A mod by Yholl, SoloSpaghetti and Sgt. Shivers
Added in some functionality to the Frontline Engineer and Tactical Assembler Suits to work better with DRPG.
|This is currently a beta release|
Please feel free to give me your thoughts on anything in the game, whether it's bugs, balance or suggestions, so I can refine it into something really fun.
The Zoom key has been renamed to indicate it is used to drop stuff. Be sure to bind a key to it.
- -= LATEST NEWS =-
- -= DESCRIPTION =-
This mod was inspired by the fantastic Doom Roguelike made by Kornel Kisielewicz. While playing DoomRL, I felt that some of the mechanics used in it could be brought over and incorporated into Doom, and started brainstorming for months on exactly how to go about it using what I know of Zdoom DECORATE coding. The end result is great for blasting through a megawad with a friend, supporting each other with each classes unique abilities and having something to work towards past just finding the BFG9000. All the glorious weaponry from DoomRL makes an appearance here, except the ones I haven't made yet. They aren't here. I hope you enjoy this mod as much as I have (mostly) enjoyed coding it. (Rocket launcher. NEVER AGAIN.)
If you enjoyed this mod, and you've played roguelikes before, or are interested in trying one, head over to the DoomRL site and try it out for yourself. Easily one of the easiest RLs to get into, but by no means the easiest to win!
DoomRL Arsenal features such things as...
- -= NEW WEAPON SYSTEM! =-
You'll have to make some hard choices, though, as you can only carry 6 weapons at any time. Advanced functions will tell you what keys you need to press, but the Zoom key (Which has been renamed to Drop Item.) functions as a Drop key instead of a, well, zoom key. Drop weapons or modpacks with it, so you can be sure to carry only what you want with you. Press Zoom twice to drop a weapon, as a precaution against accidentally dropping a valuable weapon.
I'd like to thank Wildweasel for his ww-magop.wad and it's weapon mechanic, which I based this system off of.
Most weapons that appear in this mod are based off the DoomRL weapons, but are not perfect reproductions. In fact, some weapons are entirely different altogether! Weapons also now have magazines, requiring reloading, and may also be slower or less accurate than standard Doom weapons. Don't worry, because the next feature more than makes up for it!
- -= NEW ARMOR AND BOOTS SYSTEM! =-
Instead of the normal Doom armor mechanics, it's been revamped to a whole new level of awesome. You can carry one armor and one set of boots in your inventory at a time, in addition to any you are currently wearing, and you can drop and change any of these at any moment! Bear in mind that due to code limitations, any non-indestructible armors you stop wearing will be destroyed.
To unequip a currently worn armor or set of boots, there are two commands at the bottom of the keybinds list. Bind a key to them.
Simply press the appropriate key twice to remove your currently worn armor or boots.
Did I mention there's tons of new armors ingame for you to find? Boots too. Exotics and assemblies and uniques! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack, so any assemblies you find will be premade in levels. These new armors protection against different types of damage too, so wear the ones you think are best for the moment! A Plasma Shield won't help you in a room full of Imps!
99% of the armors and boots you see here were made by the super talented SoloSpaghetti, who is the glorious Blacksmith of DoomRL Arsenal. He's amazing.
- -= ARMOR SPECIALS! =-
You'll need to bind a key to the Armor Special command to use these.
- -= SET BONUSES! =-
- -= MODPACKS! =-
When using a modpack, the first use selects the modpack for use. When selected, pressing Zoom will drop it, pressing Use Inventory again will apply it to the current weapon, and switching to a different weapon will cancel.
Thanks to HellCattX for his awesome ammopile, which I used as a base for the modpacks.
Agility Mod Pack
- Increases hitscan accuracy by .5 (For those unfamiliar, the Pistol has a spread of 5.6 horizontal, 0 vertical, this will reduce it to 5.1, 0)
Increases projectile speed on projectile-firing weapons
Bulk Mod Pack
- Increases clip size by 30% or at least 1
Increases pellet count on single shot shotgun weapons
Increases impact damage on single shot rockets
Increases damage on melee weapons
Power Mod Pack
- Increases damage
Increases explosive damage on rockets
Increases damage of rays dealt by BFG attacks
Increases damage randomization on melee weapons
Technical Mod Pack
- Increases reload speed
Increases weapon switch speed on melee weapons
Sniper Mod Pack
- First mod makes first hitscan shot 100% accurate and increases accuracy by 2/2
Second mod makes all shots 100% accurate
Gives velocity scaling on projectiles and 100% accuracy
Firestorm Mod Pack
- Increases firerate on rapidfire weapons and pistols
Increases AOE radius on explosives
Increases number of BFG rays
Increases knockback and gives increases close combat damage to shotguns
A second mod forces radius damage on AOE weapons, in addtion to further increasing the radius
Nano Mod Pack
- Gun makes 1 ammo per half a second while held, cannot be reloaded manually
Onyx Mod Pack
- Makes your currently worn armor indestructible
Armor Mod Pack
- Allows you to change armor from one color to another. Change security armor to commando armor, for instance. Works with all three color armors.
