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Download Version 0.5ahttp://www.mediafire.com/download/s7oc7 ... r_0.5a.wad NEW!
Pic above says it all: in einherjar, you play as one of Odhinn's otherworldly warriors in the fight against the weird and deformed Thursar who are tormenting the world at Ragnarok. As such....VIKINGS! Namely, a gameplay mod wherein one has access to weapons that would make sense if one were to step back into 1000 AD North Europe.
Mod is compatible with Zdoom (as in no GL required) and Zandronum(lolnope - see 0.4 - 0.5 changelog), and is designed to play well on Doom/Doom2 and Hexen.
Weapons
Spoiler:
Skeggox - your bearded axe and shield. Primary Fire swings the axe, Secondary raises your shield (which grants invulnerability for a limited time) Zoom is now the axe-throw key!
Bow - a simple wooden D-shaped longbow. Press primary to draw an arrow; holding primary allows you to keep the arrow knocked and drawn until ready to fire. Release to shoot. Arrows may be recovered from walls and floors. Press secondary to quickly punch your enemies. (replaces shotgun or slot2 weapon in Hexen)
Gungnir - Odhinn's magic lightning-spear. When powered by ammo, shoots lightning wherever you aim the spear. Without ammo, functions as a slightly slower, longer reach melee weapon with comprable damage to the skeggox. Secondary raises the shield.(replaces rocket launcher or slot3 in hexen)
Mjolnir - Thor's magic hammer. Throw with primary fire. Releases the protector of humanity's special upon your foes without relent (zaps the shit out of everything). Powered by the same runestones which power Gungnir. Secondary may be used to raise one's shield. (replaces BFG or the hexen slot4 weapon)
Screens
Spoiler:
Health Items: meat= medikit. AEgishjalm stone = soulsphere. Mead horn = healthbonus
Gungnir and Friends: Odal Rune = large ammo pickup. Valknut = single ammo pickup
Hiding behind your shield
Archery Simulator: 793 AD edition
Archery Pickups: bow is self-explanitory, quiver = large ammo, 3 arrows innaground = 3 single arrow pickup
Leather(green) armor, armor bonus and chain(blue) armor
Thwapping a Cacodemon
Providing assistance to Ben Franklin
Changelog
Spoiler:
0.5 -> 0.5a
slowed the axe by 1 tic per swing. Hardly perceptable, but makes a difference in combat
Arrows are no longer recoverable at all
tweaked axe sprites and animations
added TITLEPIC and finalised the F1 screens -- and yes, I spelled SHIELD and Einherjar (in runes) correctly this time
Changed Gungnir and the Axe to show the top edge of the shield in ready state.
fixed a bug concerning the Invulnerability sphere -- previously, invulnerability would auto-cancel anytime one would use a shield-bearing weapon while invulnerable. This is fixed!
[*]Tweaked view bob for many weapons
[*]Mjolnir is OP as fuck -- removed shield from Mjolnir. I mean really, do you need a shield with a weapon that practically clears the screen?
0.4 -> 0.5
REMOVED ZANDRONUM SUPPORT -- Mjolnir requires some Zdoom only flags in order to work. So, sorry Zandro...
That said, most of the weapons effected from the Zandro compatibility shite are now back to how they worked in 0.3a
Added Mjolnir, Mjolnir spawn sprite, mjolnir lightning object and coded the quietus pieces to behave as pieces for Mjolnir in Hexen. No sprites for the Hexen pieces yet, so they'll still resemble quietus.
Tweaked some of the axe sprites and axe swing animation.
restored bow punch thrust as in 0.3a
Bugs, Pitfalls, Caveats and other things
Spoiler:
Mod was designed with 4:3 aspect ratio in mind - most things work ok in other ratios, but the bow sprites cutoff in widescreen.
No statusbar for Hexen -- you MUST use the fullscreen HUD for this game.
[/list]
Credits, Permissions and Thanks
Spoiler:
All Sprites, save for the FAXE-- series, were created by me for this project. Feel free to use them as desired.
