SPACE HULK: Infestation ALPHA

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SPACE HULK: Infestation ALPHA

Postby Devianteist » Mon Feb 20, 2017 1:43 pm

Hello all, and welcome. We've been here before, seeing Warhammer 40K themed mods come and, inevitably, go. That shall not be the case here, as I plan on working on this mod until I feel it is reasonably finished. You can quote me on that.

Without further ado, here are some download links.

Alpha

Version that comes with a pre-built map.

No Maps Alpha

Version to be used with whatever map pack you want.

GZDOOM ONLY.
The map is covered in dynamic lights, allowing the player to see well enough to fight. This is a demo map, mostly to test the waters for what kind of maps I should make.
The map is incredibly short, but I feel it gets the point that I want to make across. You are a sole Terminator, yet your might cannot withstand the sheer numbers a Tyranid swarm is willing to throw at you. I have attempted to increase player survivability in the event they are swarmed, but beware, as Genestealers are capable of shredding you in seconds.

Spoiler: SCREENSHOTS -Semi-Outdated-



WHAT KIND OF MOD IS THIS?
This is a WIP total conversion for DOOM 2 based on Space Hulk, a Warhammer 40K spinoff tabletop game in which the player takes control of a Terminator, the most elite of the Imperium of Man's Space Marines. The goal is to explore a Space Hulk (derelict ships, meteors and various other kinds of debris in space), and wipe out the infestation within.

INFESTATION?
Space Hulks are often infested by Orks, Tyranid Genestealers or Chaos disciples. This TC will feature all 3, eventually, but that is very far down the road. For now, placeholders will be used in the form of Realm667 monsters.

GOAL
Make a fun and engaging Space Hulk game in the Doom engine, with an interesting environment to explore.
Flesh out semi-decent multiplayer modes. Possibly CTF, Domination, Survival. Zandronum's got me covered there.

PLACEHOLDER WEAPONS

So far the Chainsword and the Boltgun are functioning, if incompletely. They can be wielded alone, or akimbo. They are placeholders, as actual Terminators do not use them. These have been reworked to function similarly to what they will end up being in the final mod, the Storm Bolter and Powerfist. They are still incomplete.

ACTUAL PROGRESS
Weapons: Stormbolter, Assault Cannon, Power Fist prototypes
MAP01: Placeholder
Enemies: Genestealer, Broodlord

PLANNED FEATURES

Spoiler: SINGLEPLAYER WEAPONS

Spoiler: ENEMIES


Spoiler: HEALTH AND ARMOR


Spoiler: MULTIPLAYER


NOTES
Currently this mod does not work with Zandronum, as I have some of Nash's code. I will be releasing a Zandronum compatible version at some point later on.
This has been tested with the latest stable releases of GZDoom and QZDoom.
QZDoom does not like projectiles, which I guess I deserve, cause right now I'm using placeholder code from another mod.
CREDITS ARE IN THE .PK3. These are very, very, very likely to be incomplete and/or highly inaccurate.
CRITIQUE IS WELCOME.
Chainsword sprite is taken from a screenshot of another Warhammer mod here on the forums. I will update the credits when I have time.

This post will be embellished as time goes on. I currently do not have time to post any screenshots, but the download should be enough for now.
Last edited by Devianteist on Sun Jun 25, 2017 7:05 pm, edited 14 times in total.
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Re: SPACE HULK -Warhammer 40K- ALPHA

Postby El_Sombrerero » Mon Feb 20, 2017 4:04 pm

So , there's no much to talk about still in this version, if you could make the rifle sprites less blurry that would be nice, and more smooth movement in a later versions would be pretty neat.

I liked the Camera Height and the slow movement , it gives the feel of that the player is really heavy so , good work on that.

My only complain at this moment it's the melee weapon , which looks like a sword but behaves like a chainsaw (?) , if it's a sword, it's too slow , if it's a chainsaw doesn't look like.

But I like the idea and it's pretty good for a start c:

EDIT: So it's a "Chainsword" , ok then :3: still it's slow. needs to be more fluid
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Re: SPACE HULK -Warhammer 40K- ALPHA

Postby Devianteist » Mon Feb 20, 2017 10:24 pm

El_Sombrerero wrote:So , there's no much to talk about still in this version, if you could make the rifle sprites less blurry that would be nice, and more smooth movement in a later versions would be pretty neat.

I liked the Camera Height and the slow movement , it gives the feel of that the player is really heavy so , good work on that.

My only complain at this moment it's the melee weapon , which looks like a sword but behaves like a chainsaw (?) , if it's a sword, it's too slow , if it's a chainsaw doesn't look like.

