RexS wrote:DoomKrakken wrote:Been a while since I posted here.
I'm developing a mod for Doom, based off of DOOM. But what will set mine apart from the rest is that it'll aim to faithfully recreate the weapon behaviors, items, and upgrade systems that were used in DOOM.
I have no idea what this post means. You're making a mod for Doom 4 (2016) based off of regular Doom? Or a mod for Doom based off of Doom? (Which I guess makes no sense.) Or a Mod for regular Doom based off of Doom 4? Both spellings are acceptable for both games........
Or are you referencing the movie somewhere in there???? I don't understand. Maybe I just need sleep.
Ok, first off, Rex... DUDE, I'm glad you're back! I don't visit the forums that often anymore to see what's going on here, considering that I discovered ZDoom's Discord server.
Second, whenever I refer to Doom (2016), I refer to it as "DOOM". Whenever I refer to the original games, I refer to them as "Doom".
So, to clarify, I'm making a mod, for the old Doom Engine (to be run on GZDoom, of course...) that's based off of the new DOOM, Doom (2016). I call it
Embers Of Armageddon. It will feature the three upgrade menus (Weapons, Praetor Suit, Runes), the items (Powerups, Elite Guard Corpses, Argent Cells, Field Drones, etc.), and of course the weapons. All costs and cost systems are the same as they are in DOOM, and all weapon/weapon upgrade behaviors from DOOM are in. All Praetor Suit Upgrades are in. All Rune Effects and upgraded effects are in. All the mastery challenges for the weapons and weapon mods are in.
There are quite a few aspects of Embers Of Armageddon that I'm quite proud of. For starters, I modified D4T's weapon sprites further, improving/adding animations and the like, even adding mod-switching animations to the Gauss Cannon and Chaingun. A friend of mine contributed blue muzzleflashes for the Chaingun for its Uranium-Coated rounds. On top of that, it's totally generic. That's right... I structured the mod to be able to work
generically, on any monster...
without said monsters needing to be specially coded to react to these effects in the first place. This means that the Stun Bomb will work on any monster (though I coded it to not work on bosses). Headshots can be performed on any monster (aim for the top 1/6th of an actor's hitbox to perform a headshot).
You can stagger/Glory Kill any monster! And about half of this stuff is now being carried via ZScript... my very first attempt at using ZScript in my own projects.
I'm missing a lot of assets, though, and it's full of placeholders... though I really wanted to get the
gameplay aspect done first. Right now, I'm trying to recreate the effects of the In-Flight Mobility rune, because DOOM handles air control differently from GZDoom (because currently, you can go faster in GZDoom with air control because the speed you accrue midair actually *adds* to your current velocity, thereby allowing you to "bunny-hop"... I'm trying to disable that behavior of bunny-hopping, but I'm failing miserably). After that, I have three other runes to program, with their secondary effects, the Rune menu to program, the Rune Selection menu to program from the Rune Trial Stones (because I currently have no way of traversing between non-hub-linked maps as though they were linked by a hub map), and then determining and fine-tuning placement of such items and weapons. After that, it should be pretty much ready for an alpha release.
Ok, third... saw your car interiors... holy cow, lovin' that purple.
Me being the DOOM fanatic that I am... it reminds me of Quad Damage.
Alright, that's all for now. Peace!