All DECORATE and other code was written by me for this project. It may be used freely as needed.
SBARINFO contains portions (lol more like the majority) of the default Doom SBARINFO lump found in gzdoom.pk3.
FAXE--, and all of the custom sounds are from Hexen and thus belong to Raven software.
Special thanks to GMOTAguy , Term, and SgtMarkIV, who did nothing specific for me, but through GMOTA, DemonSteele and Brutal Doom, provided code examples that helped me understand certain things, especially concerning working with Zandronum.
And to /vr/, who provided feedback on things.
As always, have fun and tell me if I could do anything better!
Last edited by dshel on Tue Jan 13, 2015 1:20 am, edited 4 times in total.
Hey glad to see you submitted this here, Viking bro. Keep up the good work, also I see you removed the fist's extreme pushback, have you tried adding projectileknockback to your fist's attack "projectile"?
Combine_Kegan wrote:Hey glad to see you submitted this here, Viking bro. Keep up the good work, also I see you removed the fist's extreme pushback, have you tried adding projectileknockback to your fist's attack "projectile"?
I was unaware of this and will have to look into it. losing the punch-thrust sucked. strictly speaking, though, the bow-punch isn't a projectile, but rather is an a_custompunch (that had a_radiusthrust in the prior version before I found out the not a missile flag or whatever was no-go in zandro)
restoring that and finding a method for replacing the old Axe's CPF_PULLIN in a zandro friendly manner are big on my mind...that and drawing a sprite for mjolnir that doesn't suck. drawing a hammer is harder than it should be.
edit: weapon.kickback looks like it should do IF it works in zandro.
Combine_Kegan wrote:Hey glad to see you submitted this here, Viking bro. Keep up the good work, also I see you removed the fist's extreme pushback, have you tried adding projectileknockback to your fist's attack "projectile"?
I was unaware of this and will have to look into it. losing the punch-thrust sucked. strictly speaking, though, the bow-punch isn't a projectile, but rather is an a_custompunch (that had a_radiusthrust in the prior version before I found out the not a missile flag or whatever was no-go in zandro)
restoring that and finding a method for replacing the old Axe's CPF_PULLIN in a zandro friendly manner are big on my mind...that and drawing a sprite for mjolnir that doesn't suck. drawing a hammer is harder than it should be.
edit: weapon.kickback looks like it should do IF it works in zandro.
I personally prefer using invisible projectiles for melee attacks, it allows for more flexible options and doesn't force that agitating view pull effect, which makes hit and run attacks extremely jarring.
Secondary raises your shield (which grants invulnerability for a limited time)
Mind if I suggest something? There's a way to set up an actor so that it is always a specific position relative to a player, then make that actor shootable so it takes the hits instead of the player.
Here's a concept that I had for a sword and shield a while back that does that. Basically, your shield only covers a specific area in front of you, and instead of altfiring you can just turn yourself and point your shield at a threat, even in the middle of an attack [EDIT: if you have it set up that way anyway - apparently I was still in the old videogamey "give up your shield to attack" sort of thinking when I designed this], to defend yourself. Makes for a much more natural defence movement than binding a shield key.
EDIT: If I were to do it now I would use A_SpawnItemEx instead of A_FireCustomMissile and have the shield (heck, even the sword projectiles) inherit player momentum. The way it's set up now it's too easy to run ahead of your shield and get hurt that way.
Secondary raises your shield (which grants invulnerability for a limited time)
Mind if I suggest something? There's a way to set up an actor so that it is always a specific position relative to a player, then make that actor shootable so it takes the hits instead of the player.
Here's a concept that I had for a sword and shield a while back that does that. Basically, your shield only covers a specific area in front of you, and instead of altfiring you can just turn yourself and point your shield at a threat, even in the middle of an attack [EDIT: if you have it set up that way anyway - apparently I was still in the old videogamey "give up your shield to attack" sort of thinking when I designed this], to defend yourself. Makes for a much more natural defence movement than binding a shield key.