But I like the idea and it's pretty good for a start c:

EDIT: So it's a "Chainsword" , ok then :3: still it's slow. needs to be more fluid


Once significant progress has been made, I do plan on either employing another spriter, or attempting to fix the sprites myself. For now, they serve their purpose well.

I may end up making the movement a little slower, as the maps I have planned will force the player to take their time, and put their back against the wall against the horde they face. EDIT: While testing this, I realize that the plain walking movement would be much too slow. I will have to figure out how to slow down the "run" speed.

Yes, the Chainsword is sorely lacking in the fun department. It, like the standard Bolter, are placeholder weapons, however, and will be replaced once development has reached that point.

Thank you for your thoughts on the initial product. I am most proud of how it feels to be a Terminator. Now, hopefully I can still make you feel badass, while still providing a threatening horde to combat.
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Re: SPACE HULK: Infestation ALPHAv0.1

Postby HexenMapper » Tue Feb 21, 2017 8:34 am

I get that bolters fire explosive rounds, but should they really damage the player? ...I mean you're wearing terminator armor, a little explosion aint gonna hurt you.

The bolter feels good to fire, and the player movement is nice. This really needs some moody tight corridor maps and some Genestealers to really feel like space hulk. Also some moody atmospheric music. If you like I could write some for you.

I could probably whip up some maps too, provided you're ok with some very simple original space-hulk esque maps.
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Re: SPACE HULK: Infestation ALPHAv0.1

Postby ramon.dexter » Tue Feb 21, 2017 10:55 am

Pics please...
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Re: SPACE HULK: Infestation ALPHAv0.1

Postby Devianteist » Tue Feb 21, 2017 12:19 pm

ramon.dexter wrote:Pics please...

Pictures will be provided once the project has reached a point where screenshots would actually show you something. All that's in there right now are some weapon sprites and sound effects. I will be rectifying this sometime this week, so keep an eye out.

HexenMapper wrote:I get that bolters fire explosive rounds, but should they really damage the player? ...I mean you're wearing terminator armor, a little explosion aint gonna hurt you.

The bolter feels good to fire, and the player movement is nice. This really needs some moody tight corridor maps and some Genestealers to really feel like space hulk. Also some moody atmospheric music. If you like I could write some for you.

I could probably whip up some maps too, provided you're ok with some very simple original space-hulk esque maps.


Yes, about that, I am still slightly unfamiliar with a lot of the lore of 40K, and as I work on this, I am educating myself on it. Terminators are often described as near invincible, so I will have to find some way to portray that, while still maintaining that Genestealers are a threat. Only your own most powerful weapons will harm you.

Yes, yes, yes, a thousand times, yes on the music and mapping! I'm all for a helping hand, as I am quite busy with RL stuff, between work and my son. I'm not a one man army, so feel free to PM if you have anything else you'd like to share or suggest.
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Re: SPACE HULK: Infestation ALPHAv0.2 Now with a map!

Postby Devianteist » Wed Feb 22, 2017 3:07 am

Updated OP with a new version.

Version a0.2 comes decked out with the following.

Largely unedited placeholders, standing in for the Tyranid Genestealers and Broodlords. These were taken from Realm667.
More functional weapons, and a stronger Terminator. You no longer take damage from explosives. Period.
A dark ass map covered in dynamic lights and swarming with Genestealers.

Credits have not been updated as of yet.
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Re: SPACE HULK: Infestation ALPHAv0.2 Now with a map!

Postby Mr.Enchanter » Wed Feb 22, 2017 12:57 pm

Beat the alpha, I'm impressed. Play in Paletted tonemap mode for extra spookiness :) Weapon feedback feels really good, chainsword feels a bit off though, if you did a bit of fov trickery like you did with the bolter, it would feel a bit heavier, right now it feels like swinging a stick. Really like the corridor layout, simple but challenging. I'm glad that you aren't focusing too much on making every room completely different as well, the gameplay feels like that of Hovertank. Good job so far, hope the sprites get a facelift soon as well!

Also as far as music goes, I have 2 albums worth of atmospheric music.
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Re: SPACE HULK: Infestation ALPHAv0.2 Now with a map!

Postby Devianteist » Wed Feb 22, 2017 9:46 pm

Mr.Enchanter wrote:Beat the alpha, I'm impressed. Play in Paletted tonemap mode for extra spookiness :) Weapon feedback feels really good, chainsword feels a bit off though, if you did a bit of fov trickery like you did with the bolter, it would feel a bit heavier, right now it feels like swinging a stick. Really like the corridor layout, simple but challenging. I'm glad that you aren't focusing too much on making every room completely different as well, the gameplay feels like that of Hovertank. Good job so far, hope the sprites get a facelift soon as well!

Also as far as music goes, I have 2 albums worth of atmospheric music.


I'm glad you enjoyed it.

