Regiguns (1.52)

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Re: [WIP] Regiguns 1.00

Postby Se7eNytes » Wed Apr 13, 2011 5:11 pm

Updated. I don't know if the new weapon is balanced or not.

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Changes: v1.00 (03/13/2011)
- Added a delay between Grenade Launcher shots.
- Added a notice when using the non-mouselook friendly class.
- Added a seperate sound for the Enforcer casing.
- Added a slightly different Sniper Rifle sprite.
- Added draw animations to the Assault Rifle, Scattergun, and Sniper Rifle.
- Added the Suicide Bomber, sometimes appears in Demon spawns.
- Added the WIP Immobilizer. Replaces the BFG 9000.
- Added vertical spread to the Sniper Rifle when no-scoping.
- Current equipped weapon and map name obsturcts less of the screen.
- First Aids heal 35 HP.
- Mancubi now fire 4 shots per burst.
- Puffs spawn when you are hit by bullets while your armor can still protect you.
- Simpified HUD weapon tags.
- Sniper Rifle is now bolt-action.
- Sniper Rifle zombie fires slower.
- Sped up weapon draw / holster speeds a bit.
- Spider Mastermind ejects the Sniper Rifle casing.
- Spider Mastermind now only ejects one casing every six shots.
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Re: [WIP] Regiguns 1.05

Postby Se7eNytes » Thu Apr 14, 2011 5:38 pm

Updated.

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New Screenshots:
ImageImageImageImageImageImage

Changes: v1.05 (03/14/2011)
- Added a cocking checker to make sure the weapon goes through the cocking animation if it was interrupted.
- Beefed up the Rail Cannon.
- BRIGHTend the scope sprite.
- Damage border is timed to show up earlier.
- Fixed non-mouselook friendly Sniper Rifle not being bolt action.
- Reduced amount of trails spawned by the Rail Cannon ball.
- Sniper Rifle while scoped can be unzoomed during the cocking sequence.
- Weapons with cocking / charging sequences can be interrupted by switching to another weapon.
Last edited by Se7eNytes on Tue Apr 19, 2011 10:37 am, edited 1 time in total.
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Re: [WIP] Regiguns 1.10

Postby Se7eNytes » Fri Apr 15, 2011 6:38 pm

Updated.

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Changes: v1.10 (03/15/2011)
- Added a seperate pain effect when wearing armor.
- Added extra visual effects to the Rail Cannon.
- Airborne blood is rendered translucent.
- Commander Keen has 1 HP.
- Damage effect while not wearing armor is less opaque.
- Fixed non-mouselook friendly Sniper Rifle Scope not playing the cocking sound.
- Picking up the Rail Cannon also gives you a Pentagram Sphere.
- Players take slightly less damage from the Enforcer.
- Removed pickup sounds from weapons.
- SS Nazis are improved. (100 HP, repeated burst fire, slightly faster, ejects pistol casings, leaves decals.)
- SS Nazis no longer infight with anything.
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Re: [WIP] Regiguns 1.20

Postby Se7eNytes » Mon Apr 18, 2011 9:00 pm

Kind of big update.

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Changes: v1.20 (03/18/2011)
- Added a beep in place of the wall hump sound.
- Added a dryfire sound.
- Added a seperate set of pain sounds when Energy is depleted.
- Added burning sounds in place of the Geiger counter sound.
- Added completely decorative bullet tracer along with a whizzing sound.
- Added drowning sounds.
- Added extra pickup sounds.
- Added more player pain sounds.
- Arachnotrons fire slower.
- Damage haze is less intense.
- Enemies have less health on Another difficulty.
- Enemies respawn up to five times on Another difficulty.
- Enemy bullets move faster on Hyper and Another difficulty.
- Energy pickups and regeneration amounts are larger on Another difficulty.
- Fist puffs use the flashlight hit sound.
- Fixed weapons not firing when armor is depleted and a battery replacing weapons is picked up.
- Halved amount of blood spawned by blood splatters.
- Health regenerates slightly faster.
- Health starts regenerating when Energy begins regenerating.
- Heartbeat and tunnel vision delay is longer.
- Heartbeat sound is played louder.
- HUD uses SMALLFONT.
- Humanoids, Cacodemons, and Pain Elementals move faster on Hyper and Another difficulty.
- Layered Sodaholic's vein graphic over Blox's tunnel vision.
- Screen shakes a bit when hurt.
- Shotgun zombies no longer avoids melee attacks and the Scattergun.
- Shotgun zombie will stop shooting if its target is out of sight.
- SS Nazis avoid melee attacks and the Scattergun.
- SS Nazis wander around when not alerted.
- Tunnel vision shows up below 31 HP now.
- Tunnel vision while dead should REALLY be fixed now.
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sat Apr 23, 2011 6:57 pm

Another big update. Cover is much more important with the new health system (which is also to be used in another mod of mine). Health canteens serve as an extended health bar. Details in the below changelog.