EDIT: If I were to do it now I would use A_SpawnItemEx instead of A_FireCustomMissile and have the shield (heck, even the sword projectiles) inherit player momentum. The way it's set up now it's too easy to run ahead of your shield and get hurt that way.
>Makes for a much more natural defence movement than binding a shield key.
as someone who grew up with Ocarina of Time shield mechanics, and who plays oblivion and skyrim on occasion, a shield key feels like the /only/ natural way to get it to work. Your concept piece still gives me ideas, though, if I'm reading your code correctly. (I skimmed it, but basically, you're firing a bunch of rapidly-dying +SHOOTABLE shields at a specific angle, correct?)
This is highly useful, as, if you've noticed, the current way I've implemented the shield, there are a few HIGHLY exploitable bugs, such as:
Spoiler:
You can avoid fall damage in Hexen with it
you can pass damaging sectors with ease
it blocks behind the player -- although in some WADs this is needed for balance reasons...maybe
Having a shield actor that only blocks in one direction would prevent all of these. But I still feel that a bound shield key is the way to go for me...it feels like every shield-game I've ever played, save for maybe the first couple of Zeldas.
Unrelated, but the mechanics of your shield make me think of the original concept for the Cube that was supposed to follow "Quake" around in the original concepts for that game.
edit: Additionally, I spelled "einherjar" incorrectly in the runes too. What is written is "einheriar". I should be using the jeran rune (ᛃ) rather than isaz.
Yes, it's just a rapid-fire projectile (and again it ought to be replaced by A_SpawnItemEx so it can inherit player momentum, though the dragging-shield-behind effect is sometimes neat too) and I did find it rather odd that holding the shield in front of you would block attacks from behind.
You can still do a shield key, though, which is actually provided for in my mod in part - hit Reload and you do a flat-faced shield bash, which temporarily puts the shield out further in front of you. [EDIT: though if you're looking for a precedent as to passive shield defences in videogames, Rune: Halls of Valhalla is definitely worth taking a look at - one of the weapons, the Viking broadsword, is/was very popular in part because your basic stance has the shield right in front of you, whereas other shields are left by your side unless you purposely bring them up, but even in that position you're surprisingly well-defended against many slashes that come at you from your left.]
Unrelated, but the mechanics of your shield make me think of the original concept for the Cube that was supposed to follow "Quake" around in the original concepts for that game.
I still want that game.
EDIT: Just a thought - if reload and zoom aren't doing anything for the axe now, why not use one of them for throw instead of binding a separate key?
Vaecrius wrote:
Just a thought - if reload and zoom aren't doing anything for the axe now, why not use one of them for throw instead of binding a separate key?
Zandronum Compatibility. As a matter of fact, the axe throw originally /was/ bound to zoom (and you can see the vestiges of this in the fact that the axe throw code is under "zoom:" for skeggox's states).
I'm working on a new weapon, though, that may see me dropping zandro support again, so I may just say screw it and bind the axe throw back on to zoom.
Download Version 0.5ahttp://www.mediafire.com/download/s7oc7 ... r_0.5a.wad NEW!
Pic above says it all: in einherjar, you play as one of Odhinn's otherworldly warriors in the fight against the weird and deformed Thursar who are tormenting the world at Ragnarok. As such....VIKINGS! Namely, a gameplay mod wherein one has access to weapons that would make sense if one were to step back into 1000 AD North Europe.
Mod is compatible with Zdoom (as in no GL required) and Zandronum(lolnope - see 0.4 - 0.5 changelog), and is designed to play well on Doom/Doom2 and Hexen.
Weapons
Spoiler:
Skeggox - your bearded axe and shield. Primary Fire swings the axe, Secondary raises your shield (which grants invulnerability for a limited time) Zoom is now the axe-throw key!
