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The ultimate weapon mod for all people who like monster mods!
GET READY FOR A LETHAL DOSE OF AWESOME! - added because the syringe INDEED has something to do with the mod. in theory.
AWESOME FAN MADE TRAILER FOR YOU! - thanks samarai1000!
This mod basically seeks to revamp weapons to be fun, useful, and to level a little less linearly. this means you'll still use the pistol for more than just shooting switches, and the shotgun for... well you'll still use it.
This is a weapons only mod, so its compatible with any other mods you might want to play that change monsters!
basic features:
-encorporates q-tilt and realaim to smooth recoil and movement
-progressive aim system: firing slowely is more accurate than spamming.
-recoil: almost all weapons have recoil now, so it requires more skill to control weapons, but weapons are balanced more to a skill based formulae to compensate.
-twists: you now have a sniper rifle instead of a rocketlauncher, a m60 instead of a plasmarifle, and a milkor grenade launcher instead of a bfg... and they're very different.
-turns: replaced the fists with the knife, and added kick to most weapons that pushed enemies back. the chainsaw, partial invisibility and invulnerabilty spheres now are double speed, timefreeze, and guard (1/4 damage taken) spheres.
-eyecandy: just enough to keep you interested.
-reloads: tacticool goodness! be careful to reload in cover.
-brutal doom monsters only compatible: this mod uses definitions that utilize special monster deaths found in brutal doom (not fatalities though), and so is highly recommended!
...and much more.
MK1.1 - released
changed grenade launcher explosion balls to a different sprite, and gave it a new fiery trail.
Fixed a bug with grenade launcher not having ammo check on reload.
changed some code around on the m4 that was redundant
fIxed a hilariously stupid bug: shotgun fire didn't have a ammo check
reluctantly made the casings and shells cascade and bounce more realistically. Each case will have a dynamic bounce sound, and a death rattle sound.
made a manual so people know what the hell is going on
added casing sounds to add to immersion
gave more damage to unsilenced pistol
working on quick kick key
Mk 1.2 - released
Pistol merger completed
Icons have finally been fixed
overhauled sniper rifle.
MASSIVELY reduced the available grenade ammo from 16 to 32 (normal and backpack), to 6 and 12. also reduced grenade pickups from 6, to 1.
I really wanted to have a beefy grenade system, so it was either i have alot less grenades or have a much smaller boom. you can probably guess what i opted for
fixed pickup code for lmg, there were missing spawns.
gave grenade launcher decals, walls only unless they add floor decals.
Hand grenade bound to weapon function #2 (you must have at least 1 grenade to use)
grenade launcher free reload fixed for real this time.
all weapons have quick kick and grenade
little bugfixes too insignificant to remember
Mk 1.3 - Finished
Made weapons (except for pistol) have a quick pickup ready animation rather than a full reload.
Tweaked grenade spawns some more (3 instead of 1 per pickup)
Tweaked pistol fire rate a bit
made the pistol more responsive; less rigidness in firing.
Optimized grenade blasts, they were a little too extravagant.
fixed a bug with m4 that caused zoomfire accuracy not to reset properly.
tweaked zoomfire to match the fire rate perfectly of primary fire. (it was just a teeny tiny bit off)
squashed the grenade/lmg spawn bug thanks to Yholl
fixed a bug that casings wouldn't move with elevators.
removed the auto reload. it annoyed me running out of bullets, and not being able to switch quickly.
mk 1.4 - Released
Finished custom raise/lower states.
giving sniper rifle and double barrel shotgun unique firing sounds
changed pistol sound
mk 1.5 - released
shotgun zoom
integrated captain J's reorigins
added realaim and q-tilt to main mod package.
mk 1.6 - released
rebalanced the grenade launcher by adding recoil, reducing fire speed, and reducing damage by 1/3
partial +1 reloads for rifle and pistol
m60 now has to chamber a new round every reload, like real life.
tweaked pistol sounds, and added a chambering animation when you first equip it.
fixed a bug where pistol firing frames did not show flash. contrary to belief, pistol silencers DO have a muzzle flash. its just smaller.
mk 1.7 - released
Added in smoking and drinking
changed grenades to spawn on ground and be seperate from 40mm grenades.
