LethalDoom MK1.9 [updated 5/17/17]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

How is the Mac-10?

Overpowered
5
14%
Just right
21
58%
Underpowered
10
28%
 
Total votes: 36

User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

LethalDoom MK1.9 [updated 5/17/17]

Post by Crudux Cruo »

Image

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!


DOWNLOAD HERE! http://www.mediafire.com/file/fxb1ipgb1 ... haldoom.7z ENJOY :wub:
ALSO, MAKE SURE YOU HAVE THE LATEST GZDOOM UNOFFICIAL BUILD https://devbuilds.drdteam.org/gzdoom/
OLD VIDEOS
Spoiler:
ADDONS:

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.

RECOMMENDED COMPATIBLE MODS:
http://www.mediafire.com/file/y4ls08c70 ... 0bqfix.pk3 BRUTAL DOOM MONSTERS ONLY
http://forum.zdoom.org/viewtopic.php?f=19&t=47980 COLORFUL HELL

UPDATES AND BUG LIST:

OLD
Spoiler:
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?!)


Screenshots
Spoiler:
Weapon info and tips
Spoiler:
Credits
Spoiler:
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.
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: LethalDoom MK1 [release]

Post by 4thcharacter »

I thought that syringe has something to do with this mod.
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: LethalDoom MK1 [release]

Post by RikohZX »

I think you've got the wrong file on there, i'm getting a 0KB wad that has nothing each time.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: LethalDoom MK1 [release]

Post by Yholl »

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
ehehehehe
User avatar
DartPower
Posts: 51
Joined: Fri Apr 19, 2013 8:07 am

Re: LethalDoom MK1 [release]

Post by DartPower »

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 :(
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: LethalDoom MK1 [release]

Post by Tapwave »

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! :p
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: LethalDoom MK1 [release]

Post by ZioMcCall »

Please,re-upload this in a more decent sharing files websites,like Mediafire or Google drive.
User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: LethalDoom MK1 [release]

Post by Crudux Cruo »

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! :p
[/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.

i reuploaded to mediafire and made an account
User avatar
Gabbuz85
Posts: 117
Joined: Sun Oct 11, 2015 7:35 am

Re: LethalDoom MK1 [release]

Post by Gabbuz85 »

the m4 can't shoot.
User avatar
Lime
Posts: 128
Joined: Sat May 07, 2016 12:31 am
Location: Outside of an Abandoned Building

Re: LethalDoom MK1 [release]

Post by Lime »

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. :winker:
Last edited by Lime on Sat Nov 12, 2016 8:19 am, edited 2 times in total.
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: LethalDoom MK1 [release]

Post by JimmyJ »

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.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: LethalDoom MK1 [release]

Post by Yholl »

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.
User avatar
unRyker
Posts: 170
Joined: Tue Jul 28, 2015 6:30 am
Location: United States

Re: LethalDoom MK1 [release]

Post by unRyker »

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!
User avatar
YukesVonFaust
Posts: 1348
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: LethalDoom MK1 [release]

Post by YukesVonFaust »

I can't fire the M4A1 in GZDoom. in ZDoom, it's fine, but in GZDoom, it reloads when i fire it.
User avatar
Crudux Cruo
Posts: 1165
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: LethalDoom MK1 [release]

Post by Crudux Cruo »

Gabbuz85 wrote:the m4 can't shoot.
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. :winker:
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 :P)

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?

Return to “Gameplay Mods”