Download Link

New Screenshots:
ImageImageImageImageImageImage
ImageImageImageImageImage

Changes: v1.30 (03/23/2011)
- Added a different colored damage flash when armored.
- Added a time slow down ability, by default bound to C. (It is just a time freezer with a short duration. =P)
- Added a vignette effect.
- Added a warning message when Energy is depleted.
- Added new blood decals.
- Added new strings.
- Added tracer sprites.
- All enemies that drop more than one Energy pickup have been reduced to one.
- Arachnotron shots are faster on Hyper and Another difficulty.
- Arachnotron shots no longer gib.
- Cacodemon shots no longer gib.
- Centered HUD bars and keys.
- Destabilizer saps 15 HP.
- Edited with Destabilizer sprite a bit in GIMP.
- Enemies on Another difficulty only respawn twice.
- Energy pickups will restart the regeneration process if halted.
- Energy regeneration delay increased.
- Fixed Spectre obituary saying "%o was bit by a *Demon*."
- Got rid of several unused graphics and code.
- Health canteens heal all health, restart regeneration, but spawn less.
- Health no longer suffers damage when armor is active.
- Health regeneration heals all health. However when health requires regeneration, it takes slightly longer for it to start.
- HUD bars fill from the center.
- Increased shot spread of hitscan enemies.
- Megaspheres give the storable health pickup.
- Player health reduced to 50 HP.
- Player weapons can fire tracers.
- Redid the death effect.
- Regeneration on Light difficulty is ACTUALLY faster.
- Removed all Doom 64 / PSX / Saturn sound effects.
- Replaced the current heartbeat sound with a more 'hollow' one.
- Replaced the health canteen with a storable health pickup, serving as a health bar extension.
- Scattergun uses less Energy, allowing up to 7 shots on one full charge.
- Shotgun zombies fire more tracers per shot.
- Small Energy pickups restore 10 EP.
- Suicide bombers deal 128 less damage.
- Tracers are rendered BRIGHT.
- Tracers are rendered translucent.
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Re: [WIP] Regiguns 1.30

Postby CommanderZ » Sun Apr 24, 2011 10:28 am

- If an archive is a mod file, please name it so (use pk3 or pk7 extension)
- The new (I don't know how much new, I didn't really read the logs and I didn't play the mod for a while) energy HUD is VERY nice. I really like how it encompasses all the relevant information. And the animated transitions are also nice.
- I don't like the blue hit screen when you have armor. It may be informative, but it just feels wrong.
- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.
- Why are the barrels all BRIGHT?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.
- The auto shotgun is just weak.
- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.
- Why do regular zombiemen replace chaingunners? It just reduces monster variety.
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sun Apr 24, 2011 10:59 am

- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.

Removed. Thinking about this.
- Why are the barrels all BRIGHT?

Just to show that the barrels have some sort of bright fluid in them, and that barrels in a dark map can be a bit annoying. Is this bothering?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.

The rifle's shot spread has been increased again, and the grenade launcher energy usage has been increased to 77, the amount the sniper rifle uses.
- The auto shotgun is just weak.

Pellets fired increased, I just want to avoid having the pellet damage dealing more or the same amount of damage as the rifle. Currently half the pellets deal 15 damage and the other half deal 10 damage.
- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.

It was only there as a test to see what it is like to have energy drained by something that isn't a weapon. I will either decrease its energy usage or remove entirely.
- Why do regular zombiemen replace chaingunners? It just reduces monster variety.

I'll think about adding re-chaingunners, right now the current hitscan enemies deal a lot of damage quickly, even worsened with fast monsters enabled.
- If an archive is a mod file, please name it so (use pk3 or pk7 extension)

I'm not too sure what this means, the mod's file type is a .pk3.

How is the new health system? Too easy? Hard? Bugged?
Last edited by Se7eNytes on Sun Apr 24, 2011 11:27 am, edited 2 times in total.
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Re: [WIP] Regiguns 1.30

Postby Ethril » Sun Apr 24, 2011 11:10 am

CommanderZ wrote:- If an archive is a mod file, please name it so (use pk3 or pk7 extension)

Uh... Isn't it a pk3 already?
- I don't like the blue hit screen when you have armor. It may be informative, but it just feels wrong.

The "armor" is actually an energy shield. Getting hit causes it to flare up, hence the blue.
- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.

Personally I think it's hilarious, but to each their own. Besides, at least this way you don't have to worry about them SNEAKING UP ON YOU.
- Why are the barrels all BRIGHT?

Yeah that's kind of weird, what's up with that?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.

You kind of need the sniper rifle for long range combat, and the Destabilizer is good at clearing rooms full of tough enemies, but yeah, the pistol and assault rifle are the best all-around.
Personally I think the chainsaw and especially the fists need to be buffed up a bit. There's really no reason to use the fists since you have effectively infinite ammo (or in the case of the pistol, *literally* infinite ammo) and there's no berserker pack. The chainsaw can at least be used for pain-locking.
- The auto shotgun is just weak.

