OSJC's 'OLDSKOOL' zdoom mod - mon 20th march 2017

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Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by Valherran »

I tried this out today, it wasn't half bad, some things I would like to address:

1. No Reload function: I know you want to keep this removed, but for some of us it is ANNOYING not being able to reload your guns. I would rather clip functions be removed than not having a reload function, but I would much prefer a reload function. Not having this gets you killed in a lot of maps, I would at least recommend a mutator.

2. Faster Weapon Switch: It is needed, bad. Got too many weapons for that current switch speed.

3. Knife to replace Fists Permanently: There is no reason what so ever to use fists when Knife is superior, so why should it take up a sub weapon slot?

4. Grenade too weak: As it says, only does the amount of a rocket, kind of useless. Also could use a separate quick function like the kick.

5. Kick needs a buff: It is really too weak to even bother using. Brutal Doom had it perfect (minus the berserk damage) Maybe it could be similar?

6. Nuke: This thing was... definitely a nuke, but the explosion was misleading to the actual radius. What it needs is a calculated safe distance by percentage meter that is always visible by the aimer. This will help players not kill themselves so easily firing this from a rough estimated 100 ft away and expecting a not so large blast zone.

Other than that the MOD isn't half bad, just needs tweaking and improving on the gun animations.
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by osjclatchford »

although I appreciate the time you've taken to 'evaluate' the points you have mentioned will not be changed in the next version.

for example. the nuke is kinda a joke weapon and is intended to be like (and ridiculously dangerous to use as) killerquakepack's nuke.
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by jimbob »

@osjclatchford
I made some changes to osjc_firearms18.pk3 so the ejecting casings are visible for the player. If you want it, please PM me and i send it to you and you can do whatever you want with it.
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tuintje
Posts: 64
Joined: Sat Sep 14, 2013 8:50 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by tuintje »

I want to download it but 4shared doesn't let me ;( is it possible to upload it to mediafire?
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tuintje
Posts: 64
Joined: Sat Sep 14, 2013 8:50 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by tuintje »

I was wondering how does the flashlight work? I doesn't seem t do anything, same is for flares. This is a great mod btw :)
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ArielBoss
Posts: 71
Joined: Thu May 30, 2013 2:23 pm
Location: Brazil

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by ArielBoss »

tuintje wrote:I was wondering how does the flashlight work? I doesn't seem t do anything, same is for flares. This is a great mod btw :)
Software = No lights
Need to be on opengl to work.
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by osjclatchford »

flashlight increases the light in the room, not by a huge amount but quite a bit. you can see the difference when the flashlight/pistol reloads, or when swinging the centred flashlight. as for the flares, they are designed purely as markers for maze-like maps. kind of pointless frippery I know but I wanted them in so here they are. also worth pointing out that ALL of this is in the readme... :roll:

as for opengl: do you mean gzdoom? as I've not designed this mod with this engine in mind.
how does it fare up in gzdoom then?
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ArielBoss
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Location: Brazil

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by ArielBoss »

osjclatchford wrote:as for opengl: do you mean gzdoom? as I've not designed this mod with this engine in mind.
how does it fare up in gzdoom then?
hehehe, I think I made a mistake. I do not use opengl but flashlights and flares, usually have a function more in opengl. I thought the tuintje had a problem with it. :lol:
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Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by Morter »

Is there a way to download from 4shared without signing up for it?
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TheMightyHeracross
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Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by TheMightyHeracross »

No, that's why it sucks.
Use Dropbox instead.
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Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by Morter »

If there is a dropbox mirror I'll be happy to use it :)
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insightguy
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Joined: Tue Mar 22, 2011 11:54 pm

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by insightguy »

Morter wrote:If there is a dropbox mirror I'll be happy to use it :)
didnt you see my link just a couple of posts above?
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TheMightyHeracross
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Location: Philadelphia, PA

Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)

Post by TheMightyHeracross »

My comment was directed to Latchford, my bad.
The second part, that is
osjclatchford
Posts: 2058
Joined: Mon Feb 07, 2011 5:02 am

Re: OSJC's generic Zdoom V2.2 mod! (sat 22nd feb 2014)

Post by osjclatchford »

final version out now. see first link on page 1. bye!
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