ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: ZDoom project ideas you have

Postby Gen5lock131 » Thu Sep 17, 2020 1:35 am

I really wish somebody would make a mod for doom of the gun that Rick Deckard uses in Blade Runner (https://bladerunner.fandom.com/wiki/Rick_Deckard%27s_gun). Most know it as "That Gun" and it was popularized by its appearance in Fallout (https://fallout.fandom.com/wiki/That_Gun) Obviously the difficult part would be doing the sprite art, but for the sounds I think you could use the ones for That Gun that can be heard when you use the gun in Fallout New Vegas (Which handily enough can be found here as well: https://fallout.fandom.com/wiki/That_Gun).

Here is a High res 3D model of the gun that can be used as reference: https://sketchfab.com/3d-models/lapd-2019-ffedbaee573d44b29b20ffeb02d85d92

I don't have the skills to do it and although I'm trying to learn spriting and doom modding in general I kinda had to put it on hold because Covid has made my job (medic) consume all my free time.

Bonus points if you can make it compatible with Project Brutality 3.

Cheers and if someone does pick this idea up thanks you very much! :)
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Re: ZDoom project ideas you have

Postby Ursula Sushworth » Thu Sep 17, 2020 4:37 am

Great old coin up games with crazy difficulty but thrilling gameplay and super sounds , who remember that ?
NINJA COMMANDO will be great in DOOM 8-) if someone have enough time, probably me one day
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Idea for a mod

Postby CryptOfZoology » Sat Sep 26, 2020 11:33 am

I'm no modder by any means, but one can dream, right? XD
This is my idea for a mod I'd love to see it done someday. Let me just share it with all of you :)

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Re: ZDoom project ideas you have

Postby Finder153 » Sat Sep 26, 2020 11:39 am

So, you guys remember "Now That's What I Called MIDI"? If you don't know, it's an external addon that was made for Demonsteele but can be used without it consisting of a series of more than 300 rock and metal songs in MIDI form. It's a quite old addon made for a quite old mod since last update, so there's bound to be a few bugs here and there. One infamous example is the addon causes problems with mods using TITLEMAPs, playing its randomized music instead of using the TITLEMAP's music. This is because since there wasn't any coding to detect TITLEMAPs so the addon's music won't play there.

I saw Kinsie's music randomizer mod having this type of code I mentioned and I thought to myself: I wonder if someone would make a version for NTWICM that has the TITLEMAP bug fixed? And before you ask, yes, I tried to do it myself but I had problems with compiling. Specifically put, SLADE 3 wouldn't let me compile the ACS after I put the code from Kinsie's mod.
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Re: ZDoom project ideas you have

Postby Dr_Cosmobyte » Sat Sep 26, 2020 10:25 pm

Gen5lock131 wrote:I really wish somebody would make a mod for doom of the gun that Rick Deckard uses in Blade Runner (https://bladerunner.fandom.com/wiki/Rick_Deckard%27s_gun). Most know it as "That Gun" and it was popularized by its appearance in Fallout (https://fallout.fandom.com/wiki/That_Gun) Obviously the difficult part would be doing the sprite art, but for the sounds I think you could use the ones for That Gun that can be heard when you use the gun in Fallout New Vegas (Which handily enough can be found here as well: https://fallout.fandom.com/wiki/That_Gun).

Here is a High res 3D model of the gun that can be used as reference: https://sketchfab.com/3d-models/lapd-2019-ffedbaee573d44b29b20ffeb02d85d92

I don't have the skills to do it and although I'm trying to learn spriting and doom modding in general I kinda had to put it on hold because Covid has made my job (medic) consume all my free time.

Bonus points if you can make it compatible with Project Brutality 3.

Cheers and if someone does pick this idea up thanks you very much! :)


Not exactly what you need but, Aracnocide has one character (out of 7) which have this exact same pistol. ;)
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Re: ZDoom project ideas you have

Postby cubebert » Sun Sep 27, 2020 12:53 pm

Finder153 wrote:So, you guys remember "Now That's What I Called MIDI"? If you don't know, it's an external addon that was made for Demonsteele but can be used without it consisting of a series of more than 300 rock and metal songs in MIDI form. It's a quite old addon made for a quite old mod since last update, so there's bound to be a few bugs here and there. One infamous example is the addon causes problems with mods using TITLEMAPs, playing its randomized music instead of using the TITLEMAP's music. This is because since there wasn't any coding to detect TITLEMAPs so the addon's music won't play there.

I saw Kinsie's music randomizer mod having this type of code I mentioned and I thought to myself: I wonder if someone would make a version for NTWICM that has the TITLEMAP bug fixed? And before you ask, yes, I tried to do it myself but I had problems with compiling. Specifically put, SLADE 3 wouldn't let me compile the ACS after I put the code from Kinsie's mod.


I've made a version of NTWICM that utilized Kinsie's code to fix that bug for personal use, but I could share it with you on this board if that's okay with the moderators.
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Re: ZDoom project ideas you have

Postby Finder153 » Mon Sep 28, 2020 11:36 am

cubebert wrote:
Finder153 wrote:So, you guys remember "Now That's What I Called MIDI"? If you don't know, it's an external addon that was made for Demonsteele but can be used without it consisting of a series of more than 300 rock and metal songs in MIDI form. It's a quite old addon made for a quite old mod since last update, so there's bound to be a few bugs here and there. One infamous example is the addon causes problems with mods using TITLEMAPs, playing its randomized music instead of using the TITLEMAP's music. This is because since there wasn't any coding to detect TITLEMAPs so the addon's music won't play there.