It's not weak (in fact I think it's slightly more powerful than the original shotgun) it's just that all the other guns are a lot more powerful than their vanilla counterparts, and we're all spoiled by the stupidly overpowered SSG. It's kind of overshadowed by the assault rifle, though, and the strong pistol lessens its value a bit.
- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.

Use the pistol or chainsaw, or save it for when there's a bulk cell nearby, I guess? I dunno, I don't really use it either.
- Why do regular zombiemen replace chaingunners? It just reduces monster variety.

Yeah, I understand that chaingunners don't appear in place of zombiemen and shotgun guys because that would break Doom 1, but I don't see why the reverse is true as well. :?
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sun Apr 24, 2011 11:38 am

Personally I think the chainsaw and especially the fists need to be buffed up a bit. There's really no reason to use the fists since you have effectively infinite ammo (or in the case of the pistol, *literally* infinite ammo) and there's no berserker pack. The chainsaw can at least be used for pain-locking.

The fists might be removed, replaced with the chainsaw, which attacks even faster.
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Re: [WIP] Regiguns 1.30

Postby CommanderZ » Sun Apr 24, 2011 12:32 pm

One more thing: The mod is broken in ZDoom (half the screen is covered with something black). It looks alright in GZDoom though .

Just to show that the barrels have some sort of bright fluid in them, and that barrels in a dark map can be a bit annoying. Is this bothering?


You could use a brightmap or a GL light (I even think GZDoom/Skulltag come with a default GL light for barrel, though it is lost because you use custom barrel actor). Neither of these works with software renderer, but it would look much better. For example the dark area in MAP02 now looks just silly.

It was only there as a test to see what it is like to have energy drained by something that isn't a weapon. I will either decrease its energy usage or remove entirely.


When I was suggesting such activatable powerups, I meant each of these effects would drain a fixed amount of energy per time unit (second or even better per frame) and you would toggle these effects. IIRC something like this was present in Crysis and it worked rather well.

How is the new health system? Too easy? Hard? Bugged?


I don't know what you changed recently, but I definitely like it! I like how the enemies have to get through your energy before attacking the health.

Uh... Isn't it a pk3 already?


I downloaded it and it saved as ZIP, but now i checked and it is pk3 alright on mediafire. It might be just Opera screwing the extension or something. Sorry.

The "armor" is actually an energy shield. Getting hit causes it to flare up, hence the blue.


I understand it, I'm probably just too used to the screen getting red when hit.

EDIT:

What about more sophisticated shield hit effect...to make it more clear it is a shield hit, not alien blood? More like this:

Spoiler:
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sun Apr 24, 2011 3:16 pm

One more thing: The mod is broken in ZDoom (half the screen is covered with something black). It looks alright in GZDoom though .

Updating to the SVN version will fix this.
You could use a brightmap or a GL light (I even think GZDoom/Skulltag come with a default GL light for barrel, though it is lost because you use custom barrel actor). Neither of these works with software renderer, but it would look much better. For example the dark area in MAP02 now looks just silly.

BRIGHTness gone then.
When I was suggesting such activatable powerups, I meant each of these effects would drain a fixed amount of energy per time unit (second or even better per frame) and you would toggle these effects. IIRC something like this was present in Crysis and it worked rather well.

I'll work on a toggle powerup then.
I don't know what you changed recently, but I definitely like it! I like how the enemies have to get through your energy before attacking the health.

Thanks, but now I think I will try to make this cleaner so picking up a battery doesn't always jump start the regen cycle.
What about more sophisticated shield hit effect...to make it more clear it is a shield hit, not alien blood? More like this: It is just a quick sketch, the sphere effect didn't really come out as I wished, but I think it is the right direction. I will provide PSD file if you like. (image)

Yes, please. :)
Is the current pain effect when unarmored alright right now? And how is the vignette effect?
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Re: [WIP] Regiguns 1.30

Postby bleant » Sun Apr 24, 2011 3:57 pm

Why are the black borders over the information?(location, weapon and stuff)

And, yes, change the shield effect to that.
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sun Apr 24, 2011 4:00 pm

Why are the black borders over the information?(location, weapon and stuff)

It's the vignette effect, is it distracting?

Image
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Re: [WIP] Regiguns 1.30

Postby Blaskowitz » Sun Apr 24, 2011 4:02 pm

how do i make the other weapons shoot/reload?
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Re: [WIP] Regiguns 1.30

Postby Se7eNytes » Sun Apr 24, 2011 4:04 pm

Blaskowitz wrote:how do i make the other weapons shoot/reload?

You just need to wait and not take damage for the regeneration process to begin again or pick up an energy cell to instantly boost and restart regeneration, as your armor fuels weapons. The pistol and melee weapons have infinite ammo.
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