Bow - a simple wooden D-shaped longbow. Press primary to draw an arrow; holding primary allows you to keep the arrow knocked and drawn until ready to fire. Release to shoot. Arrows may be recovered from walls and floors. Press secondary to quickly punch your enemies. (replaces shotgun or slot2 weapon in Hexen)
Gungnir - Odhinn's magic lightning-spear. When powered by ammo, shoots lightning wherever you aim the spear. Without ammo, functions as a slightly slower, longer reach melee weapon with comprable damage to the skeggox. Secondary raises the shield.(replaces rocket launcher or slot3 in hexen)
Mjolnir - Thor's magic hammer. Throw with primary fire. Releases the protector of humanity's special upon your foes without relent (zaps the shit out of everything). Powered by the same runestones which power Gungnir. Secondary may be used to raise one's shield. (replaces BFG or the hexen slot4 weapon)
Screens
Spoiler:
Health Items: meat= medikit. AEgishjalm stone = soulsphere. Mead horn = healthbonus
Gungnir and Friends: Odal Rune = large ammo pickup. Valknut = single ammo pickup
Hiding behind your shield
Archery Simulator: 793 AD edition
Archery Pickups: bow is self-explanitory, quiver = large ammo, 3 arrows innaground = 3 single arrow pickup
Leather(green) armor, armor bonus and chain(blue) armor
Thwapping a Cacodemon
Providing assistance to Ben Franklin
Changelog
Spoiler:
0.5 -> 0.5a
slowed the axe by 1 tic per swing. Hardly perceptable, but makes a difference in combat
Arrows are no longer recoverable at all
tweaked axe sprites and animations
added TITLEPIC and finalised the F1 screens -- and yes, I spelled SHIELD and Einherjar (in runes) correctly this time
Changed Gungnir and the Axe to show the top edge of the shield in ready state.
fixed a bug concerning the Invulnerability sphere -- previously, invulnerability would auto-cancel anytime one would use a shield-bearing weapon while invulnerable. This is fixed!
[*]Tweaked view bob for many weapons
[*]Mjolnir is OP as fuck -- removed shield from Mjolnir. I mean really, do you need a shield with a weapon that practically clears the screen?
0.4 -> 0.5
REMOVED ZANDRONUM SUPPORT -- Mjolnir requires some Zdoom only flags in order to work. So, sorry Zandro...
That said, most of the weapons effected from the Zandro compatibility shite are now back to how they worked in 0.3a
Added Mjolnir, Mjolnir spawn sprite, mjolnir lightning object and coded the quietus pieces to behave as pieces for Mjolnir in Hexen. No sprites for the Hexen pieces yet, so they'll still resemble quietus.
Tweaked some of the axe sprites and axe swing animation.
restored bow punch thrust as in 0.3a
Bugs, Pitfalls, Caveats and other things
Spoiler:
Mod was designed with 4:3 aspect ratio in mind - most things work ok in other ratios, but the bow sprites cutoff in widescreen.
No statusbar for Hexen -- you MUST use the fullscreen HUD for this game.
[/list]
Credits, Permissions and Thanks
Spoiler:
All Sprites, save for the FAXE-- series, were created by me for this project. Feel free to use them as desired.
All DECORATE and other code was written by me for this project. It may be used freely as needed.
SBARINFO contains portions (lol more like the majority) of the default Doom SBARINFO lump found in gzdoom.pk3.
FAXE--, and all of the custom sounds are from Hexen and thus belong to Raven software.
Special thanks to GMOTAguy , Term, and SgtMarkIV, who did nothing specific for me, but through GMOTA, DemonSteele and Brutal Doom, provided code examples that helped me understand certain things, especially concerning working with Zandronum.
And to /vr/, who provided feedback on things.
As always, have fun and tell me if I could do anything better!
Just gave this a go, wasn't a huge fan of most of the weapons, HOWEVER, the main axe was really badass, and VERY satisfying to use, I also liked the shield mechanic a lot. And overall I definitely would recommend this to anyone who wants a decent medieval mod, since there aren't many, but this one is among the best. And i'm not gonna judge the weapons too much because this is still version 0.5. I really do think though, that this mod deserves more attention, because it most definitely has potential to be amazing.
But again, I loved the main weapon, and am considering making Viking themed map packs for this if that's alright with you? Also, keep up the great work man! I can't wait to see where this goes