There are even secrets to the exotic modpacks that few know of...
- -= ASSEMBLIES =-
When you apply the last modpack in a correct combination, it will ask you if you want to assemble it with the Fire button, or cancel with Altfire. An assembly is not always an upgrade, so sometimes you may not want to assemble something.
Here is an example of weapon modding and assembly.
Applying two Power Modpacks to the Shotgun...
Given the right combination for an assembly, the game asks for confirmation...
Huzzah! Elephant Gun! Instead of firing 7 pellets, the Elephant Gun fires a single shot with all the force of 7!
I only used two mods to assemble that gun, so it can have two more applied to it. More accuracy and faster reloads now!
- -= CLASSES =-
Effect: Rapidfire weaponry only consumes 1 ammo per 4 shots, or 1 ammo per burst, depending on the weapon.
Passive: Powerups last 50% longer.
Effect: Pistols always do 8x their base damage.
Passive: Runs 10% faster. Always has a map of the current level.
Effect: Can turn exotic or assembled weapons into modpacks, and unique weapons into exotic modpacks.
Passive: Regular maps function as tracking maps. Can carry 8 modpacks. Has various bonuses to mechanically related things.
Effect: Fires 50% more pellets with multiple shot weapons.
Passive: Switches weapons instantly. Armor has 1.5x protection, up to a max of 80%.
- -= HUD INFORMATION =-
- -= MUTATORS =-
-= COMPATIBLITY PATCHES =-
- -= CHANGELOG =-
- Added in some functionality to the Frontline Engineer and Tactical Assembler Suits to work better with DRPG.
- Removed some unused jumps in the Nuclear Plasma Pistol that were spamming the console.
Forgot to add the new Demo ammo sprites to the HUD.
Fixed Scout not starting with the computer map.
Fixed up the Nuclear BFG's flashes a bit.
Fixed the Assaultforce Armor disrupting the player's death animation if it was still firing when they died.
- Added reload sprites to the High Power Minigun.
Buffed the Supercharged Nuclear Plasma Pistol.
Fixed a gamecrashing bug with reloading the Assault or Burst Miniguns.
- Altered Nano Shrapnel assembly to do Piercing damage.
Increased the damage randomization of the Heavy Shotgun and Heavy Double Shotgun.
Increased Combat Shotgun, Plasmatic Combat Shotgun and Nano Combat Shotgun damage by 1, but lowered it's damage randomization.
Decreased spread and lowered damage randomization on the Assault Shotgun.
Decreased spread on the Tactical Shotgun.
Reduced the knockback on the Nano modded Quad Shotgun.
Buffed the Anti-Freak Jackal's damage significantly.
Moved some graphics around inside the wad.
Fixed up the Burst Minigun's burst count.
Fixed up the Assault and Burst Minigun's reloading.
Fixed the Blaster not being accounted for in Firestorm mods.
Fixed Assault Rifle assemblies displaying that they could be firestorm modded.
Fixed SSP modded Assault Shotgun having incorrect spread when used by the Renegade.
Fixed the Tactical Shotgun having some strange bulk mod related things in it.
Fixed S modded Assault Shotgun having incorrect spread when used by the Renegade.
Fixed Nano Combat Shotgun and Plasmatic Combat Shotgun not having focused spread.
Fixed FFS modded Assault Shotgun not applying the correct knockback on most pellets as the Renegade.
- Revamped Revenant's Launcher.
Revamped the Demolition Ammo assembly.
Altered exotic modpack effects on uniques to be remembered like assemblies.
Added new sprites for the Demolition Ammo Pistol, Demolition Ammo Combat Pistol, Demolition Ammo Uzi and Overcharged Blaster.
Added new reload frames for the Revolver, Combat Translocator and Uzi.
Slightly reduced the reload time on the Assault Shotgun.
Added random speeds to dropped armors and boots.
Altered the Double and Super Shotguns to get +2 pellets per Bulk mod instead of one.
Altered the miniguns to use A_ClearRefire, made things a bit less hacky.
Slightly moved the Storm Handcannon's recoil to give it more oomph.
Added some secrets.
Fixed the High Power Minigun making the players twitch.
Fixed Battle Rifle having some leftover exotic code.
Fixed Steel Beast stealing your Quad Shotguns when being scavenged.
Fixed the Bulk mod description for the Grenade Launcher being incorrect.
Fixed Double Shotgun getting an extra free pellet when Sniper modded as the Renegade.
Fixed a Sniper and Bulk modded Super Shotgun not getting extra pellets.
Fixed Nano Shrapnel Shotguns, Double Shotguns and Super Shotguns not actually being affected by Bulk mods.
Fixed the plasma resistance on Nuclear Power Armor being indented wrong on the HUD.
Fixed a SBPP Shotgun as the Renegade going crazy.
Fixed Baron Blaster not actually getting boosted by Scout. (Not that it needs it.)
