ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Dr_Cosmobyte
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Re: ZDoom project ideas you have

Post by Dr_Cosmobyte »

Green World

A project i idealized but I have too much stuff to do first.

Essentially, this is like a texture pack. It replaces doom stock textures adding vines, plants, making metal textures rusty, replacing some sounds here and there.

Emerald City MAP03 is a good reference point.

The cherry on top is how it would use certain actors in its favour.

For example, say i get the big tree actor. It wouldn't just be a sprite replacement, but rather a thing that would generate other tree or grass spots as soon as the player starts.

You could point multiple instances of A_SpawnItemEX or A_FireProjectile, and the end of those projectiles could generate said extra stuff.

The easiest way would probably be some ZScript that involves "detect texture, if it's grass, do this, if actor is a tree, do that", but I'm not that skilled and it can be more than universally easy to do it the first way.

These same actors could be used to simulate leaf physics from Hexen and play ambient sounds.
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Dr_Cosmobyte wrote: Tue Jul 04, 2023 8:43 am Green World

A project i idealized but I have too much stuff to do first.

Essentially, this is like a texture pack. It replaces doom stock textures adding vines, plants, making metal textures rusty, replacing some sounds here and there.

Emerald City MAP03 is a good reference point.

The cherry on top is how it would use certain actors in its favour.

For example, say i get the big tree actor. It wouldn't just be a sprite replacement, but rather a thing that would generate other tree or grass spots as soon as the player starts.

You could point multiple instances of A_SpawnItemEX or A_FireProjectile, and the end of those projectiles could generate said extra stuff.

The easiest way would probably be some ZScript that involves "detect texture, if it's grass, do this, if actor is a tree, do that", but I'm not that skilled and it can be more than universally easy to do it the first way.

These same actors could be used to simulate leaf physics from Hexen and play ambient sounds.
Abysswalker did something similar with one of his projects last I heard. Seemed to be loosely based off of Sarge's runtime texture replacement for Brutal Doom.

If you compare notes with him and get the necessary textures, I'm sure you can accomplish this project with relative ease. :)
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Dr_Cosmobyte
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Re: ZDoom project ideas you have

Post by Dr_Cosmobyte »

I'd be interested to see more about that!
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DoomKrakken
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Dr_Cosmobyte wrote: Fri Jul 07, 2023 5:30 am I'd be interested to see more about that!
Last I checked, the two of you seemed to share a Discord server... so I'd think that'd be the best place to look first. ;)

I'd post a video of what he did but I've not accessed them in so long I can't remember where to look now.
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Monocled
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Re: ZDoom project ideas you have

Post by Monocled »

A universal compatibility patch for weapon mods

So you use Rebel Rumble with Neutronian Chaos, Combined arms Gaiden and Space hunter, Hell Crusher and Cyberaugmented, etc. Obviously it wouldn't work with the more advanced mods but i've used the more simple ones together ( + Dark passenger + Ultra Crispy) so i'm confident it can be done, most mods have they're own hud so i think it can be replaced with a universal one and maybe it could auto detect HUD elements like a mana bar like how Avarice Coins auto detects score systems? But if this mod gets made anyone could have a arsenal the size of DRLA's but with any weapons of they're choosing. it could look at all available weapons for a weapon slot and then randomly choose which one to place on the map, As for health/armor pickups /barrels they could either be selected by random like the weapons or be replaced with universal ones, As for arms i don't think it matters.

I have no idea how to mod or map so i don't know if this is possible. But i think that if it is made it could be one of the best doom mods ever.
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Dr_Cosmobyte
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Re: ZDoom project ideas you have

Post by Dr_Cosmobyte »

Had another idea. But unlike the latest ones, this is something that entirely would rely on ZScript and I don't have the slightest idea on how i could code something like this.

Universal Weapon Limiter

A script that detects what the weapon the player carries inherits from, and traces its roots to the very "Weapon" actors.

having listed the actors deriving from weapon (here's where it gets hairy: there's tons of ways this could go wrong), the script would do the little game
"is it a weapon? do this command"

"Has the player achieved the limit of weapons avaiable? either don't pick the new actor up or drop the current actor and grab the new one"

The number of maximum actors to be carried would then be defined by the player and such, be it by limiting guns per slot or just the amount of actors themselves.

Practical utility? Usually we don't want to have too much weapons per slot, or either you don't want to get to MAP10 and be bored selecting one of your 6 BFGs to kill an imp, because the Shotgun is maxed out and you wanted to waste some ammo, changing playthrough courses by choosing one weapon over the other and getting rekked two maps later, or even, just up the masochism and see if you can survive another stage with just your shotgun and a pistol.
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Re: ZDoom project ideas you have

Post by DoomKrakken »

Sarge did a very rudimentary version of this with his "Ultimate Brutal Arsenal" mod, many years ago. A hacky combination of DECORATE and ACS (as usual).

It can be done, so I bet it can be done a lot better in ZScript. I just don't yet know how to do so.

