisher so they are not just bigger badder versions of existing monsters. Or remove them.
- Unify ammo types where appropriate (so AR ammo box doesn't add both AK47 and M4A1 ammo, but common bullets only).
Go to the downloads page.
Credits
This mod is based on Real Guns Advanced 2 made by Voltlock. Great many graphics and sounds were created by Infinity Ward for Modern Warfare 2, some graphics were taken from Unreal Tournament. Some of the special effects were provided by Dark-Slayer.
Monster authors (in mostly random order): Nanami, Ghastly_dragon, Keksdose, Espi, Ebola, Jimmy, Eriance, Vader, WhoDaMan, Xaser, Quasar, Dreadopp, ItsNatureToDie, neoworm, scalliano, Icytux, zrrion the insect, Lord_Z, Captain Toenail, Cryptic, AgentSpork, The Dark Archon, The Ultimate Doomer, DBThanatos, Xim.
Mungbean, Blox and Se7eNytes for the Last Stand blood screen.
You are allowed to make changes to this mod and redistribute it as long as:
1) You credit both me and Voltlock (do not remove our names from the in-game title screen).
2) Its name cannot be confused with "Real Guns Hardcore" (any other "Real Guns" is fine with me).
Source code & editing
Source code is located in public SVN repository. Anyone can checkout the code (you will require SVN client like TortoiseSVN), make changes and then build it by running one of the build scripts.
How to obtain source code and build custom version (on Windows):
1) Download and install TortoiseSVN.
2) Create an empty directory somewhere on your computer.
3) Right click the directory, click "SVN Checkout", OK.
4) When until the Checkout finishes, then close the window.
5) Add your Skulltag or ZDoom path to system PATH variable (How to do this in XP or Vista/7).
6) Open the directory.
Now you can use one of the build-debug-skulltag, build-debug-zdoom or build-release batch files to build the mod.
Use the debug build files while you are doing any modification to the mod files. Unlike release build, debug build is incremental (only the modified files are rebuilt), so after the initial build, incremental builds are extremely fast.
Once the build is complete (the console window closes), you can find the resulting PK3 file in either output directory (if you used release build script) or temp (if you used debug). You can now play with this file as if it was an official release.
You can now also update the directory to latest version by right clicking the directory and clicking the "SVN Update". When the window closes, all the files will be 100% up-to-date! Now just rebuild the PK3 and you have the lastest version without downloading whole 80+ megabyte package

One small remark regarding the release build scripts: If you (for some reason) remove a file from the source tree, you have to manually delete the PK3 file from the temp directory and rebuild the file from scratch. The incremental build won't recognize that a file was deleted and would not be removed from the PK3.