Fixed Supply Crates have a really high chance of dropping Roysten's Combat Boots.
Fixed Supply Crates not being able to randomly drop either Enviroboots, or Nyarlaptotep's Boots.
Hopefully fixed Radsuits not reapplying their power while the power is still active.
- Buffed the Gatling Gun. Increased damage by 1, mag by 30, tripled knockback and reduced horizontal spread by 3.
Added the proper sprites for the Shredder Pistol.
Added sounds for picking up Legendary armor.
Added a new surprise to the supply crate.
Fixed Rocket Launchers not being picked up for ammo if you had the Revenant's Launcher or a Grenade Launcher.
Fixed two errors in the Renegade. (Hope no one got telefragged while wearing the Solo Operative Suit.)
Fixed being unable to Firestorm mod any Nano-Shrapnel shotgun.
Fixed reloading the HP Minigun while firing bypassing windup because I stupidly removed a check.
Fixed Reactive Shield System not properly removing its protection.
- Added reloads for the Plasma Pistol, Plasma Combat Pistol, Plasma Handcannon and Grammaton Cleric Beretta.
Prevented most scripts that clear inventory from clearing critical items like class perks.
Fixed Grappling Boots conflicting ever so slightly with DoomRPG's Defence stat. They are also more effective.
Fixed the Angelic Armor not being restored if you are telefragged.
Fixed Renegade not getting his boosted armor back when telefragged.
Fixed the Revolver's idle frame.
Fixed being able to assemble the VBFG9000 and Nuclear VBFG9000 with 4 Power mods.
- Added some extra frames to the Marine.
Made Angelic Armor indestructible.
Changed Battle Rifles to be standard weapons instead of exotic.
Nerfed the stats on the Assaultforce Armor, Teslabolt Armor.
Buffed the Overcharge System because it goddamn sucked.
Buffed the Terminus Battlesuit.
Finally fixed High Power weapons doing colossal oodles of damage, rendering entire regions of Hell empty of demons for decades.
Fixed the Storm Handcannon starting with 10 shots instead of 11.
Fixed the Assault and Burst Plasma Rifles doing less damage than they should.
Fixed the Dual Uzis doing weird stuff if you try and reload with full ammo.
Fixed the Technical Mod description for the Bulletstorm Chaingun.
Fixed Tech mods not appearing in the HUD display for the Blaster.
Fixed being unable to collect ammo from plasma rifles with plasma pistols.
Fixed Berserk Powersuit not appearing in the Armor Stats page if in your inventory.
Fixed the Mini-missile Pistol's orientation.
- Fixed the Plasmatic Double Shotgun not firing the altfire with primary fire if you only have 1 shell in it.
Altered two frames on the High Power Pistol to be more realistic.
Updated the dead players to be able to spawn with the new weapons.
Fixed Duelist Armor being invisible for a moment when thrown.
Changed the sprite names of the Tactical Assembler Boots and the Frontline Engineer Boots for compatibility with HTC2.
Change the sprite names of the Micro Launcher for compatibility with HTC2.
Added in missing sprites to the vanilla weapons to stop sprite replacements making them look wonky.
- Added new reloads for the Dual Uzis, Tactical Shotgun and Anti-Freak Jackal.
Fixed the HUD info for the Frontline Engineer Suit and Tactical Assembler Suit.
Fixed the Anti-Freak Jackal breaking if you nano mod it, shoot it, then drop it.
Fixed the Anitgrav Boots not removing their set bonus.
Fixed the switching speed of the Mini-missile Pistol to match other pistols.
Fixed the 0D-1a Assaultforce Armor to have working sound again.
Fixed the redundant left over jump states in the Tactical Shotgun.
Fixed the Ablative Combat and Commando Armors only starting with 100 durability.
You regen stamina slightly faster with your arms lowered.
Slightly altered the offsets on the Bulletstorm Chaingun.
Slightly shrunk the High Power Plasma blasts down a bit. Looks much better now.
Made all charging guns properly pause charging when out of ammo.
- Fixed the Plasma Redirection Cannon not spawning because of a typo.
Added the four new uniques to the supply crate.
- Made the Suss Gun not use the Quantum Tantrum Cannon as a meatshield if you try and salvage it.
Made the Nano-modded Tristar Blaster not crazy.
Replaced one of the Super Shotgun's reload frames with a widescreen friendly one.
Replaced the Quad Shotgun's idle frames with ones that have arms.
Replaced the melee frames with ones wearing gloves and armbands.
You could Bulk mod a Nano-Shrapnel Plasma Shotgun, but that does absolutely nothing, so it's removed.
Removed some weird crap in the Plasmatic Shrapnel Shotguns, most notably in the Assault Shotgun which caused issues.
Added weapon recoil to a few more weapons.
Grappling Boots now completely nullify weapon recoil if you are standing on the floor.
Lowered the volume of some boot noises.
Fixed the Railgun idle sound being missing.
Fixed the description of one of the Legendary armors.
Made the Shockwave boots behave when hitting a wall, kept forgetting to do this.
