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Hello. I'm a guy from the internet, and this is my very first planned-to-be-released-once-it's-finished mod. It's an extra character class for Hexen that allows you to shoot bullets from guns.
I'm very sorry it's not anything big, but I hope it's interesting nonetheless.
Please enjoy.
STORY: The world of Cronos is a world under absolute rule. The Legion, the Arcanum, and the Church, collectively known as the Three, control all aspects of human society. Individualism is no longer existent, as even the most minute details of everyday life are controlled and regulated. Thought is monitored and people are constantly watched, and privacy does not exist even in one's own home. Their aims are admirable--to keep mankind from destroying itself under the sheer power it holds in its hands.
Without the Legion, humankind would be able to create greater and greater weapons, crafting devastating tools of war and honing their bodies to perfection.
Without the Arcanum, the sheer possibilities of experimentation with magic could unweave the fabric of reality and bring about torment for all eternity.
Without the Church, people would be unable to know what is truly "right" and "wrong", and would be willing to exploit and hurt each other simply for satisfaction.
Their aims are admirable. Unfortunately, the aims of the Three have become twisted--the iron grip that they have on man have clenched tighter and
tighter over time, as each leader only continues to stifle humanity. They have gone from a necessary evil for the greater good to cruel tyrants crushing with power nobody else can wield, and not a single day goes by without laws twisted to ensure even more control over the populace.
When Korax invaded and conquered Cronos, it hardly seemed any worse. An agonizing death at the hands of his unholy minions was little different than a life spent under the hands of the Three.
Yet, there is one locale that stays far out of the reach of the Three.
The Legion controls human might and technology.
The Arcanum controls human knowledge and magic.
The Church controls human spirituality and philosophy.
All of these, however, deal with concepts begat from society and order that are strictly human. For a realm where societies no power and orders are ever-changing, the Three have no hold.
Thus enters the very inhuman realm of nature. Horrifying beasts, unexplored woods, terrifying waters, deadly caverns, nature has held the world in its thrall long before humans were etched into history. For those that wish freedom from the Three, the arms of nature spread wide in a welcome to all humans--provided they survive. Those that flee the towns of the Three will find that nature can be just as cruel, but those who tackle any challenge become warriors legendary in their abilities.
Such people are known as Rangers. Rangers become not unlike beasts themselves in human guise, with light movements in the shadows of the night and striking faster than fangs unsheathed from a gaping mouth. It is said that to know a Ranger is to know aeons of the wild, to have one as an ally is to have a loyal warrior who considers you his pack, and to have one as an enemy is to forever disbar the forests as a safe place to traverse.
One Ranger in particular is Terence. While hardly the one-man-army that other Rangers can boast of being, for Terence he has had life in both the wild and in society. Having been born in the city, raised in the wild, loved and married in a humble town, and then fled back to the forests after tragedy, he has suffered and prospered on both sides. So, now, as the communities of Cronos decline, the Three bolster their grip with the curse of unlife, and Korax continues to spread his evil influence, he decides to strike back.
The next night, the Ranger climbs down from the mountains, lowering himself to the front of the legendary Winnowing Hall. Among the first of the many places set upon by Korax's minions, the chapels bell sounds out as a death knell for doom. Two-headed beasts, Ettins, patrol the courtyard, while gargoyles blackened from constantly-pulsing hellfire patrol the skies.
At the sight of this, a smirk crosses his face. His only response is to crack his knuckles, punctuated with one statement:
"Show me what you've got."
(Color washed in the preview thumbnail for...some reason. The video doesn't actually look that garish)
And here it is.
Wow. My first published mod, finally finished. Just...wow.
I feel like there's something I should say. But, well, here it is. I'm sorry that it took far too long, but here it is. Please enjoy it.
Thank you to everyone interested in following this. My next project will have to involve a tighter leash, time-wise.
1: Ironsheath's accuracy for standard firing buffed a bit.
2: Ironsheath's mana cost for reloading halved, back to previous builds.
3: The skin is finished! Woohoo! Now you can play online and not be a shapeshifter!
4: Skin's XDeath has the location of the feet fixed. Now it doesn't look as awkward when you splatter to pieces.
5: Claw combos heavily tweaked. Now the differences between the power, speed, and normal combos are more pronounced, the damage values are significantly more balanced, and everything flows more smoothly.
6: The Godcannon no longer spawns overlapping multiples of itself when set up. That was a weird glitch.
7: The player can no longer run around with the Godcannon in Turret mode when using Boots of Speed and Wings of Wrath at the same time.
8: Player height and view-height more in line with other Hexen chars.
I didn't know there was still interest in this, but apparently so! I'm surprised, but happy to learn.
I better push this out, then. This is the Release Candidate version. Assuming nobody finds any more major bugs or there's no more major problems, after this version I'll finish up the Ranger's player sprites and put it on /idgames. If you have any suggestions, criticisms, complaints, or whatever, now would be a really good time to mention them, please.
Wow, my first actual release. Kind of weird! After so many private projects, now something I can really call my own.