mk 1.8 -released
good ol' hud added to main file
main file format changed from .wad to .pk3
gonna tweak good ol' hud to fit my mod's specific needs
remade shotgun reload, including a new single shell reload animation.
buffed shotgun damage a bit
added more zoom accuracy to the shotgun
added alcohol effects courtesy of siddoyle - including chugging and gradual armor regen.
fixed knife bug that caused speedsphere to not work right with berserk attack
mk 1.9
added projectile bullets to everything
Made a new weapon, the mac-10. has a 1/4 chance to replace an m4 when dropped or spawned. its in slot 2.
added semi-auto to the shotgun's altfire, and gave it 8 shells instead of 6.
cleaned up aim sprites of the pistol a bit (unsilenced)
improved aiming accuracy of the pistol a bit.
greatly improved the m4 ironsights
improved the m4 responsiveness, so its more satisfying to fire.
fixed a silly bug where if you're out of ammo with the sniper rifle it would let you partially zoom.
fixed the sniper scope to be pinpoint accurate.
increased the booze effectiveness by 50%. now you get plastered quicker... this means if you chug it you'll get drunk quick, so be careful!
increased cigarette speed, you finish in 2 puffs instead of 3, same 20hp per cigarette, 10hp per puff.
fixed a bug that allowed grenades and kicks in zoom states.
known bugs:
cheating screws up weapons temporarily
cheating gives you doom armor (even though i replaced it in decorate?!)
Combat Knife:
Short, sweet and to the point (hardy har har). The combat knife has a quick slicing attack and does excellent damage against lesser demons and monsters. does MASSIVE damage with a beserkpack.
Pushing the primary fire key will cause you to quickly slash at your enemies.
Don't forget the quick kick!
Pistol:
This 15 shot bullet weapon has low recoil, low accuracy, and good damage.
pressing the primary fire button shoots a singular shot with nominal accuracy; pressing the fire key rapidly increases the fire rate, but also decreases accuracy and increases recoil. This is the best weapon to fight low level monsters
and conserve ammo, or bigger monsters where every bullet counts. This gun is a ammo saver, and does more damage, at the cost of fire speed and accuracy.
Pressing the altfire key will remove or add the silencer to allow for stealthy gameplay, at the cost of damage.
Pressing the zoom key will allow you to aim down the sights of your pistol, giving you better accuracy and reduced recoil.
Silent Pistol:
Same as the pistol, just quieter, and less damaging. this only can be used by switching to the pistol and pressing altfire to add the silencer. the damage is the same as the Soldier's rifle, but its much slower. however, this weapon is perfect for a more clandestine approach and is the only ranged silent weapon. be wise when removing the silencer, this takes time.
Soldier's Rifle (M4A1)
The rifle has more accuracy, but more recoil, when firing quickly, and boy does it fire quick. its the fastest bullet weapon in the game, and a great way to kill alot of stuff quick, but it does less damage than the pistol and
is much harder to control, so you can end up wasting alot more ammo.
Primary fire will fire a single, accurate shot with moderate recoil. when held down, however, this quickly turns into a bullet hose, recoiling everywhere and spraying bullets around almost indiscriminately.
A good player will be able to somewhat manage the recoil and enjoy the weapon.
Zoom helps alot in in recoil and accuracy department.
Tactical Shotgun
The shotgun fires at a decent pace and is great for focused shotgun shots at the price of a little less damage than the double barrel. This weapon is capable of sustained fire and has an interruptible reload, making this better for some.
Primary shoots a tight cluster of 10 pellets. Be careful to reload when you can, because the reload is LONG. but if you reload every 2 or 3 shots, then you should be fine.
Secondary shoots a looser cluster of 10 pellets. use at close range for best effect
Sawn Off Shotgun
The double barrel can fire one or both barrels with more pellets (more damage as well) at the cost of accuracy. It has a fairly quick reload, so its possible to sustain fire somewhat, but not as good as the tactical shotgun, and it certainly is nowhere
near as accurate. while some may find that a discouragement, this is what actually makes the double barrel so good; it fires two shells quickly, and reloads quickly, and flings bullets everywhere; this is perfect for single enemies up close or large crowds.
primary fire fires one barrel firing 15 pellets.
altfire fires two barrels firing 30 pellets.