- Fixed the Anti-Freak Jackal thinking it was the GCB. We will be more careful with memory manipulation in the future.
Removed an old unused jump state when removing Survival MediArmor.
Changed Sniper mod descriptions to fit on two lines instead of one.
Fixed the Combat Translocator suddenly not applying the teleport fog to the altfire anymore.
- Added a ton of new armors and boots, and of course, set bonuses.
Added a whole bunch of new guns to play with, mostly assemblies and uniques.
Revamped the HUD to have multiple pages for the special DoomRL-A popups.
Added an Assembly page to the HUD which shows all assemblies you've learnt this playthrough.
Some armors now have access to an Armor Special, which is a special ability you can bind a key to.
Some Armor specials can only be activated with the full armor set bonus.
Added a Blueprint Computer that contains three random assembly combinations for your HUD page.
Made projectiles pass through coop partners. Thanks to TerminusEst13 for showing how!
Added new player sounds for the Renegade.
Added some more armor smashing messages because fun.
Added some recoil to some heavy weapons like the Quad Shotgun.
Removed a lot of extra code from every single weapon. Thanks to Edward850 and Pillowblaster for helping me with this!
Scout now always has the computer map effect in all levels.
Redid the weights on armor and boot spawning, to stop the OH LOOK LAVA ARMOR situation we have right now.
Redid the Nuclear Set Bonus to be less exploitable and overpowering. It's cooler now too.
Made the Computer and Tracking Maps print out weapon assemblies in a nicer looking manner.
Made all pistols switch faster.
Made Miniguns switch slower.
Added some new minigun spinning sounds and firing sounds and fiddled with the previous ones.
Added new sprites for the High Power Minigun, Plasma Rifle and Nuclear Plasma Rifle.
Added an altfire to the Double Shotgun, and redid the firing frames.
Added an altfire to the Combat Translocator, making it far more useful.
Added a new firing sound to the Plasma Pistol and Plasma Combat Pistol.
Added a cooldown to the Laser Rifle to match the Plasma Rifle.
Improved the High Power assembly to do additional randomized damage.
Buffed the damage of the Bulletstorm Chaingun.
Nerfed the damage randomization on the Plasma Shotgun and assemblies.
Altered the player classes firing frame tics, Marine looks awesome while shooting now.
Altered the way the Necroarmor saps your health to one that will work properly once PowerProtection works properly.
Altered the S-modded GCB full auto mode to work no matter the clip size.
Altered the F-modded GCB to something potentially OP as all hell.
Altered the N-modded GCB to something different from the Jackhammer.
Altered the S-modded Quantum Tantrum Cannon to something more useful (and functioning.)
Fixed a few assemblies being missing from the Computer and Tracking maps.
Fixed the Combat Shotgun and Plasmatic Combat Shotgun having broken reloads when technical modded.
Fixed the Plasmatic Super Shotgun losing it's plasma puffs if Firestorm modded once when not a Renegade.
Fixed the Mysterious Magnum not being boosted like all other pistols were in the previous Scout buff.
Fixed the players twitching while walking.
Fixed up all the weapons to prevent Renegades from wanting to toss away their weapons as though they had spiders on them.
Fixed Armor Modpacks not converting Onyx-modded standard armors.
Fixed Onyx-modded Energy Shielded Vests having no icon.
- Added a new class: Renegade! This badass biker fires extra pellets with shotguns or multiple shot weapons!
Renegade also gets boosted armor protection and can swap between weapons instantly.
Added a new menu that shows the stats of armor and boots, as well as overall ammo.
Added new player sounds for the Marine and Technician.
Added effects to pistols and shotguns for Firestorm mods.
Added new sprites for the High Power BFG9000, High Power Nuclear BFG9000, High Power Pistol and Railgun. Also fiddled with the BFG offsets and fixed the Nuclear BFG9000's firing frames.
Added new reload animations for the Plasma Shotgun, Storm Pistol, Jackhammer, Unknown Herald, Handcannon and Laser Rifle by Sgt. Shivers.
Removed armor and boot unequip items and moved them to keybinds.
Applied colored text to all messages for weapons, armors, boots and modpacks. This took a while.
Added Armor Mod Packs, which can alter an armor (i.e. Green/Security) to one of the other two variant colors. Works on all armors that are like that.
Completely redid the charge system of the Nuclear BFGs. They are now completely player input friendly, and some were improved as well.
Made modpacks fullbright so that you can always see them, even in pitch darkness.
Cerberus Armor takes less damage from most damage sources, so it lasts longer.
Increased Gothic punchy-punch speed, to be more punchy.
Removed the Standard Class to make way for Assault.
Removed the randomization of the Null Pointer's fields, and slowed down the Sniper modded field.
Added sounds for walking in a few of the high-tech boots.
Added sounds for picking up various armor types.
Added randomised dead bodies, some with items.
Added +THRUGHOST to almost all player weaponry, so they pass through intangible things, whatever they may be.
Megaspheres can now repair shields.
