Faspons [REL: AUG 25 2019 / DEV: AUG 30 2019]

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Faspons [REL: AUG 25 2019 / DEV: AUG 30 2019]

Postby faslrn » Fri Jul 03, 2015 5:29 pm



Image

VIDEOS





OTHER GAMEPLAY VIDEOS:
Spoiler:


OLD TRAILER:
Spoiler:



DOWNLOAD [RELEASE]

DOWNLOAD [DEVELOPMENT]

GITLAB

REPORT AN ISSUE


LATEST UPDATES:

Code: Select allExpand view
- NEW: Initialization weapon animations (spawn raise animation). Combat rifle is first but will be adding one for the fists and saw.
- NEW: Imp bloody monster sprites - finally!



COMPATIBLE ADD-ONS FOR FASPONS

m8f - Weapon Selection Menu Mod

Pixel Eater - Simple Motion Blur

Nash - Nash's Gore Mod

Nash - SpriteShadow (Duke3D Shadows)

SuaveSteve - Steve's Flashlight Mod

Z86 - Doom IWAD Brightmaps

Nash - Tilt++

Nash - Weapon Sway

TheUnbeholden - Dark Doom Creatures

TheUnbeholden - Snailbullet

faslrn - Ultimate DOOM Visor Hud Patch ( Main File )

faslrn - Doom Nukem Visor Hud Patch ( Main File )

faslrn - NC Hud - Faspons Patch ( Main File )

Tekish - HXRTC Hud


With Lippeth's permission, I have created a mod based off of Weapons of Saturn (http://forum.zdoom.org/viewtopic.php?f=19&t=36821).

Goal: Faster, harder DOOM experience with a focus on gunplay, monster relationships, and their behaviour.

And please, if you have any feedback around balance, features, or bugs; let me know and my army of small chimps will be happy to respond.


PROJECT SCOPE

Spoiler:


CREDITS

  • Lippeth - For the whole mod including coding, sprites, animations, and anything else I missed
  • Johnny - For grenades, sprites, sounds, and having an ape avatar
  • Somagu - For all suggestions, help, and memes
  • Sgt. Mark IV - Brutal DOOM sounds, sprites, and anything else I missed
  • saegiru - Ultimate DOOM Visor hud
  • TheUnbeholden - For testing, advice, and feature ideas
  • DabbingSquidward - For help with the Heretic, Hexen compatibility
  • Ac!d - For help with the Heretic, Hexen, Chex compatibility
  • wildweasel - For http://gunlabs.blogspot.ca/ and the tutorials that taught me a few things
  • SigFloyd - For Brutal DOOM SE sounds
  • Gifty - For Smooth DOOM and how mag drops were implemented (life saver), idle animation sprites
  • Pa1nki113r - Slide sprites and sounds
  • Magmacow - New shotgun and combat rifle sounds
  • STRELOK - New plasma sounds
  • id Software - Quake 4 sounds
  • Valve - TF2 sounds
  • TerryWADArchive - DOOM 3 player sound wad
  • Blue Shadow - NC Hud graphics
  • Blox - Monster death sprites
  • Vader - Monster death sprites
  • ItsNatureToDie - Monster death sprites
  • Kinsie - Monster death sprites
  • Minigunner - Monster death sprites
  • Eriance - Monster death sprites
  • osjclatchford - Monster death sprites
  • PermaNoob - Cacodemon, Imp death sprites
  • Chickenlegz - Demon gib death sprites
  • David G - Monster death sprites
  • Leu Xandro - Chaingun Guy kick sprites
  • Neccronixis - RPG, SSG, Chainsaw, and Chaingun sprite designs. Bloody monster sprites
  • Xaser - Game checker code
  • Credits from Weapons of Saturn -
    • Beautiful Doom by zer0
    • Brutal Doom by Sergeant_Mark_IV
    • Demon Eclipse by Eriance
    • Accessories to Murder by wildweasel and DoomNukem
    • Weasel Presents: NAZIS v2 by wildweasel
    • DOOMRL Arsenal by Yholl, SoloSpaghetti and Sgt. Shivers
    • Killing Floor by Tripwire Interactive
    • Return To Castle Wolfenstein by Gray Matter Interactive
    • Doom 3 by id Software
  • Mom - For pushing me out. Also, happy mothers day
  • If I missed anyone else that has something in this mod, please tell me.
Last edited by faslrn on Sun Sep 01, 2019 12:11 am, edited 306 times in total.
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Re: Faspons [WoS Mod]

Postby Silentdarkness12 » Fri Jul 03, 2015 5:35 pm

Forum protip: Try to avoid yellow text. MY EYES

Otherwise, this all looks good to me.
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Re: Faspons [WoS Mod]

Postby faslrn » Fri Jul 03, 2015 5:45 pm

Silentdarkness12 wrote:Forum protip: Try to avoid yellow text. MY EYES

Otherwise, this all looks good to me.


Forgot I was using the dark theme for the boards. hueuhuehueuhue

Made it burnt orange which is probably 50% less worse.
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Re: Faspons [WoS Mod]

Postby Silentdarkness12 » Fri Jul 03, 2015 7:36 pm

Much better. Thankies.
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Re: Faspons [WoS Mod] - July 3, 2015

Postby cem26 » Sat Jul 04, 2015 6:25 am

simple:this wad featuring bunch of guns and new self funny times?
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Re: Faspons [WoS Mod] - July 3, 2015

Postby faslrn » Sat Jul 04, 2015 9:38 am

cem26 wrote:simple:this wad featuring bunch of guns and new self funny times?