Assasin's rifle (sniper rifle)
The sniper rifle is a manually bolted 10 round behemoth capable of high damage and pinpoint accuracy.
To fire, zoom in, and click the fire button. you can also fire from the hip
M60 LMG
The m60 is a bullet belching behemoth capable of the heaviest bullet fire in the game. the bullets are tracer projectiles that are slower moving, but hard hitting. the weapon is somewhat inaccurate,
but the recoil is low, the magazine is large, and the damage is huge. This is a weapon to use in special situations and fighting big monsters.
Primary fire fires a large projectile that does large damage: accuracy and recoil are not progressive, so hold down the fire button all day. it can get hard to hit anything at long distances, but this isn't a sniper rifle.
zoom (currently scheduled for new sprites) center the gun and fires more accurately with less recoil. this is recommended for this weapon, but you can still fire from the hip.
Milkor Grenade Launcher
Things that go bump in the night beware, this weapon fires 40mm incendiary explosive round capable of roasing cyberdemons with a couple of shots, and massacring large hordes of monsters. be careful, the reload is long.
primary fires a large, destructive blast that showers enemies with flame balls and bursts into flames in a 20 meter radius... this weapon is terrifying, and ultra dangerous. DO NOT USE UP CLOSE.
Credits
Spoiler:
I'd like to just say that, being human, it's possible i may have missed someone. please tell me, and i'm more than happy to add them. this is also mostly a credit to the graphical effects, as the sounds are darn near impossible for me to remember, but i'll try.
sprites:
Knife: Valve software's CS:GO
Pistol: Mike12 for beretta sprites, i made the silenced version
mac-10: Chronoteeth for the reload frame, blood for the flash.
Shotgun: Chronoteeth for sprite rip set, farcry 3/ubisoft, blood for muzzle flash, cory whittle for shotgun shell.
Sawed off: Treyarch software for COD:WAW shotgun, Cyberman1011 for model rip to L4D2 (and the youtube video i used to make the sprites), blood for muzzle flashes
M4: notarget137 released something on the spriting carnival a couple years ago, and then disappeared... not sure where he got those from. Edit: twinkemasta made it
m60: twinkiemasta and millenia from gamebanana, so epic!
sniper rifle: captain J M-125A2 Steady Sniper Rifle from his resource thread... superb rip!
Milkor grenade launcher: a modified battlefield 4 rip, credits to dice software. 40mm grenade is a retooled ROTT rocket i snagged from the ROTT mod, credits to the author for ripping it. flames and smoke from ICD-ZD/ICD-SE, i believe CW got them from duke nukem/counterstrike.
ricochet by 3drealms, modified marine foot (i found it on the official hand resource, so no clue who made it), armor images are google search images for body armor, and spheres are from skulltag team.
Code inspiration and credit:
ICD-ZD: i admit i copy and pasted the code for the explosion fragments, and then put in a different projectile. I also loved ICD-SE, and got many of my ideas from that, and i took some of what i learned from my time
contributing to the ICD-ZD project. a great project that deserves a solid finish.
the WIKI: LOTS of help and examples made this project possible.
Johnny: IDK, hes a neat guy and i just thought i'd give him a shoutout.
Siddoyle: Realaim pk3 is a crucial component to my mod that smooths recoil. one of the mods i personally load up for everything. also thanks for feedback and help
Nash: Q-tilt is less essential than realaim, but it adds a real charm to the game. i can't imagine playing without it. the other mod i personally load for everything
Tehvappy50: Good ol' hud usage and help implementing it into my mod.
Sounds:
Futon and IFlip from gamebanana for the bulk of it, but also CSGO, Hexen, Quake, and many many free sounds. also, i made the pistol mag in/out and slide sounds, and the coachgun open, insert, and close sounds with real weapons and a crappy headset microphone. there are others im sure, but i cannot remember for the life of me.
