Back in Black! Souls of Black

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Back in Black! Souls of Black

Post by Carbine Dioxide »

Image

Hello, there. You look like you could use a good time. You should play this really, really, really WIP of Souls of Black, so you can give me some feed back on how I am doing so far. Right now it just changes the starting weapon and clips, but it will have a whole lot more later. You can take a look at the PK3 to look at all the things I have planned, though the new monster names might change. The first weapon planned for this mod is the Brownstone Automatic Rifle.

So this is pretty much inspired by POU and Demonsteele, where you have cool new guns, new enemies, and a bunch of metal and rock references. :rock:

Weapon Plans:

Either MP40 or MP5
Either AK lookin thing or STG-44
Trench Gun
Stenling thing
Anti materiel rifle or some kind of rocket launcher
Flame thrower
Spoiler: Credits
No screen shots this time, play this piece of shit to find out.

I also haven't updated the weapon sprites and sounds yet, so ya get whatcha get. The fade at the end of the title music isn't that great, either. I will get to all of this stuff later.

Click here for the time of your life!

If you have some ideas about what I should do with this, don't hesitate to post them here.
Last edited by Carbine Dioxide on Fri Mar 13, 2015 2:07 pm, edited 16 times in total.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Former Humans replaced] Souls of Black

Post by Carbine Dioxide »

Double posting like an ass bag: Chaingunner is added and a screen shot is added too, though the former humans aren't done yet.

Blood made by Nash now stays there for ever and ever and ever.
Last edited by Carbine Dioxide on Thu Dec 11, 2014 12:17 pm, edited 1 time in total.
User avatar
-Ghost-
Posts: 1772
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Former Humans replaced] Souls of Black

Post by -Ghost- »

Are they alt death sprites? It's kind of hard to tell what was changed since they're both dead. :P
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Former Humans replaced] Souls of Black

Post by Carbine Dioxide »

Yeah, there's alt death sprites, I just did a poop screen shot.
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!
Contact:

Re: [Former Humans replaced] Souls of Black

Post by Devianteist »

Bookmarked. Gonna lurk on this to see where it goes.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Former Humans replaced] Souls of Black

Post by Carbine Dioxide »

I will tell you this: It's going to be A LOT better than Sneaky Doom Arsenal: A piece of shit I made a year ago.
SundanceSquid
Posts: 2
Joined: Sat Oct 25, 2014 11:42 pm

Re: [Former Humans replaced] Souls of Black

Post by SundanceSquid »

Also gonna lurk
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Pew Pew] Souls of Black

Post by Carbine Dioxide »

Former humans have tracers now. All skies have new textures now, thanks to Osjclatchford. A new screen shot has been added too.

By the way, I want to have blood comin out of monsters when they die, but I wouldn't know where it would come out. Any ideas?
User avatar
-Ghost-
Posts: 1772
Joined: Wed Sep 08, 2010 4:58 pm

Re: [Pew Pew] Souls of Black

Post by -Ghost- »

Anatomically? I guess just from the front, with slightly less to the sides/back as the body absorbs the impact. Then if you shoot them from the back there's still a decent amount of blood like it went through them to the front.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Pew Pew] Souls of Black

Post by Carbine Dioxide »

How much blood should come out? How high should the blood shoot out? Questions, questions.
User avatar
Devianteist
Posts: 945
Joined: Wed Sep 24, 2014 4:07 pm
Location: Creating a SPACE HULK conversion!
Contact:

Re: [Pew Pew] Souls of Black

Post by Devianteist »

I say you should watch videos about ballistics and how they interact with the human body. They use gellatin-like dummies for target practice n' stuff.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: [Pew Pew] Souls of Black

Post by Carbine Dioxide »

I think I might need help with the A_CustomMissile for bloody deaths, as I am inexperienced when it comes to coding.

I know what I want for how the blood comes out, but can't code it.

I guess some code submissions would be nice. You would be credited for it.