Well, the guns have a makeover to feel more punchy but I haven't added any additional weapons.

If you consider shooting, kicking, and sliding into monsters funny times, then yes, many funny times.
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Re: Faspons [WoS Mod] - July 3, 2015

Postby USSRBear » Sat Jul 04, 2015 11:02 am

faslrn-love your reference to 5th Element =D

I like the mod, weapons feel nice, good sound effects. Any chance of some updated visual effects later on in this mod's life? Voxels, visual fluff like PFEH or BD...etc?
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Re: Faspons [WoS Mod] - July 3, 2015

Postby faslrn » Sat Jul 04, 2015 11:09 am

USSRBear wrote:faslrn-love your reference to 5th Element =D

I like the mod, weapons feel nice, good sound effects. Any chance of some updated visual effects later on in this mod's life? Voxels, visual fluff like PFEH or BD...etc?


It's something I have in mind but I'm not 100% sure how much visual fluff I will be adding, gameplay will always be first. A goal of mine is being able to play with my mod with no slowdowns on any map pack. I used to play with BD and Smooth Doom but after getting drastic drops on a few map packs, I had to stop. It was some inspiration for making this.

As I stated in my original post, I will eventually replace everything in the mod with original assets as time goes on and have the ability to do so, but I will see what I can do without going to heavy on the visuals that it causes problems with FPS.
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Re: Faspons [WoS Mod] - July 3, 2015

Postby Lippeth » Sat Jul 04, 2015 12:18 pm

Cool! I love what you did with the BFG.
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Re: Faspons [WoS Mod] - July 3, 2015

Postby faslrn » Sat Jul 04, 2015 2:38 pm

Lippeth wrote:Cool! I love what you did with the BFG.


Thanks :) Inspired by DOOM 3. Loved how it charged so I decided to replicate it here.

Also, uploaded a new version. Added new code to the soul (ghost) enemies spawn frames are the reverse of how they died. So if they got XDeath'd, their ghost spawn will be the reverse frames of that death. It looks hella cool.
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Re: Faspons [WoS Mod] - July 4, 2015

Postby Average » Sun Jul 05, 2015 6:32 am

This mod is really good fun. It's a nice balance between the old and the new.

I've been playing Wonderful Doom with this mod along with njsplash and nashgore. I have issue with auto aim and hanging corpses (they become bullet sponges and are indestructible) but I can live with that. :)

Having said the positive, I have an issue with the controls. For some reason, the Faspons control mapping (reload etc) isn't remembered between loads and I have to input them every time I play. I'm using the latest SVN build of GZDoom...

I also have a couple of requests. I really like the 'breathing' animation of the enemies when they're standing still in Brutal Doom (among other mods). Secondly, (I always request this but with little success!) I'd love the chainsaw to be replaced with the Doom 64 sprites - It's just so cheesy and cool with its twin blades. Is there any chance you could add these to your mod?

Thanks for sharing and thanks for reading. :)
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Re: Faspons [WoS Mod] - July 4, 2015

Postby faslrn » Sun Jul 05, 2015 9:51 am

Average wrote:This mod is really good fun. It's a nice balance between the old and the new.

I've been playing Wonderful Doom with this mod along with njsplash and nashgore. I have issue with auto aim and hanging corpses (they become bullet sponges and are indestructible) but I can live with that. :)

Having said the positive, I have an issue with the controls. For some reason, the Faspons control mapping (reload etc) isn't remembered between loads and I have to input them every time I play. I'm using the latest SVN build of GZDoom...

I also have a couple of requests. I really like the 'breathing' animation of the enemies when they're standing still in Brutal Doom (among other mods). Secondly, (I always request this but with little success!) I'd love the chainsaw to be replaced with the Doom 64 sprites - It's just so cheesy and cool with its twin blades. Is there any chance you could add these to your mod?

Thanks for sharing and thanks for reading. :)


Control issue fixed. Blam.

I'll see what I can do about the idle animations of the enemies.

I added the 64 chainsaw (just because it looks kind of cool) :) You can enable it through the options menu. It should also... feel a bit different because of how the offsets look. Should feel more badass.
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Re: Faspons [WoS Mod] - July 4, 2015

Postby Average » Sun Jul 05, 2015 10:07 am

Thank you so much for your super quick reply and even more thanks for adding the chainsaw! It is cool, isn't it?

Looking forward to seeing if you can get the idle anims working. :)
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Re: Faspons [WoS Mod] - July 4, 2015

Postby faslrn » Sun Jul 05, 2015 10:35 pm

Average wrote:Thank you so much for your super quick reply and even more thanks for adding the chainsaw! It is cool, isn't it?

Looking forward to seeing if you can get the idle anims working. :)


You're welcome :)

Also, fuck Zandronum and the pit it came from I got Zandronum compatibility back! :rock:

Worst time coding this ever. Essentially had to find a replacement for A_RadiusGive for the soul resurrections as Zand didn't support it. So, I used some ACS and struggled to figure out why it wasn't working properly. It isn't as pretty but it works.
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Re: Faspons [WoS Mod] - July 5, 2015

Postby Average » Mon Jul 06, 2015 6:36 am

I'm not sure if the error is with Faspons or with Sunlust (it's still in beta). Map one plays fine. However, GZDoom (lastest SVN) freezes as soon as the player moves at the beginning of map two. The map does have new graphics but it is Boom compatible. Here's the link to the WAD if you're interested:

http://www.doomworld.com/vb/wads-mods/6 ... -released/

:)
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