Yes, the chainsword is pretty awful, but, as I mentioned in the OP, I will be replacing that, and the standard Boltgun, with the Power Fist and Storm Bolter, respectively, as they are the primary weapons of a Terminator. The fist will likely be a recode from the ground up, but the SB will function much like the one already implemented, but with a second barrel.

I, too, enjoy the way I worked out the map. To be honest, I only put about an hour or two's work into it, as I copy-pasted most of it after completeing the first room and hallway. The doors made up about 80% of that time. I also do want to make each room different, at least in contents (debris and such), as right now, it does feel a bit too plain to me. Them Genestealers though, eh?

Sprites will be getting work done after I have semi-completed at least 4 weapons (Storm Bolter, Power Fist, Heavy Flamer and Storm Shield are up first). I honestly really, really, really like Captain J's Boltgun, and may end up asking him to do more sprites, BUT, that's getting ahead of myself, and I would like to at least try to make my own sprites before trying to outsource.

PM me all the music friend. I will certainly look at it. I am planning on using whatever it is HexenMapper makes as well, so look forward to that. Super excited, cause HM's Soundcloud is beautiful.
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Re: SPACE HULK: Infestation ALPHAv0.2 Now with a map!

Postby Devianteist » Thu Feb 23, 2017 12:55 am

Uploaded a new version, Alpha 0.2.1.

Changes:

Fixed the Chainsword A LOT. Functions almost exactly the same as the Hexen warrior's hammer.
Made minor edits to the Boltgun, Player, and Tyranid enemies.
Decreased damage of Broodlord's fire attack. Shouldn't outright one-shot someone at 150/150 health and armor.

Next version will include the following:
Fixed textures on map.
Storm Bolter.
.OGG file replacements for sounds that have not been converted already.
New titlepic and M_DOOM logo either removed or replaced.
Reworked Broodlord ranged attack.
Various prototypes of planned weapons.
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Re: SPACE HULK: Infestation ALPHAv0.2.1 Now with a map!

Postby El_Sombrerero » Fri Feb 24, 2017 12:59 am

By the way this is going to be compatible with gzdoom 1.9 ? :? Because I can't afford buying a new computer and play with the new versions of gzdoom, and 1.9 gives me an error with the decorate of the weapons, all of them.

I think in the "Ready" state when there's a "A_WeaponOffset" , it doesn't read a frame without a frame.






I tried with ZDoom but I can barely see what's coming to me.
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Re: SPACE HULK: Infestation ALPHAv0.2.1 Now with a map!

Postby Rachael » Fri Feb 24, 2017 3:32 am

El_Sombrerero wrote:I tried with ZDoom but I can barely see what's coming to me.

Have you tried QZDoom?
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Re: SPACE HULK: Infestation ALPHAv0.2.1 Now with a map!

Postby Devianteist » Fri Feb 24, 2017 8:26 am

El_Sombrerero wrote:By the way this is going to be compatible with gzdoom 1.9 ? :? Because I can't afford buying a new computer and play with the new versions of gzdoom, and 1.9 gives me an error with the decorate of the weapons, all of them.

I think in the "Ready" state when there's a "A_WeaponOffset" , it doesn't read a frame without a frame.






I tried with ZDoom but I can barely see what's coming to me.


Yes, there will be a version built for GZDoom 1.8.10 (afaik that was the last 1.x release build). I am pretty sure either commenting out, or outright removing, Nash's "sway" code is all that needs to be done to address the issue.

As Rachel said, trying QZDoom may solve your problem, but I have not tested the map with it, and do not know if it supports the dynamic lights needed to make the map playable.
Last edited by Devianteist on Fri Feb 24, 2017 2:16 pm, edited 1 time in total.
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Re: SPACE HULK: Infestation ALPHAv0.2.1 Now with a map!

Postby Rachael » Fri Feb 24, 2017 9:40 am

QZDoom does support dynamic lights, but there are still other issues at the moment. Hopefully they will be ironed out soon. :)

Nevertheless, it is currently planned that GZDoom 3.0 will have QZDoom's software renderer, and will therefore also support dynamic lights there also.
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Re: SPACE HULK: Infestation ALPHAv0.2.1 Now with a map!

Postby Devianteist » Fri Feb 24, 2017 3:12 pm

Rachael wrote:QZDoom does support dynamic lights, but there are still other issues at the moment. Hopefully they will be ironed out soon. :)

Nevertheless, it is currently planned that GZDoom 3.0 will have QZDoom's software renderer, and will therefore also support dynamic lights there also.


Thank you for informing me of this Rachael. I hope development is going well.

The next update is planned to be released, at the earliest, on Monday next week. Keep an eye out!

Spoiler: Details
Last edited by Devianteist on Sun Feb 26, 2017 1:50 pm, edited 4 times in total.
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