Increased the amount of subprojectiles the Plasma Refractor fires.
Altered the random spread pattern on projectile weapons slightly.
Altered a few sounds, like the Frag Shotgun, Quad Shotgun and BFG10K firing sounds.
Changed the Combat Shotgun's idle frame to use the improved sprites provided by Minigunnner.
Changed weapon pickups to show their name if they cannot be picked up no matter what.
Changed the Missile Launcher's reload mechanism to emulate the Combat Shotgun's.
Fixed Elephant Gun's reload having a misnamed frame.
Fixed Storm Combat Pistol's magazine size.
Fixed Environmental Boots name.
Fixed Plasmatic Combat Shotgun and Plasmatic Double Shotgun reloads to match their normal variants.
Fixed all Plasma Rifles and the Assault and Burst Miniguns not being Bright when shooting.
Fixed Nuclear weapons for some reason being able to have Technical mods.
Fixed the Onyx-Modded Bullet-Proof Vest dropping infinite Ballistic Vests from your inventory.
Fixed an issue with the Technician and dropping a few of the new exotics and assemblies.
Fixed scavenging Nuclear weapons not removing the set bonus.
Fixed the Frag Shotgun checking for shells when attempting to reload, rather than Clips
Fixed the Firestorm mod turning the Jackhammer into an infinite ammo deathmachine for the Marine.
Nerfed Demolition Ammo's AOE damage.
- Changed the appearance of the three main classes. Each has their own unique look, as well as their own mugshot for the HUD. Thanks to SoloSpaghetti for the Scout and Technician's new look.
Added the missing secret assemblies. There's a lot of them. Look for computer maps to find the recipes!
Vastly improved the Jackhammer. Two of it's secret modes were changed to be more useful and interesting as well.
Improved nano ammo regeneration. Pressing the fire button while waiting to regen with no ammo will not interrupt it.
Applied zrrion the insect's muzzleflash tutorial to many weapons, making their muzzleflashes all fancy. Not all are done yet.
Plasmatic Shrapnel weapons have different sounds now.
Added in reloading frames to the Assault Shotgun.
Single shot shotguns and rocket launchers now fire differently. Tap the fire button to shoot without reloading, hold fire to shoot and reload automatically.
Removed the icon next to the magazine counter. I might replace it with something else later.
A tracking map will print out an assembly available to your current weapon.
Modpacks are now counted as big powerups, for the sake of respawning.
Added tags to all inventory items.
Fixed single firestorm mods not working correctly on the Laser Rifle.
Added 6 new unique weapons.
Added 2 new legendary weapons. If you find one of these, you've been blessed by the RNG deities.
Added Napalm Launcher and Blaster, the last two exotics left to include from DoomRL.
Added Uzi and Battle Rifle as new exotics.
Metric bitchton of bugfixes. LOOK AT THAT NO-ERROR LOADING SCREEN
- Armors, armors, everywhere. Different ones are good for different things. Learn and enjoy! To remove an armor, you have a Remove Armor item alongside your modpacks. Bear in mind this will destroy any non-indestructible armor, due to hardcoded limitations.
Added the final missing exotic modpack. If you have ever played (or observed with your eye-face) DoomRL, you know which one this is, and what it's used for. I'll give you a hint, starts with O, ends with nyx.
Picking up a computer map will print out a random assembly combination for you to learn and use.
Made sure weapon clips didn't go crazy on I'm Too Young To Die and Nightmare! difficulties.
Supply crates are no longer solid.
Changed all weaponry to deal the new damagetypes, so your new armors will resist them if you blow yourself up. You know you will.
Altered the Scavenger perk to be more accurate to the original DoomRL version.
Added some new secret assemblies. Sseeeeecret. You won't find them on the wiki, so collect computer maps to find out how to make them. Or just throw modpacks at stuff.
Item names are now color coded to indicate their rarity. White - Standard|Cyan - Assembled|Purple - Exotic|Green - Unique|Yellow - Legendary
Lowered the volume of the Plasma Shotgun and made the spread more random. Also, made it actually scavengable.
The keybinds menu now lists Weapon Zoom as Drop Item, to help keep people from being confused.
Fixed the Missile launcher getting increased impact damage on it's missiles from bulk mods in addition to increasing magazine size.
Fixed a bunch of other stuff. I don't remember. Shut up.
Added Tristar Blaster
Added Combat Translocator
- Doubled the number of unique weapons in the game. No, I'm not telling you what they are. Thanks to torridGristle and Sgt. Shivers for several of them.
Added the UAC Supply Crate, which contains random items. Opening one as a Technician gives you a higher chance at rare items, because science.
Stopped demons hearing your thoughts whenever you pressed altfire on guns.
Fixed all weapon pickups suddenly deciding to make the wrong noise for no reason. This should also fix the pickup sounds for GZDoom.
Unique weapons no longer respawn. (I couldn't fix this back when I wanted to, because +INVENTORY.NEVERRESPAWN wasn't a thing yet.)
