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For a while now I have been developing a modification to TPhentr's Doom 4 Weapon's mod called Dumb 4, Which is meant to emulate the feel and experience of the upcoming Doom 4 game.
Still heavily in progress, with a truckload of bugs, an explosion sound that doesn't even work, an exploitable double jump script, and me trying to learn (and not even try) a bunch of ACS, Dumb 4 is pretty messy in it's current state, But I am willing for some constructive criticism, some feedback and a few people to help me with the project.
Spoiler: Videos (Sorted by oldest to newest in development)
Spoiler: Credits
SPECIAL THANKS:
-Id Software for this exciting upcoming game and the majority of the sounds, music and other content used in this mod.
-Im TPhentr for the original WAD (Sprite rips, DECORATE, etc)
-wildweasel for his website, Gunlabs, teaching me how to make new complex DECORATE weapons, And for inspiring me to do more stuff like this in the future.
-Myself for making a shitty custom status bar.
-The people who made the DECORATE programming language for the most simplest, yet most powerful programming languages I have ever used.
-GoAnimate and my friends on GoAnimate for my fucking face being pasted everywhere.
SOUNDS:
-id Software for the Doom 3 sound effects.
-Nintendo for the Splatoon sound effects used in this mod.
-Raven Software for the Quake 4 sound effects and a Jedi Knight III: Jedi Academy sound effect used in this mod.
-The people who made the sound effects I took from Project Brutality.
-Valve Software for the Half-Life 2 sound effects used in this mod.
-The person who made some sound that was taken from Russian Overkill.
-The Sikkmod team for some of the gun firing sound effects.
-SillyGoose for the Halo 4 sound rips.
GRAPHICS:
-TPhentr for Sprite Rips
-Some Blood and Shadow Warrior, etc gore sprites I took from Nash's Gore Mod.
-The person who made the revenant cannon sprites I also took form Project Brutality.
-The person who made the Nuke Cell ammo sprite from Russian Overkill.
-Valve Software for custom '-noflat-' texture.
MUSIC:
-Axtton for the Doom 4 theme rip.
-Bethesda for composing the Doom 4 soundtrack.
DECORATE CODE AND ACS CODE:
-TPhentr, Nash, Tormentor667 and other people on Realm667 for the DECORATE code used as bases when I wrote/modified them.
-The guys responsible for the content of the monsters on Realm667.
-Agent ME and Isle for the double jump script.
GIT RELATED:
TerminusEst13 and wildweasel for inspiring me to use git for Dumb 4.
The _zip.bat blatantly copied and modified from 'Weasel Presents: Nazis!' courtesy of Kyle873, TerminusEst13 and wildweasel.
Spoiler: Planned features
-A menu to customize how players want to experience the mod (I think it's especially helpful in multiplayer, examples are changing what berserk spawns, replacing invulnerability with the Demon Rune and adding extra HUD elements like showing all ammo types on the screen and level stats).
-Making the player automatically drop the regular Shotgun when he receives the Charged Burst Shotgun.
-A 'LOW HEALTH' message when the player's health is 30 or below.
-Brutal Doom like executions (For chainsaw and usable fists).
-Frag Grenades and Throwable Teleporters for competitive modes (as a togglable option that can also be used in single player and coop). [Throwable grenades are now available. No option to disallow grenades yet. Teleporters to be implemented.]
-Making the monsters and opposing players go into a longer pain state (players will be immobile and unable to attack instead) when hit by the Plasma Rifle's stun shot.
-A new font. [TerminusEst13's Cyberfonter font used for Alpha 2. A high-res font to be used in a later version (most likely beta)]
-More Doom 4 like monsters (Weak projectile and lazer possessed, Jetpack Revenants and lazer shooting Mancubuses).
-Different teleportation effect for competitive modes.
-Better wind up and down function for Chaingun (Currently you cannot fire when it's in it's wind down state) [Now solved for Alpha 2].