I might make a new thread for SOB Death Submissions.
User avatar
DudeDesigns
Posts: 17
Joined: Sat Jun 07, 2014 4:49 am

Re: [Pew Pew] Souls of Black

Post by DudeDesigns »

Gonna lurk on this and see where it heads. The tracers look really interesting, as well as the imp fireballs. Best of luck friend.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: Back in Black! Souls of Black

Post by Carbine Dioxide »

New stuff folks! This is a start to the remake of Souls of Black.

Right now I have:

The BAR started.
Some of the title screen started.


My BAR reload isn't working too well, would someone like to help?

Here is the code, in case someone doesn't wanna download it, but it would probably be better if they did, so they can test it, or I could test it. whichever.

Code: Select all

Actor BAR: Weapon 
{
Decal BulletChip 
DamageType "Assault/BattleRifle"
Weapon.BobSpeed 1.8
Weapon.AmmoUse1 1
Weapon.AmmoGive1 1
Weapon.AmmoType1 "BARin"
Weapon.AmmoType2 "BARAmmo"
Obituary "%O was sent to the Killing Fields by %K's BAR."
+NOAUTOAIM
+NOAUTOFIRE
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOALERT
States
{
Ready:
BARG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop

Deselect:
BARG A 1 A_Lower
Loop

Select:
BARG A 1 A_Raise
Loop

Fire:
TNT1 A 0 A_JumpIfNoAmmo("DryFire")
TNT1 A 0 A_JumpIfInventory("BARin", 2, "FireONE")
TNT1 A 0 A_JUmpIfInventory("BARin", 1, "LastFire")
Goto Ready

DryFire:
BARF CBC 2
Goto Ready

FireONE:
BARF B 1
BARF A 1 A_AlertMonsters
BARF A 2 A_PlayWeaponSound("BARFIR")
BARF B 2 A_FireBullets(2, 2, -1, 20, "BulletPuff", 1)
BARF B 1 A_SetPitch(pitch -0.5)
BARF C 1 A_SetPitch(pitch +0.5)
TNT1 A 0 A_ReFire
Goto Ready

LastFire:
TNT1 A 0 A_GiveInventory("CockTail")
BARF B 1
BARF A 1 A_AlertMonsters
BARF A 2 A_PlayWeaponSound("BARFIR")
BARF B 2 A_FireBullets(2, 2, -1, 20, "BulletPuff", 1)
BARF B 1 A_SetPitch(pitch -0.5)
BARF C 1 A_SetPitch(pitch +0.5)
Goto Ready

Reload:
TNT1 A 0 A_JumpIfInventory("BARin", 20, 2)
TNT1 A 0 A_JumpIfInventory("BARAmmo", 1, "ReloadWork")
TNT1 A 0
Goto Ready

ReloadWork:
TNT1 A 0 A_TakeInventory("BARAmmo",1)
TNT1 A 0 A_GiveInventory("BARin", 1)
TNT1 A 0 A_JumpIfInventory("BARin",0,2)
TNT1 A 0 A_JumpIfInventory("BARAmmo",1,2)
TNT1 A 0
Goto ReloadFinish
TNT1 A 0
Goto ReloadWork

ReloadFinish:
TNT1 A 0 A_JumpIfInventory("CockTail", 1, "ReloadFinishONE")
BART A 1 A_PlayWeaponSound("BAROUT")
BARP ABCDEFGH 2
BARE A 2
BARP HGFEDCBA 2
BART A 2 A_PlayWeaponSound("BARIN")
BARG A 1
Goto Ready

ReloadFinishONE:
BART A 1 A_PlayWeaponSound("BAROUT")
BART BCDEFGHI 1
BARE A 2
BARP HGFEDCBA 2
BART A 2 A_PlayWeaponSound("BARIN")
TNT1 A 0 A_TakeInventory("CockTail", 1)
BARG A 1
Goto Ready
}
}
User avatar
Yholl
Posts: 1953
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: Back in Black! Souls of Black

Post by Yholl »

Carbine Dioxide wrote:My BAR reload isn't working too well, would someone like to help?
Isn't working too well isn't very descriptive.
I can see no problems with what you've shown, so you are gonna have to elaborate on this.
Post Reply

Return to “Gameplay Mods”