Scout now does 5x damage with hitscan pistols.
Technician can now carry 8 modpacks at once.
Discovered Ammochain was demented and give you a free bullet the first time you fired it. I have no idea what I was thinking when I made it in this bizarre fashion. It's horrible.
Made the nano regeneration of ammo less painful for me to work around in the future. I have no idea why I even did it like that in the first place.
Revamped the test map for better placement of weapons, and also placed something there that will make you think twice about trespassing.
Removed Painis Cupcake.
- Added Plasma Shotgun.
Added a Mysterious Noise.
Added a voice in Doomguys head to keep him from doing crazy things.
Marine and Scout have seperate animations for punching.
Pistol and Combat Pistol are more accurate.
Combat Shotgun now reloads by holding the reload key down, like Project MSX's
Decreased unique weapon spawn rate.
Fixed High Power Pistol firing sprites.
Fixed Jackhammer with Sniper mod using too much ammo with Ammochain.
Initial Beta Release
- Hope this goes well...
- -= KNOWN ISSUES =-
When you drop a weapon, it loses every modpack that has been placed on it. It is technically possible for me to fix this. Technically. But I would die, both physically and mentally, so that will not be happening, sorry.
- -= CREDITS =-
SoloSpaghetti is pretty much almost entirely responsible for you getting to play with such awesome armors and boots. I'd never have gotten such a cool update out if it weren't for him! Thank you so much!
A big thanks to Blox too, for fixing up a few armors and making the amazing Necroarmor and GCB sprites!
Some things might be missing, but I'm unable to fill this in any more accurately without help.
- Edited Plasmatic Shotgun muzzleflash.
Super Shotgun, Quad Shotgun and Revolver edited idle frames.
Edited High Power Pistol recoil frames.
Edited Unarmed sprites.
- Adding the nuclear symbol from Hacx onto the Nuclear weapons.
- High Power BFG9000 sprite.
- The special anti-console spam code used by all weapons, armors, boots and modpacks in the game now.
- High Power Chaingun sprites.
- Tower Shield sprite.
- Quad Shotgun sprites.
- Fixing up the Nanofiber Skin Armor.
Creating the Necroarmor.
- Chaingun pickup sprite.
- New Pistol firing sound.
- Starflash muzzle flash.
Jackhammer edit, Uzi edit.
Commando armor sprites.
- Suss Gun sprites.
Uzi edit, Marine punching frames edit.
- Handcannon sprites.
- Base sprite for the Nuclear BFG9000.
- Minigun sprites.
- Helping me to make weapons into less horrifying code conglomerations.
- DE explosions, BFG10K, VBFG9000, Biggest Fucking Gun, Gatling Gun, High Power Plasma Rifle and Bulletstorm Chaingun sprites.
Part of the Particle Beam Cannon.
High Power Nuclear Plasma Rifle base.
- Super Shotgun sounds. Bits of the High Power Nuclear BFG9000.
- Geo's Golden Gauntlet sprites.
- Base sprites for mod packs.
Hurricane Cannon and Judge of the Dead sprites.
- High Power BFG9000 sprite.
- Sounds from his Black Sun sound resource.
- Jackhammer base sprites.
Elephant Gun, Combat Pistol, Double Shotgun, Assault Shotgun, Tactical Shotgun, High Power Pistol, Combat Shotgun and Baron Blaster sprites.
- Massive amounts of playtesting and bughunting.
- Armor and Boots removal keybinds.
Supaa compatibility teamwork.
- Storm Pistol, Ripper, Uzi, Battle Rifle, Revenant's Launcher and High Power Minigun.
- Redone Combat Shotgun ready sprite frames, and Combat Pistol recoil frame.
- Recoil code for heavy weapons.
- Plasma Redirection Cannon, Shredder Pistol and Heavy Double Shotgun sprites.
- Super Shotgun sprites.
Mini-missile Pistol reload frame edit.
- Railgun sprites.
- Smooth vanilla weapon sprites.
- Drunk missile code.
Helping me to make weapons into less horrifying code conglomerations.
- Pistol pickup sprite.
- Reality Distortion Array sprites.
Nuclear Power Armor sprites.
- Dead scientist sprites.
- The fancy-pants title image used in this thread now.
Plasma Uzi and Silenced Pistol sprites.
- Part of the Particle Beam Cannon.
- Lightweaver, Quantum Tantrum Cannon, Grammaton Cleric Beretta, Anti-Freak Jackal, Trigun, Overcharged Blaster, Demolition Ammo Pistol, Demolition Ammo Combat Pistol, Demolition Ammo Uzi, Nuclear Plasma Pistol and Storm Nuclear Plasma Pistol sprites.
Armor Mod Pack sprites.
Reloading sprites for the Revolver, Combat Translocator, Plasma Pistol, Plasma Combat Pistol, Plasma Handcannon, High Power Minigun, Assault Shotgun, Storm Pistol, Handcannon, Plasma Shotgun, Tactical Shotgun, Uzi, Dual Uzis, Laser Rifle, Jackhammer, Grammaton Cleric Beretta, Anti-Freak Jackal and Unknown Herald.