-A Static Cannon that damage numbers is dependent on player movement speed on the ground.
-A more advanced SBARINFO that fits all resolutions and doesn't have an annoying black box.
And some other things that aren't on my mind right now.
Last edited by LolwellunTeapot on Sun Jan 31, 2016 3:40 am, edited 14 times in total.
Videos look pretty good but the hires D4 guns just feels so out of place with regular doom sprites. Can you create a demake of the weapons down to 16 bit style pixel guns? It would fit better aesthetically.
Valken wrote:Videos look pretty good but the hires D4 guns just feels so out of place with regular doom sprites. Can you create a demake of the weapons down to 16 bit style pixel guns? It would fit better aesthetically.
This was my original idea to have Doom-like sprites of the Doom 4 weapons, But the problem is that I'm not a sprite artist, But you or someone else can contribute to make Doom-styled sprites of the Doom 4 weapons.
A Doom 4 weapons mod already for Doom? Dagnabbit, I was gonna make something similar. But keep the sprites like that - they could simply do with a recolor to fit into Doom's world more easily.
Anyways, welcome to the ZDoom forums!
I've downloaded and play-tested the mod. For the most part, the weapons are okay but I have some pointers:
The chaingun is tedious to use when it has to wind up and down every time during firing. Have alt-fire pre-spin the barrels so I can react faster with it.
Once you pick up the charge-burst shotgun, you can use Take_Inventory to get rid of the standard shotgun since that's no longer necessary.
The super shotgun's sounds are quieter than the shotgun's. You might want to replace them with louder sounds to give it a more menacing profile.
The super shotgun guy is also OP and can kill me in one hit.
The vortex rifle is very underpowered. You should buff the weapon's damage up so that it's worth using 10 cells to fire.
Other than that, is it okay if I take your mod and tweak it to make it work with Brutal Doom?
MJ79 wrote:I've downloaded and play-tested the mod. For the most part, the weapons are okay but I have some pointers:
The chaingun is tedious to use when it has to wind up and down every time during firing. Have alt-fire pre-spin the barrels so I can react faster with it.
Once you pick up the charge-burst shotgun, you can use Take_Inventory to get rid of the standard shotgun since that's no longer necessary.
The super shotgun's sounds are quieter than the shotgun's. You might want to replace them with louder sounds to give it a more menacing profile.
The super shotgun guy is also OP and can kill me in one hit.
The vortex rifle is very underpowered. You should buff the weapon's damage up so that it's worth using 10 cells to fire.
Other than that, is it okay if I take your mod and tweak it to make it work with Brutal Doom?
I'll keep all of the problems in mind, but I've changed my mind about the Charged Shotgun getting rid of the regular shotgun since you can collect the regular shotgun and I think it would cause problems.
I'm trying to make the chaingun have a more better feel to is, that is for example, you can still fire when the gun is winding down and the fire rate has an acceleration-like feel as it speeds up when you fire but it slows down then you stop firing.
I'll try to find a more loud and sexy super shotgun sound.
I'll nerf the super shotgun guy's health a little bit.
The Vortex Rifle (now the Gauss Rifle)'s damage was intended for competitive play, but I don't know how to make the damage much more powerful in single player and co-op.
But anyways, Sure! You can make any modification to the mod.
LolwellunTeapot wrote: I've changed my mind about the Charged Shotgun getting rid of the regular shotgun since you can collect the regular shotgun and I think it would cause problems.
Just add an A_JumpIfInventory statement to the standard shotgun pickup directing it to an alternate state where the player is given ammo instead, but only if they have the Charged Shotgun.
Preferably, for this to work, you should have Shotgun replaced with an actor that spawns your shotguns (as opposed to having the weapon itself directly replacing Shotgun).
Just to let people know, The project is not abandoned, It's just taking a long time for me to development anything possible in time and live up to peoples expectations. I'll release some more details soon (can't do it now since at the time of posting this I'm already going to bed.)