CAS. for grenade pin and throw sound (cs:go, gamebanana)
Thanks, and P.S stuff:
Thanks to Caligari87 for trying to help me with the silenced weapon behavior
Thanks to snarboo and cory whittle for ICD-ZD/ICD-SE, they were very helpful to the feel and concept of this mod
Thanks to valve for counter strike, one of my favorite games
Thanks to Yholl and Wildweasel for code pointers
Thanks to Captain J for sprites, and very helpful feedback and contributions to the project!
Thanks to Siddoyle for useful criticism and help form this project into what it is today!
Thanks to all people who have made suggestions and given constructive criticism
Last edited by Crudux Cruo on Thu May 25, 2017 11:38 am, edited 76 times in total.
Yeah, download's busted. As punishment I shall write words at you.
Crudux Cruo wrote:the sniper and the shotgun spit out a shell when chambering... i know its unrealistic, but there's no way in decorate to do a first time check when chambering. oh well.
I'm not sure why you'd think it is impossible. I don't grasp exactly what it is you are talking about, but I very much doubt it's impossible.
Crudux Cruo wrote:Sniper rifle: this weapon takes the place of the sniper rifle
Yholl wrote:Yeah, download's busted. As punishment I shall write words at you.
Crudux Cruo wrote:the sniper and the shotgun spit out a shell when chambering... i know its unrealistic, but there's no way in decorate to do a first time check when chambering. oh well.
I'm not sure why you'd think it is impossible. I don't grasp exactly what it is you are talking about, but I very much doubt it's impossible.
hey, if you can figure it out, id love a hand here and there, as it is if i worry about it anymore ill look like patrick stewart. hmmm. not the worst fate.
Crudux Cruo wrote:Sniper rifle: this weapon takes the place of the sniper rifle
ehehehehe[/quote]
well, the syringe is there for a reason i guess ;P
Tapwave wrote:
Crudux Cruo wrote:[...] and the flames will damage you if you try to run through it. finally, this weapon is useless
Don't forget this one!
[/quote]
wow... derp.
DartPower wrote:
RikohZX wrote:I think you've got the wrong file on there, i'm getting a 0KB wad that has nothing each time.
Yes, please re-upload
ZioMcCall wrote:Please,re-upload this in a more decent sharing files websites,like Mediafire or Google drive.
Hello!
- tested the weapon's mod and there's bugs:
1. I'm not adding about the M4 Since it's already been said.
2. Can you change the Pistol in All-in-one? Changing in the Number Selection for Silenced and Unsilenced is kinda bugging me (literally).
3. Deploy would speed up a bit to nicen it up for a player to have a chance to attack the enemy or sumthing. (Also the Knife just missed the Deploy time, It's just chose the weapon that quick)
4. The Awkward thing about the Sniper Rifle is the how it deploy, srsly man. the controls of it also are bugged when you shoot the sniper rifle. At the start, Primary Fire just aim easily. If you pressed Primary Fire, It's supposed to be Fire NOT Aim. When you pressed Reload, It's just going back to deploy position (Reload is Reload). Also when you choose a weapon while aiming, It cannot change the Weapon that you're gonna choose. And Also kicking is missing for Secondary Fire.
5. Sawnoff doesn't have a kick too. Also can you add a button to change Fire Mode from Primary to Alternate? that would be useful.
-That's All! (I Think)
- by the way, The Sprite of the M4 is from Gamebanana.com (also) which is Made by Twinkie Masta himself.
Last edited by Lime on Sat Nov 12, 2016 8:19 am, edited 2 times in total.
Hokie dokie, played with it for a bit, gonna throw some feedback at ya.
EDIT: Hah, I guess I'm joining the feedback avalanche, hahahaha.
As above, the M4 doesn't shoot. Not sure how this got by you, seems like a kinda strange thing to overlook. It just attempts to reload forever.
The silenced pistol should not be a seperate weapon. You should combine it with the actual pistol, maybe use holding down Reload to take the silencer on or off. Having to go through the lengthy screwing animation while switching weapons (or dying with it up, heh.) is quite irritating.
The pistols need more responsive frames. My pistol fire rate was very uneven, as sometimes I'd be pressing fire again before the gun was actually ready to fire.
Ammo icons need to have inventory icons specified that aren't the size of a planet. You could use TEXTURES for that.