Pickup sprites for the Reality Distortion Array, Micro Launcher, Shredder Pistol, Plasma Uzi, Plasma Handcannon and Storm Handcannon.
Edit of the Shredder Pistol sprites.
Nuclear Armor sprite.
- One of the secrets of the supply crate.
- Plasma Shotgun sprites.
- For being a giant glorious ball of ultra inspiration and helping design the player classes.
- All the armors and boots except for the standard Doom armors, Commando Armor, Necroarmor, Nuclear Armor and Nuclear Power Armor.
Scout, Technician and Renegade sprites and mugshots.
Marine, Scout, Technician and Renegade class select sprites.
Base punching frames for Marine.
Pickups for the Plasma Rifle Mk.II, Charch's Null Pointer, Napalm Launcher and another weapon I haven't decided on naming yet.
Blueprint Computer sprites.
Sentry variant sprites.
- Fist sprites and base code.
- BFG10K Sounds.
- Recoloring the Unknown Herald.
Cooldown frames on the Laser Rifle.
Plasma Rifle Mk.II projectile sprites.
Parts of the Super Shotgun and Battle Rifle sprites.
- Frag Shotgun, Focused Double Shotgun and Gothic Arms melee punch sprites.
- Quad shotgun sprites.
- Fist base code.
- For making ww-magop, whose weapon system inspired this mod entirely.
The Patriot machinegun equip sound used for master assemblies.
- Double Chainsaw sprites
- 99% of the code. Modpacks and Supply Crate sprite edits.
Random minor gun edits, mostly muzzleflashes.
- Rehanding of JoeyTD's Double Shotgun and Combat Shotgun.
Double Shotgun and Napalm Launcher sprites.
- Charch's Null Pointer, Heavy Shotgun, Blaster, Tristar Blaster, Pistol, Plasma Refractor, Mother-In-Law, High Power Nuclear BFG9000, Particle Beam Cannon, Plasma Rifle Mk.II and Hell's Reign sprites.
Chaingun muzzle flash sprites.
Assistance with revamped muzzleflashes for many weapons.
- Sprites and sounds for the Neural Stunner.
And some companies for making a lot of stuff in the first place.
DoomRL Monster Pack
You need a dev build of ZDoom to run this. Get the latest version here.
- -= DESCRIPTION =-
Most custom enemies are done, and will appear ingame to make you suffer. The ones that have not yet been completed obviously do not spawn.
The extra difficulties currently do not work as intended, due to the enemies that need to spawn not actually existing. You can play it, but the missing enemies will be replaced by the normal variants, rather than the correct version for the difficulty. They're still fun to play, though.
And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.
There are quite a few placeholder sprites in the wad currently. The Nightmare Knight, Nightmare Baron, Former Captain with Plasma Rifle, Elite Former Captain with Tristar Blaster, and Elite Former Humans with the Combat Pistol and Handcannon are all placeholder sprites, and will be changed.
Also, when more complete there will be two versions of this pack. This current one is not vanilla-compatible. Later, I'll make a version that has enemies dropping standard Doom weapons, so it can be used alongside other weaponpacks...
- -= CHANGELOG =-
- Added extra paintypes to monsters to work with a new DoomRPG feature.
Altered the way Revenant melee works, you can sidestep their punches like a pro now.
Fixed Pain Elementals spawned by the Agony Elemental inheriting from the wrong thing.
- Moved the A_BossDeath in the Volacubus to the start of it's death state to match the other Mancubi. Might fix some extremely rare issues maybe.
Added the disrupted states to every cybernetic monster that was missing it.
- Actually got the damn Arachnosentinel to spawn on anything other than Technophobia. Goddamn why the hell didn't I do this?
- Added Arachnosentinel. Don't get caught in the open...
Lowered Lost Soul's health.
Made Nightmare Mancubus' attacks travel faster, and gave him a new four shot burst attack.
Added the battle rifle reload sounds, and gave the Elite Formers with them Burst-Fire Rifles instead.
Arachnotron variants and Spider Mastermind variants are all the same species now, much like Hell Nobles.
Arachnotron variants and Spider Mastermind variants will not fight with each other, and Arch-vile variants won't fight them either.
Increased the PainThreshold of the bosses to cut down on stunlocking. (Agony Elemental wasn't touched though.)
Gave Nightmare Revenants additional trolling powers.
Altered some of the Elite Former Human's attack speeds to be more accurate.
Elite Former Sergeant [Plasma Shotgun] now drops two Cells, instead of a Cellpack.
Fixed one of the Elite Former Humans not dropping his damn Handcannon.
Fixed a frame in the Nightmare Elemental's CastCall.
Fixed the Volacubus' height, it was stupidly tall for some reason.
- Changed the Spider Mastermind's minigun sounds.
Made monsters make squishing noises when they get squished. Squishy-squuish.
