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New update for you guys to test and explore. Getting closer to a viable tech demo I believe
* Added TITLEMAP
* Added menu logo
* Started/added early version of my Hadleys Hope map (MAP01)
* Added a few ambient sounds and environment effects (gathered from the community, e.g. Realm667 - thanks Tormentor!)
* Added new Pulse Rifle sound effects
* Added Hacking Tool
* Added ACS to first map to demonstrate Welder and Hacking Tool
* Shoulder Lamp [F] key
* Flames caused by the Incinerator now hurt the player too
* Tweaks here and there
* Still not functional: Motion Tracker/Radar and Smartgun auto targeting
Tested (see video) in 1280x720 with all the fancy new GZDoom 2.3 effects on
My GZDoom settings:
Spoiler:
doom_opengl_settings.JPG
doom_texture_settings.JPG
How to use:
* Clean GZDoom 2.3 setup (tested with DOOM2.WAD)
* Copy this *.pk3 into GZDoom folder
* Drag'n'drop onto gzdoom.exe
* Start a new game
* Have fun!
Credits:
Spoiler:
Credits list NOT COMPLETE yet!
Weasel's tutorials
AvP2 Textures from Realm667 by:
Conversion: A Limes Zen Sky (with additional work by Ceeb)
Author: Monolith Productions
Submitted: Ceeb
Original Bullet Casings code from ZDoom Forums by:
Enjay
Original Flashlight from ZDoom Forums by:
The Zombie Killer
Original Flame Thrower from Realm667 by:
MasterOFMorag, Eriance, Keksdose
* Added Shoulder Lamp (F key)
* Added Pistol and Motion Tracker in weapon slot 1
* Motion Tracker/radar doesn't work yet unfortunately - and I'm not sure if I'm good enough to manage to get it working/implemented (especially to only show when the right weapon is equipped)
* Added a welder in weapon slot 6
* Added test map (just start a new game, it should load as the first level)
* Added ACS to test map to have the welder weld open a door
* Rearranged, scrapped, added and edited weapons and sprites
* Next up: Reloading (hopefully)
How to use:
* Clean GZDoom setup (tested with DOOM2.WAD)
* Copy this *.pk3 (and any map you want to try it on) into GZDoom folder
* Mark the files and drag'n'drop them onto the gzdoom.exe
* Start a new game/your map and IDKFA (cheat) the weapons into your inventory (no pickups yet)
* Have fun!
Current Features:
Spoiler:
Weapon Slot 2
M41A Pulse Rifle MK2
Updated more compact and lighter CQB variant.
Primary Fire:
Full auto fire, spray and pray.
Secondary Fire:
Underslung shotgun, devestating at close range.
Weapon Slot 3
Tactical Shotgun
Personal defense weapon - a trusty backup for close encounters.
Primary Fire:
No trigger break 4-round bursts, close grouping.
Secondary Fire:
Panic mode! Unleash 1200 rounds per minute and blanket a whole area with a hail of bullets.
Weapon Slot 5
M41A Pulse Rifle
Standard issue USCM assault weapon - a bulky but reliable workhorse.
Primary Fire:
No trigger break 4-round bursts at 900rpm, close grouping.
Secondary Fire:
Grenade Launcher, not very accurate but devastating.
Weapon Slot 6
M240 Incinerator Unit
Standard issue CQB support and anti-biohazard weapon - stay toasty.
Primary Fire:
Flamethrower. Throws flames. A limited range stream of fire.
Secondary Fire:
Panic mode! Open the valve and roast the whole party at once.
ORIGINAL POST:
Been learning decorate code lately, started with a USCM weapon set:
Sprites aren't final but sounds and firing pretty much are. The flame thrower code is taken from Realm667 and slightly adjusted by myself. What do you think?
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Last edited by willkuer on Thu Mar 29, 2018 6:57 am, edited 43 times in total.