Recoil on weapons could use some interpolation to make it less instantaneous and rigid.
Having both Fire and Altfire do exactly the same thing on the Sniper Rifle really throws me off, I would've expected Altfire to toggle the scope. Overall the weapon feels really annoying and fiddly to use.
If I wanted to really nitpick, I'd say get some orange fireballs for the grenade launcher, as the red mancubus fireballs seem out of place next to the rest of the sprites.
Pretty much everything could use some smoother animation. Throw in some extra frames to make everything nicer and more polished.
Casings seek to escape the Earth's gravitation pull. My god their gravity is so low, you might want to increase it a little so they don't seem like they're underwater.
Apart from that, it seemed pretty nice so far. The weapons look good, are pretty fun to use. With some polish, this could be quite good.
If you want help with stuff, PM me with exact details on things you need to do, and I'll help you with as much as you want.
I played it for a little bit and it's a fun little weapon mod to lose yourself in. I agree with everything Yholl has said as well. I want to add that the weapon sprites are too high up the screen for my liking but that's probably just me being nitpicky. I really like the double-barrel shotgun in this though, it's satisfying to use!
Lime wrote:Hello!
- tested the weapon's mod and there's bugs:
1. I'm not adding about the M4 Since it's already been said.
JimmyJ wrote:
Gabbuz85 wrote:the m4 can't shoot.
Yeah, the issue I'm seeing is that reloading it doesn't actually give it any ammo loaded to fire with.
Yholl wrote:Hokie dokie, played with it for a bit, gonna throw some feedback at ya.
EDIT: Hah, I guess I'm joining the feedback avalanche, hahahaha.
As above, the M4 doesn't shoot. Not sure how this got by you, seems like a kinda strange thing to overlook. It just attempts to reload forever.
YukesVonFaust wrote:I can't fire the M4A1 in GZDoom. in ZDoom, it's fine, but in GZDoom, it reloads when i fire it.
guys, please update your gzdoom to the november 9th devbuild and get back to me, i have absolutely no problem with the current build and the downloaded wad... although looking at the code i noticed extra code that i somehow left over, so that will certainly be updated and fixed. If its still not working, i'll definitely look into it.
Lime wrote:Hello!
2. Can you change the Pistol in All-in-one? Changing in the Number Selection for Silenced and Unsilenced is kinda bugging me (literally).
3. Deploy would speed up a bit to nicen it up for a player to have a chance to attack the enemy or sumthing. (Also the Knife just missed the Deploy time, It's just chose the weapon that quick)
4. The Awkward thing about the Sniper Rifle is the how it deploy, srsly man. the controls of it also are bugged when you shoot the sniper rifle. At the start, Primary Fire just aim easily. If you pressed Primary Fire, It's supposed to be Fire NOT Aim. When you pressed Reload, It's just going back to deploy position (Reload is Reload). Also when you choose a weapon while aiming, It cannot change the Weapon that you're gonna choose. And Also kicking is missing for Secondary Fire.
5. Sawnoff doesn't have a kick too. Also can you add a button to change Fire Mode from Primary to Alternate? that would be useful.
-That's All! (I Think)
- by the way, The Sprite of the M4 is from Gamebanana.com (also) which is Made by Twinkie Masta himself.
2.) i had originally thought to make altfire a change weapon key, with sister weapons, and powerup codes, and crap, and it turned out horribly. so at least for the time being i have no intention of changing it. the reason i set it to pushing the key is that most people change weapons by pressing the numkey, or scrolling. keeping it there ensures less accidents.
3.) you'll have to elaborate a tad, im not understanding.
4.) So this is probably my bad for not explaining this in the weapon description, the sniper rifle cannot fire unless zoomed. you must either zoom or push fire first. from there, if you have already hit altfire to chamber a round, you will fire in zoomed mode. press down the key to quick fire in an unzoomed state. pushing reload will first unzoom you, then if pressed again, will reload you. It's complicated on purpose, to make it something you would use, ideally, at long range. as you get used to it, you can actually do some decent close up work with it. finally, kick is NOT added to either the sniper or double barrel shotguns for practical reasons (theres no way unless i bind it to another key), and also for balance reasons. if you have to kick someone away with a sniper rifle, or a double barrel, chances you are not using the gun right, or using the right gun, for the situation.