I saw Kinsie's music randomizer mod having this type of code I mentioned and I thought to myself: I wonder if someone would make a version for NTWICM that has the TITLEMAP bug fixed? And before you ask, yes, I tried to do it myself but I had problems with compiling. Specifically put, SLADE 3 wouldn't let me compile the ACS after I put the code from Kinsie's mod.


I've made a version of NTWICM that utilized Kinsie's code to fix that bug for personal use, but I could share it with you on this board if that's okay with the moderators.

I'd sugggest posting in this forum just to be safe.
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Re: ZDoom project ideas you have

Postby cubebert » Tue Sep 29, 2020 2:49 pm

Finder153 wrote:I'd sugggest posting in this forum just to be safe.


Done. The link is behind the spoiler tag that says "Here's a bonus link."
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Re: ZDoom project ideas you have

Postby Finder153 » Tue Sep 29, 2020 5:45 pm

cubebert wrote:Done. The link is behind the spoiler tag that says "Here's a bonus link."


All I can say is thanks, but not very much because I saw a difference between your version of NTWICM and the original version: You removed the ability to switch to the original level's music, which bothered me because if a level has a music that's enjoyable, then I'd switch to the level's music instead of using the mod's random music. Fortunately, I was able to reenable it by modifying the KEYCONF file and removing the silent tracks replacing the level music.

The ability to manually pick a song (typing in song with the track number in console) was removed aswell, though I don't blame you on this one because that was also from Kinsie's mod and I don't know if you could re-implement that.
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Re: ZDoom project ideas you have

Postby cubebert » Tue Sep 29, 2020 7:27 pm

No problem; I've made it months ago and figured that if someone wanted it, why not put it along with my other music randomizer? With the inability to switch other to the other levels' music, that's a personal choice of mine since I generally put it on maps that I've already played, but I could re-implement it on both of my randomizers in the future.

Finder153 wrote:The ability to manually pick a song (typing in song with the track number in console) was removed aswell, though I don't blame you on this one because that was also from Kinsie's mod and I don't know if you could re-implement that.


Yeah, that one's been tricky for me since I've just started learning ACS and I'm not experienced enough to code that feature back in. I've already made a thread on it in the Scripting sub-forum a couple of months ago, and I'm considering getting it moved on the Requests sub-forum.
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Re: ZDoom project ideas you have

Postby KingFrog564 » Wed Sep 30, 2020 9:54 pm

John Wick DOOM straight up give John Wick a whirl at DOOM's finest
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Re: ZDoom project ideas you have

Postby Finder153 » Wed Sep 30, 2020 11:00 pm

Since MetaDoom allows for making custom levels for the mod (There's even a text file in the PK3 named MAPMAKERS, so for anybody looking to create maps for Metadoom I'd heavily suggest reading it), I imagined a complete reimagining of all of Doom in MetaDoom's style. Doom 1 and 2, Final Doom, even No Rest for the Living!

I wanted the maps to make use of ZDoom's features to make them suitable for jumping and crouching and ACS to create advanced visual features such as certain doors like the small, metal doors opening like in Duke Nukem and/or the ones in Hell opening like doors in Hexen. Maybe also in secret Wolfenstein levels where the doors actually open like in the original game!

Ah, there's also a bunch of textures cut out from Doom in this too so I'd suggest using textures from that and add them whereever they fit best.

Of course, all that isn't going to be simply easy. It's probably gonna take more than one person and also a lot of time to make a complete Doom reimagining for MetaDoom. And I'm not a mapmaker, nor do I have the skill to do it all. All the time it takes to do all that depends on skill and the amount of people, after all.
Last edited by Finder153 on Thu Oct 08, 2020 3:19 am, edited 6 times in total.
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Re: Idea for a mod

Postby kinker31 » Mon Oct 05, 2020 10:42 pm

CryptOfZoology wrote:I'm no modder by any means, but one can dream, right? XD
This is my idea for a mod I'd love to see it done someday. Let me just share it with all of you :)


I think Bugs should be Bugs Archvile and Wile E. to be the Imp, since he usually gets hurt almost every episode he's in.
Also, the Arachnotrons should be Pinky. And I think Taz would work a lot better as a Pain Elemental, the Lost Souls he spews could be Mini-Tazzes!

Just my thoughts.
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Re: ZDoom project ideas you have

Postby Captain J » Tue Oct 06, 2020 4:08 am

i swear if you are going to put big chungus easter egg to it, i'm going to literally lose it XD
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Re: ZDoom project ideas you have

Postby Craneo » Wed Oct 07, 2020 11:43 pm

A Five Nights at Freddy's inspired mod but with Doom monster inspired animatronics and general Doom aesthetic, the Caco would be the main animatronic, behaves like Freddy, a Pain Elemental where you have to make sure it's Lost Souls don't get to you, a Revenant that is like Foxy and runs into you, Daisy the Rabbit as a Golden Freddy type rare apparition, stuff like that, I probably wouldn't play it because I get very tense when playing FNAF, but I like the idea of the game being remade in the GZDoom engine with a more Doom spin to it aesthetic wise, I dunno, I am a bit nostalgic for those games rn lol
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