(Use it with a clean GZDoom install, start a new game and IDKFA the guns into your inventory
OR
use the testmap.wad I put into the zip file; you'll get the arsenal once you walk into the hallway)
Pulse Rifle - slot 2
Flame Thrower - slot 3
"Smart Gun" - slot 4 ("" because it neither looks like one yet, nor does it track enemies - if that's even possible)
Here's a video too:
Have fun!
Last edited by willkuer on Wed Jan 18, 2017 4:34 am, edited 2 times in total.
I don't know where you took this flamethrower but it looks great The smartgun also looks great. The grenade should have a bit less bouncing factor because as you surely realized in your video it can bounced back to the player just before it explodes and can results in unwanted death. Other than i think you are in the right track and i can't wait to see more
yeah, the sounds are a bit off. I think they're supposed to be a bit more like a continuous firing sound, and then after you let go the trigger, play an ending sound
chronoteeth wrote:yeah, the sounds are a bit off. I think they're supposed to be a bit more like a continuous firing sound, and then after you let go the trigger, play an ending sound
Yeah, I figured I could manage that with using A_PlaySound instead of defining an AttackSound. Split the firing sound in attack/loop and the falloff/reverb sound and play that after the ReFire check. I'll try that next session, maybe tonight or tomorrow if I find time.
Thanks for the feedback!
On another note: What do you guys say - underslung launcher: Grenades or rockets (straight firing line)?
I don't know where you took this flamethrower but it looks great The smartgun also looks great. The grenade should have a bit less bouncing factor because as you surely realized in your video it can bounced back to the player just before it explodes and can results in unwanted death. Other than i think you are in the right track and i can't wait to see more
Thanks for the feedback!
The flamer is hacked/drawn from a Duke Nukem 3D custom M16-sprite. It's subject to change still - the one in the movie looks a bit different. But I want to have a solid mod/code base plus sound effects ready first.
As for the grenades: See my question to the community in my above post/reply 'Cause to be movie accurate they'd have to fly more like rockets than bouncy 'nades... I think. What do you guys think?
I made a version with two Pulse Rifles in slot 2. One with looping firing sound and a tail/falloff when releasing the fire button, plus the original one. The first also features a rocket launcher instead of a grenade launcher.
The looping sound is taken from the 1999 AvP game, since mine didn't loop well (too much sharp attack). Also it fires in three-round-bursts for timing reasons. If there is a better way to do it, please let me know!
The code is as follows:
Ok, so here we go with a new version. I decided that my personal twist on the USCM theme will be fun-to-use secondary fire modes for all of the guns. But beware! Most of them eat through your ammo really fast.
...also, some new sprites. Still work in progress though.
How to use:
* Clean GZDoom setup (tested with DOOM2.WAD)
* Copy this *.pk3 (and any map you want to try it on) into GZDoom folder
* Mark the files and drag'n'drop them onto the gzdoom.exe
* Start a new game/your map and IDKFA (cheat) the weapons into your inventory (no pickups yet)
* Have fun!
Current Features:
Spoiler:
Weapon Slot 2
M41A Pulse Rifle
Standard issue USCM assault weapon - a bulky but reliable workhorse.
Primary Fire:
No trigger break 4-round bursts at 900rpm, close grouping.
Secondary Fire:
Grenade Launcher, not very accurate but devastating.
M41A Pulse Rifle MK2
Updated more compact and lighter CQB variant.
Primary Fire:
Full auto fire, spray and pray.
Secondary Fire:
Underslung shotgun, devestating at close range.
Weapon Slot 3
M240 Incinerator Unit
Standard issue CQB support and anti-biohazard weapon - stay toasty.
Primary Fire:
Flamethrower. Throws flames. A limited range stream of fire.
Secondary Fire:
Panic mode! Open the valve and roast the whole party at once.
Tactical Shotgun
Personal defense weapon - a trusty backup for close encounters.
Primary Fire:
No trigger break 4-round bursts, close grouping.
Secondary Fire:
Panic mode! Unleash 1200 rounds per minute and blanket a whole area with a hail of bullets.
