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In my workings of ZDoom, I often get ideas for obscure experiments in the ZDoom engine, some of which, while successful, I never intend to continue as a major project. This thread is a collection of any proof-of-concept that I do that I essentially finish. A kink or two may be found within them, and some I might fix if they are pointed out to me, but these should be considered as resources for you all. Open them, tear them apart, and use resources from them in any way you see fit.
This thread may be updated with new content every so often.
Anyone is free to use anything from these in their own projects, with some proper credit.
Concept 1: Ground Zeroes Doom (Requires the latest GZDoom SVN)
Spoiler:
A replication, as-faithful-as-possible of the system of movement used in Metal Gear Solid V: Ground Zeroes. The initial concept was to make an entire level that had a stealth system to go along with this new movement code, but disinterest in level-making and renewed interest in a different project prompted me to release the content, as-is. In many ways, it can be seen as a fulfillment of my earlier work, "Ral Weapon Bob," much like The Screecher from Lasting Light was to my Stalker Barrels wad.
The mod includes a dynamic movement system that affects what is seen on the HUD. Sprinting, crouching, falling, jumping, diving (Done by crouching while sprinting), and vaulting (Go to the test map "GZMAP02" and face certain walls and fences and press use when prompted) all effect what are done on-screen.
Video Demonstration:
Controls:
Primary Fire: Swing machete, while alt-firing, fires assault rifle
Alt-fire: Bring up assault rifle
Zoom: Take out binoculars
Run: Sprint while pressing forward
Crouch: Lower your stance, while sprinting, dive to the ground
Custom Button (Define in menu): Peek over cover, while crouching
Use "Map GZMAP01" and "Map GZMAP02" in the console to see extra/unused content. However, due to changes in Version 2, there may be some odd results when using the fences on the test map.
VERSION 2.0 OUT! Changes include:
- Added Pistol and Shotgun, totaling three weapons (Selected through 1,2, and 3)
- Repurposed the ACS as a library for better use in other mods (Like Strife, Hexen, Heretic, mods with ACS, etc.)
Concpet 2: Slick City Streets (Requires GZDoom and Sprite Clipping set to "NEVER")
Spoiler:
This city street map began as a test to incorporate a new rain system I developed. Then it became a test to add lens flares that were affected by how close you were and how direct you looked at them. From there, it became a full on entertainment street and source of inside-joke decals. Nonetheless, it features some interesting decorate actors, a great new rain system, and gorgeous city street. I highly recommend you open this project up and take a gander at the resources. You may find something of use in your own projects.
Features:
- Rain system through Decorate and ACS.
- Rain drips from overhangs through an adjustable decorate actor.
- Rain drops "plop" on-screen when looking up.
- Lamp lens flares that adjust based on your distance from them.
- Headlight lens flares that adjust based on your position and how directly you look at them.
- Theater lights that go in organized patterns.
- Bushes that become more lush as you get close.
- Primitive vaulting system (The precursor to the one seen in Ground Zeroes)
UPDATE (5/19/14): I went back after looking at how rain is done in more modern games and altered the way the rain looks to compensate. Doing so, in my opinion, makes the rain look considerably better (Or at least thicker and stormier). Replace the entirety of the DECORATE actor "RainDrop2" with the following one to see the new rain effect. I didn't want to have everyone re-download the mod when all I did was change a few lines of code. To help show the feature, the screenshot for the mod has been updated with the better rain effect.
Neat. Always up for a well developed alternate control scheme. Been hoping for a running dive system for some time now. The Specialists had a neat way of controlling dives. Looking high and hitting dive would give you a high, long dive. Looking low gave a sliding dive. You'd do rolls if strafing while prone. Jump would make you stand back up.
Pretty nice! "Toggle crouch" doesn't work though and breaks the entire thing... something you would have had to deal with if you were still actively making it. And yeah, it's not widescreen friendly. D: Still impressive considering how "light" the coding is! Good stuff.
Cool stuff here, really dig the mod! I have been playing a bit of strife with it, and I reckon with some slight changes (change rifle to assault gun, machete to punch dagger and show health) it would be a real excellent strife mod.
The test levels are cool too, maybe you could make a 1 level demo with generic guard dudes?
UPDATE (5/11/14): Repurposed Ground Zeroes for better play and added in two new weapons. Also, a new concept, Slick City Street, has been added, which shows off lens flares, a new rain system, and various other features. Get your copy in the master post.
I played lasting light on the rain map with the blackened souls fork I'm working on to test the newly added "endurance mode" I lasted just over 15 minutes till the stalker cornered and raped me
My point bieng is that it's a fun challenge to try playing LL:BS on maps that never end really see how long you can last against the monsters that haunt the darkness that threatens to swallow you
wow, the MGS V: Ground Zeroes mod is awesome, i'd love to see what you are planning do with this. I can cough up some sprites for the Hush Puppy tranqulizer, although they are centered, not angled. The Rain map is very nostalgic due to the streets of rage 2 stage 1 theme. Great Work!
At the current moment, the MGSV mod is just a proof-of-concept that I want to share, so others can use it and it doesn't just gather dust on my computer hard-drive. I have no plans of doing anything serious with it, but anyone else can do take up the idea should they be so inclined. And, yes, the design of Rain map was inspired by Streets of Rage (SoR: Remake, to be exact). And thank you for the compliment.
UPDATE (5/19/14): I went back after looking at how rain is done in more modern games and altered the way the rain looks to compensate. Doing so, in my opinion, makes the rain look considerably better (Or at least thicker and stormier). However, I didn't want to have everyone re-download the mod when all I did was change a few lines of code. So, just replace the entirety of the DECORATE actor "RainDrop2" with the following one to see the new rain effect. To help show the feature, the screenshot for the mod has been updated with the better rain effect.
As a side note, in the rainmap, there is a railing that the player can vault over. It is very easy to vault over this by accident (eg wandering around admiring the rain, you suddenly find yourself climbing over the railing). I know that this is merely a demo map but in a map intended for playing, avoiding "accidental vaulting" somehow would be a good idea.
Enjay wrote: As a side note, in the rainmap, there is a railing that the player can vault over. It is very easy to vault over this by accident (eg wandering around admiring the rain, you suddenly find yourself climbing over the railing). I know that this is merely a demo map but in a map intended for playing, avoiding "accidental vaulting" somehow would be a good idea.
Yes, I'm quite aware. The vaulting system in my Ground Zeroes mod (Seen in the test maps) is a refinement of the one in Rain map, and the former is the one I would actually use in serious projects (Where pressing SPACE is required, not just running into it). So, should you be interested in the vaulting system, consult the one in GZ, not Rain map.