Real Guns Hardcore 1.12 Beta 2 - some guy bumped this.

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CommanderZ
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Real Guns Hardcore 1.12 Beta 2 - some guy bumped this.

Post by CommanderZ »

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VISIT PROJECT WEBSITE
News, downloads, tips, tricks and more!

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Check out a gameplay video or (very outdated) trailer!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!
Change log

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).
Download

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.
Last edited by CommanderZ on Sat Dec 24, 2011 7:32 am, edited 15 times in total.
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chronoteeth
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by chronoteeth »

You really know how to make a mod!

Do you have any original projects in the making?
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CommanderZ
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by CommanderZ »

Thanks!

I'm not going to make any original projects. Not only because I suck hard at making graphics (I still can't believe the logo came out as it did), but also because I'm looking forward to the moment when I can call RGH "complete" and return to the state when I had at least a little free time :D
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bleant
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by bleant »

Pretty nice! This is an awesome mod, commanderZ, fits in with any mode, balanced, it's just nice!
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chronoteeth
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by chronoteeth »

But its a shame to see such talents go into a mod thats basically a mw2 weapon mod ripfest thats a mod of a mod instead of something fresh and fun :c
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Big C
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by Big C »

Oh, wow. This is great! I didn't know anyone was still working on this.

Your porting it to GZDoom is much appreciated. :mrgreen:

I also see you apparently took out enemies getting Last Stands, and also the tendency for Marine corpses to come to life. As interesting a feature as I found that in the original, can't say I'm tearful to see it go. Much more balanced now, I think.
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Mikk-
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by Mikk- »

bleant wrote:balanced
No.
Just.. NO.

They put kek'n THAMUZ in there. THAT IS NOT BALANCED.
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Ethril
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by Ethril »

Mikk- wrote:
bleant wrote:balanced
No.
Just.. NO.

They put kek'n THAMUZ in there. THAT IS NOT BALANCED.
Pssh, Thamuz is a pansy. He's been overused to the point where everyone knows how to fight him. :P
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Viscra Maelstrom
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by Viscra Maelstrom »

Thamuz? Unbalanced? I don't think so.
Want unbalanced? The Spider Demolisher. Now THAT'S a bitch.
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CommanderZ
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by CommanderZ »

But its a shame to see such talents go into a mod thats basically a mw2 weapon mod ripfest thats a mod of a mod instead of something fresh and fun :c
Yeah, the mod has MW2 sprites and sounds and uses the same basic weapon system (inaccurate hip fire, more accurate aid-down-sights state, reloading etc.), but that's about it. The balance is very different, the perks are there but work in very different way (and have very different effects), the gameplay is entirely different (much more dynamic, less cover, tougher and more varied enemies...) etc...

I do consider the mod to be fresh and fun and don't see a reason why I should work an anything "more fresh and fun".
They put kek'n THAMUZ in there.
Thamuz is tough, but is very rare (every fifth Cyberdemon becomes a Thamuz) and is only dangerous in close quarters (which is the case in MAP08, I should have fired the rockets into him, three or four RPG rockets could kill him). If you can put some distance between you and him, he becomes pretty much toothless.

Also, all the monsters found in the mod were rebalanced, so if you think some monster is IMBA on R667, there is no reason for it to be the same in RGH. The example is Diabloist. The original is extremely hard, but in RGH you can often just stand in front of him and empty a magazine in his chest (depends a lot on which attack he chooses).
Want unbalanced? The Spider Demolisher. Now THAT'S a bitch.
I think Demolisher is weaker than Thamuz. It is so large, that it is often very easy to just kite him and shoot his legs (where he can't attack you).
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wildweasel
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by wildweasel »

Any chance someone's working on making the weapon graphics suck less? There's antialiasing halos around a lot of them, and there's an unpleasant grainy appearance to the whole thing.
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CommanderZ
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by CommanderZ »

wildweasel wrote:Any chance someone's working on making the weapon graphics suck less? There's antialiasing halos around a lot of them, and there's an unpleasant grainy appearance to the whole thing.
The rips certainly have their reserves. What I dislike most is that the dept-of-field effect was obviously enabled while ripping half of the sprites, which makes some of the ADS sprites rather ugly :(

Reripping not a task I'm planning to do though. It would be A LOT of work, because it would mean either all the sprites have to be redone or none of them.

Of course if someone was willing to do that, I would be happy to add the new sprites to the mod. I seriously doubt it will happen though.
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bleant
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by bleant »

Do you guys really play this? It strays away a bit from doom, but still, it's a hell of a fun
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Ethril
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by Ethril »

bleant wrote:Do you guys really play this? It strays away a bit from doom, but still, it's a hell of a fun
I'm pretty sure that's the entire point of modding to begin with.
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bleant
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Re: Real Guns Hardcore 1.8 - Now supports (G)ZDoom!

Post by bleant »

I was replying to the complaints about the mod.
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