Personally, I'm not too big of a fan of weapon limits, as in the kind where you have to pick up and drop extra weapons. I mean, if you got so many different guns like in Borderlands, for example, I'd probably opt for an inventory system that'd allow you to switch out your weapons on the fly (like in Borderlands or Shadow Warrior 2).
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Dr_Cosmobyte
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Re: ZDoom project ideas you have

Post by Dr_Cosmobyte »

I think i recall seeing that.

I know for sure it can be done because ZScript can detect what is a weapon (see War Trophies, for example), and displaying other guns in inventory (such as weapon wheel). To name names and explain myself better, take Shut up and Bleed. It's an amazing mod and it makes you struggle HARD on the beginning with the survival mod feeling. But as soon as you enter Doom 2's MAP 10, you are basically tired of scrolling through so many weapons and the game gets boring easily.

Having a limit system would keep the game fresh.
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Re: ZDoom project ideas you have

Post by Ganbare-Lucifer »

So I did a personal mini-mod for High Noon Drifter... And was wondering "Hmmmmm... What if I actually make the Secret of Mana placeholder title real?"

I have made heavy edits on Popoi sprites (although missing the rest of the hurt rotations) along with mugshots after all...
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So maybe I would ask for help building a Secret of Mana mod (That only adds Randi, Primm, and Popoi as classes, and maybe, just maybe a monster replacer) since I suck at making 1st person hands frames, the assisting of making Randi and Primm, and the possible monsters.
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schkorpio
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Re: ZDoom project ideas you have

Post by schkorpio »

Looking for a simple or universal stamina mini mod :-)

Ideally configurable in options menu to set:
- total amount of stamina
- how much stamina is used by running
- how much stamina each jump uses
- how fast stamina regenerates
- does running prevent strafing and reverse movements (I.e. only run forwards)


Bonus points if it shows a stamina bar that you can position x/y location on the HUD.
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schkorpio
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Re: ZDoom project ideas you have

Post by schkorpio »

Hexen minimum that turns flechette for the Mage into a proximity mine instead of timed explosive
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schkorpio
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Re: ZDoom project ideas you have

Post by schkorpio »

Universal destructible / destroyable props for doom/heretic/hexen/strife etc
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schkorpio
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Re: ZDoom project ideas you have

Post by schkorpio »

Souls-like mini mod.
If you die, the level doesn't restart, instead you respawn at the start, and have a chance to pick up your items and continue.
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Zenon
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Re: ZDoom project ideas you have

Post by Zenon »

TheRailgunner wrote: Wed Aug 11, 2021 8:09 pm
Zenon wrote:Been somewhat obsessed this past month with The Caretaker's music, especially 'Everywhere at the End of Time' and a bunch of fan made derivatives.
It got me wondering.. What would it look like to bring the concept of Dementia to Doom somehow (certainly not in a joking manner).

Would it be in the form of a mapset of some sort, where the levels are familiar, but at the same time, eerily unfamiliar at the same time?
Perhaps a gameplay mod where the inner workings of Doomguy's mind slowly begin to deteriorate?

Will we be Knee Deep at the End of Time?
Everywhere at the End of Hell?
Who knows? Who can remember? Who are you people?
I actually just got off of a Caretaker kick (I had to take a break after Stage 2 because Everywhere at the End of Time was breaking my brain too hard - it got stuck in my head). I feel like both of those concepts could work - starting with a mostly-correct version of Knee Deep that gets progressively more corrupt, with more well-known paths and secrets being shifted to unfamiliar locations or being removed entirely (might even have Phobos Anomaly be entirely empty and noticeably different from the get-go) and textures that become increasingly unrecognizable. As far as gameplay aspect is concerned, that is also achievable - having weapons change in appearance and function more and more as the player progresses, sometimes ceasing to function at all from time to time. His mugshot can become increasingly hazy and featureless, a flesh-colored smear in the center of the status bar, topped with the bare outline of what was once clearly defined as hair.

We could also have the monsters change as well, eventually becoming blurry and far removed from their normal counterparts, disappearing and reappearing in strange locations at random or unpredictable times. By the end of it all, the levels could be nothing like anything seen in Ultimate Doom, the weapons, items, and monsters becoming a discordant assault on Doomguy's failing mind as health pickups become less effective, the player's movement becomes sluggish, and doors and lifts cease to function before giving way to a final, blankly bleak level. Maybe at the end, he'll enjoy one last moment of clarity at full-speed, with one last shot at killing the demons he's lost all recollection of before fading into total, eternal peace.

I don't suppose you're up for a collaboration?
Crap, I never saw your reply until now and never got back to you.
Have you seen "The thing that you cannot defeat"? Amazing wad
shaodoomkahn
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Re: ZDoom project ideas you have

Post by shaodoomkahn »

Analog Horror Entities
Similiar to DustedPandemonic's horror entities but this time with analog horror series monsters
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