Todo:
Spoiler:
* Shoulder mounted lamp
* Pistol/Motion Tracker combo if possible (probably for weapon slot 1 - who wants to chainsaw/punch aliens anyways...)
* Target acquisition for Smartgun primary fire if possible
* Throwable grenades for slot 1
* Tutorial/firing range map
* Main menu splash screen
* Get rid of original Doom arsenal when using the mod (maybe need help for that one)
* Compiling credits list
Feedback, ideas and/or help are welcome!
Have fun!
Last edited by willkuer on Wed Jan 25, 2017 3:16 am, edited 1 time in total.
Hey, just gave this a go and I gotta say it's pretty cool! I did notice a few strange things going on, mostly on map 20 (I usually go for it when it comes to testing new gameplay mods) and was surprised to find these in the elevator that leads to the area where the cyberdemon and spider mastermind are:
Spoiler:
This is the first time I see anything like this, so I have no idea what could be wrong. Like, at all. Anyway, onto feedback....
Spoiler:
-The M41A's altfire shoots a rocket that travels in a straight line and seems to have a bit of a spread - I don't think this is intentional so I decided to file it in as well. I think its primary fire is a bit weak, personally, but otherwise it's fine and works as intended.
- The M41A Mk.2's altfire kinda renders the shotgun obsolete, since it fires a lot more pellets than the shotgun. Same with primary fire here, I think it could be buffed up a little.
-I noticed that the shotgun still has the vanilla spread. Any chance of changing it up a little so it has some vertical spread and such? I also noticed a little white pixel on its barrel during the pumping animation. The dragon's breath altfire takes a little too much shells as well, and I'm not exactly sure of what it's actually doing - it seems to be a little more powerful than standard fire, though not by much. Currently, it also uses the raise sound of the flamethrower, which is a bit odd.
-The flames left by the flamethrower don't damage the player, but damage the monsters. Once again, I don't think this is intentional.
-No problems with the smartgun, at least none that I could I find aside of its sprites' mysterious appearance in map20, but the animation it plays in the altfire is a bit too quick and janky (a problem shared with the flamethrower's altfire).
-On a more general note, I think that it would be a good idea to have spent casings fly out of the bullet/shell type guns as they're fired. I don't know if you intend to implement reloading or not, but it'd make things a little more interactive I suppose.
If you're looking to keep the vanilla guns from showing up, I think you should replace their respective actors somehow, and you could have it so the M41A (which has an explosive altfire) replace the rocket launcher so the other guns are kinda left intact.
Thank you very much for testing and feedback! Yes you did help!
At the bottom of this reply you'll find a new version for download with a few bug fixes and a few of your suggestions implemented. But first, my commenting on your comments
I did notice a few strange things going on, mostly on map 20 (I usually go for it when it comes to testing new gameplay mods) and was surprised to find these in the elevator that leads to the area where the cyberdemon and spider mastermind are:
Spoiler:
Hmm, honestly, I have no clue what causes this other than me maybe using a sprite name that is already in use by Doom. My Smartgun HUD sprite is called SMRTxx - anybody knows if there is a sprite called like that in Doom2?
Anyway, onto feedback....
Anti-wall-of-text ^^
Spoiler:
- M41A: Moved to slot 5 to line it up with classic Doom setup (Rocket Launcher alt-fire), added custom projectile that flies straight (I originally used A_ThrowGrenade with the Rocket projectile on a very high speed, hence the spread), primary damage buffed a tad.
- Shotgun: Now a real sawn-off, wide spread, lots of pellets, alt-fire now uses custom projectile (like the M41A though this one fires Imp fireballs in addition to a smaller pellet blast basically), alt-fire ammo usage reduced to 2 per shot.
- Smartgun/Flamethrower: Alt-fire animations slowed, Flamer tweaked and moved to slot 6, no player damage yet (didn't figure it out yet).
- Flying casings: The USCM bullet based weapons fire caseless ammunition for the most part