5.)I may change the 2 barrel blast to the primary fire, if enough people agree. no kicks though, unless i bind a kick key and i can just throw it in.
Yholl wrote:Hokie dokie, played with it for a bit, gonna throw some feedback at ya.
EDIT: Hah, I guess I'm joining the feedback avalanche, hahahaha.
As above, the M4 doesn't shoot. Not sure how this got by you, seems like a kinda strange thing to overlook. It just attempts to reload forever.
The silenced pistol should not be a seperate weapon. You should combine it with the actual pistol, maybe use holding down Reload to take the silencer on or off. Having to go through the lengthy screwing animation while switching weapons (or dying with it up, heh.) is quite irritating.
The pistols need more responsive frames. My pistol fire rate was very uneven, as sometimes I'd be pressing fire again before the gun was actually ready to fire.
Ammo icons need to have inventory icons specified that aren't the size of a planet. You could use TEXTURES for that.
Recoil on weapons could use some interpolation to make it less instantaneous and rigid.
Having both Fire and Altfire do exactly the same thing on the Sniper Rifle really throws me off, I would've expected Altfire to toggle the scope. Overall the weapon feels really annoying and fiddly to use.
If I wanted to really nitpick, I'd say get some orange fireballs for the grenade launcher, as the red mancubus fireballs seem out of place next to the rest of the sprites.
Pretty much everything could use some smoother animation. Throw in some extra frames to make everything nicer and more polished.
Casings seek to escape the Earth's gravitation pull. My god their gravity is so low, you might want to increase it a little so they don't seem like they're underwater.
Apart from that, it seemed pretty nice so far. The weapons look good, are pretty fun to use. With some polish, this could be quite good.
If you want help with stuff, PM me with exact details on things you need to do, and I'll help you with as much as you want.
2.) i don't want to make a seperate actor at this time; its too much hassle for too little benefit. as to the silencer animation, i may tweak it and make it slightly faster if more people feel that way, but it is MEANT to be inconvenient, and just a little slow, to show off the animations and to be cool. also, CS:GO takes about the same amount of time, sorta where i got the idea from. oh and ICD-SE, which also has the silenced pistol and a screw/unscrew phase (and its on keypad 0 )
3.) i might, but currently, its set to a specific firerate which i want to keep; the current system forces you to think about how fast you shoot, and slow down. if you can get the timing good, it fires pretty fast already. I could take the -noautofire thing out, but i feel like it would detract somehow. i hear you, but i want to hear others as well, and see. if its a big issue, im more than happy to change it.
4.) textures? ill have to look into it. icons could use tweaking for sure. i did scale them to a 1900x1080 display mode, since my monitor is a widescreen... i will look into this and change it.
5.) which ones? currently the firing frames on the weapons, at least to me, are pretty darn smooth, and play well with the interpolation currently built into gzdoom.
6.) the sniper rifle (see previous response) is not going to change for the time being. it does take practice to use, but thats part of the point: its a specialist weapon you use from afar to snipe off enemies.
7.) yeah, the mancubus fireball was me being lazy and hoping it worked for others. i'll probably change this in the next release.
8.) smoother animations are something i may do, but i do have it, at least in my opinion, pretty smoooth. It's not wildweasel smooth, but then again, i never intended it to be. it would be something that would take alot of time to get down to that level, so if i do work on this, it will be awhile.
9.) the gravity i tweaked from a mod that never saw, or probably will see the light of day, and the inspiration was red orchestra 2 and the matrix, so i wanted slow, bouncy shells. i probably will tweak the bounce settings though and make them a little less bouncy.
as far as help goes, if you (or anyone else), would like to improve on something and make it better, im more than happy to accept contributions to this mod, but mostly i just need code help from time to time. also, thank you for offering
unRyker wrote:I played it for a little bit and it's a fun little weapon mod to lose yourself in. I agree with everything Yholl has said as well. I want to add that the weapon sprites are too high up the screen for my liking but that's probably just me being nitpicky. I really like the double-barrel shotgun in this though, it's satisfying to use!
in general? which ones stand out the worst to you?