Elite Former Sergeant [Plasma Shotgun] now drops two Cells, instead of a Cellpack.
Fixed up some problems with the Heavy Revenant's resurrection.
- Fixed the endless yelling from Caco/Noble battles.
Fixed the ground shaking values on the Cyberdemons and Masterminds.
- Added Heavy Revenant. Launches a devastating tracking missile.
Added Agony Elemental. Capable of unleashing a torrent of Lost Souls at you and overwhelming you. Beware.
Gave the Baron of Nightmares a new devastating attack.
Removed the Nightmare Revenant's shockwave punch, and made them do a dashing punch instead.
Made Cacodemons and Hell Nobles fight viciously if they end up infighting.
Redid the Spider Overmind's mental attack entirely to prevent it breaking in various annoying ways. Like killing you behind walls. Across the map.
Hopefully fixed the Pain Elementals on-death Lost Souls being completely harmless and stationary sometimes.
Gave all bosses increased melee resistance because I'm a jerk.
Did a bunch of backend stuff for Armageddon.
- Added some stuff to get DoomRPG's summoned monsters working correctly.
- Added editor numbers to all the Nightmare and Cyber enemies.
Increased Nightmare Arachnotron's fire rate.
Fixed Nightmare Elementals explosion not having it's damagetype applied properly.
- Gave the Spider Overmind an extra attack, and improved it's AI. HAVE FUN.
Altered the Nightmare Cyberdemon's particle beam cannon to help it aim at longer ranges.
Increased the range you can hear boss footsteps.
- Fixed Hellmines, Cyberdemons and Nightmare Cyberdemons ignoring damagetypes with their AOE attacks.
Added tags to all enemies.
Reduced boss drop rates.
- Fixed the Battle Rifle Commando dropping the wrong item, which caused the horrifying infinite weapon bug I found before. Thank god someone found that.
- Fixed Nightmare Spectres crashing the game.
Changed Nightmare and Technophobia to use my modified monsters where ones are missing, instead of vanilla ones.
- Added in all the missing Nightmare enemies except the Nightmare Mastermind.
Also added the Spider Overmind, in all it's missiley glory.
Fixed Hellmines not doing Fire damage.
Improved Cyberdemon and Mastermind AI adaptability greatly.
Improved the Nightmare Spectre's tactics.
Added in the proper sprites for the Nightmare Demon.
Looots of stuff, go check it out!
- Fixed up some annoying bugs, like the arguing Cyberdemons and looping miniguns, nothing fancy.
- A basic release for people to give feedback on the behaviours of the monsters already made.
- -= CREDITS =-
- Nightmare Mancubus base.
- CastCall music.
- Techno-Lord sprites.
- Recolored firing frames of the Arachnotron.
- Pain sounds for many normal monsters.
- Elite Former Sergeant [Plasma Shotgun] base, Nightmare Arachnotron base.
Nightmare Spectre and Arachnosentinel sprites.
- Mech-Demon base code.
- Female zombie variants.
- Volacbus sprites and code.
- Former Human [Battle Rifle] variant 1 head.
- Nightmare Imp edit.
Resurrection fire sprites.
- Nightmare Imp base, Nightmare Elemental base, Nightmare Baron base, Nightmare Revenant base, Nightmare Mastermind base.
Cybruiser sprites, Nightmare Archvile sprites.
- Nightmare Demon base.
- Elite Former Sergeant [Plasma Shotgun] base.
- Nightmare Demon base.
Back part of the Nightmare Revenant.
- Elite Former Captain [Tristar Blaster] base.
Former Commando [Battle Rifle] sprites.
Part of the Elite Commando [Minigun].
- Agony Elemental base.
- Cyber-Imp arm sprites.
- Nightmare Baron sprites, Former Human [Battle Rifle] variant 1 sprites, Elite Commando [Minigun] sprites.
- Nashgore crushed sprites.
- Nightmare Soul sprites.
Mech-Demon base, Elite Former Captain [Tristar Blaster] base.
- Elite Former Human [Battle Rifle] sprites.
- Agony Elemental sprites.
- Fixed vanilla sprite offsets.
Fixed vanilla sprite errors.
- Elite Former Sergeant [Plasma Shotgun] sprites, Elite Former Sergeant [Assault Shotgun] sprites, Elite Former Scout [Uzi] sprites, Spider Overmind sprites, Hellmine sprites, Nightmare Arachnotron sprites, Nightmare Revenant sprites.
- Cyberdemon stomping sprites.
- Nightmare Cacodemon base sprites.
Part of the Elite Commando [Minigun].
- Heavy Revenant sprites.
- Nightmare Arachnotron base, Nightmare Knight base.
Elite Former Human [Battle Rifle] sprites, Nightmare Hell Knight sprites.
- Mech-Demon base.
- Cyber-Imp sprites.
- Elite Former Sergeant [Double Shotgun] sprites
- 80% of the code. Offsets to custom monsters.
Quite a bit of recoloring, 'cause that's all I can do, heh.
- BOSSBAC3 tech texture.