1: The Ranger can no longer accidentally drop his class. That was a weird glitch. 2: The duration for the Icon of the Defender has been decreased slightly, and the Buddha code has been removed. While an interesting little concept, it was too easy to swap between hubs while it was in effect and get the Buddha code eternally. 3: The Scrapbox spikes no longer hang in the air after impacting Slaughtaur shields, Stalkers, Disciples, or some other things. 4: The magazine of a weapon is no longer refilled upon picking it up again. 5: The Godcannon stops its winding when its ammo is already full. 6: Flechette caltrops no longer last forever, and instead fade out after about half a minute. This should keep DM players from spreading caltrops across the entire map and winning without fighting. 7: Flechette visuals tweaked. Now it should look a little prettier. 8: Scrapbox reload time quickened slightly. 9: Dumped Ironsheath mag graphic made longer and thinner, to match the gun graphic. 10: Flechettes no longer hurt you when thrown while in Godcannon's Turret Mode. 11: Godcannon's shots no longer commits friendly fire in co-op. 12: Script-tweaking to allow multiple Rangers online to run different ACS scripts at the same time. 13: Tweaked MapInfo a bit to be more like actual Hexen. 14: Slightly increased the holstering speed of the Scrapbox. 15: The Scrapbox, when out of ammo, now draws and holsters with the pump in, instead of magically having the pump jut out. 16: Removed ThruGhost for the Scrapbox's spikes. Not sure why it was there. 17: Players who play with auto-aim on won't find their Scrapbox or Godcannon shooting in a nice neat line anymore. 18: Sounds added to the Godcannon and Scrapbox when their shots impact. 19: Converted almost all .wavs to .oggs for a smaller .wad filesize. 20: Scrapbox now spatters SOME sparks/debris, instead of none at all. Drastic reduction last time somehow meant zero were coming through at all. 21: Added GLDef entries for the Godcannon's fire. Now they should light up darker areas. 22: The Godcannon's fire now has prettier trails behind it. 23: The other classes can no longer shout the Ranger's battlecries. 24:Fullscreen players rejoice! The fullscreen HUD has been modified in ZDoom to work properly with the Ranger's weapons. 25: Testing and damage comparison between classes has revealed the weapons are quite overpowered in damage-to-mana ratio. The Ironsheath now takes double the amount of mana when reloading, the Scrapbox triple. 26: The Scrapbox's reload system was deeply fucked. It can no longer can reload infinitely when it's mag isn't empty, and no longer gets a full magazine from even just one single mana. 27: Enhanced the readme. Truly an important addition to this changelog.
Well, that took far longer than it should have. Roughly a month of struggling with SBarInfo, which I eventually gave up on (I apologize to everyone who wants to play this without the status bar), and Skulltag eventually refusing to play anything Hexen related.
For the very few of those interested in this, I apologize deeply for the delay.
You will notice two files in there. There's an interesting story behind that.
While working on the pick-up system for the pieces of the Godcannon, I found that Skulltag doesn't support A_Log. For the most part, I'm a flexible man and there's not a lot in the whole ZDoom/Skulltag functionality that really bothers me. Unfortunately, the difference between A_Log and A_Print for pick-ups is placed firmly outside my comfort zone.
The ZD version is code-wise exactly the same, but with A_Print replaced with A_Log. For those who are just as anal about little things as I am and don't want the Godcannon pickups to give you text in the center of the screen but rather in the corner, please use the ZD version.
Why this has made me so anal and not other things is beyond me.
Spoiler: CHANGELOG
1: Finished more player sprites. About half the skin is done now, and now there are sprites for jumping and standing still. For single-player, all of the relevant sprites are complete, and people can play through single-player without any immersion-jarring graphics changes. 2: The Ranger's hair and boots are no longer an interesting shade of glowing Hell-magma in ZDoom. 3: Finished sprites for the Claws, including the cracking of knuckles. The Godcannon also now actually has hands holding it, instead of floating off the Ranger's dick. 4: Reloading no longer alerts enemies. 5: The Godcannon now hits dry fire when it's truly empty, not when it has 2/3 shots remaining. 6: The Flechette no longer takes your gun's ammo. 7: Fixed an irritating bug where the Godcannon would sometimes randomly vanish while charging it. 8: The Godcannon actually rains fire now, like it was supposed to, instead of bullet sparks. 9: The Ranger no longer stops running to stare derpily ahead on the select screen. 10: Added a menu key for taunting. Skulltag already has taunts, but now ZDoom players can taunt, too. And they're different taunts! 11: The walking-ahead-from-behind animation is no longer a spastic mess. 12: Buffed the Claw chains. Their finishing moves do more damage, and other attacks do much less varied random damage. 13: Replaced the heavy-dude-in-armor-with-five-layers-of-metal-strapped-to-his-feet landing sound with something much lighter. 14: The Ironsheath dumps an empty mag on the ground when reloading. 15: The Razor Wind has a much prettier trail behind it, now. Also travels a bit slower and has less of a spread. 16:Everyone picks up their own respective shit now. Only the Ranger can get his caltrop Flechettes, instead of the Cleric, Fighter, and Mage being able to get them. The Cleric can get his weapons, the Fighter can get his weapons, etc. 17: In co-op/deathmatch, the Ranger's comments upon picking up weapons no longer play all over the map. 18: The Scrapbox spatters much less pronounced debris and sparks when hitting walls, now. 19: The Godcannon no longer randomly gives infinite ammo. 20: Added +CLIENTSIDEONLY to numerous non-interactive elements, for easier online play. 21: Re-arranged a lot of sound categories. Sounds shouldn't overlap each other as much now. 22: Bullet sparks are slightly more pronounced. 23: The Ironsheath is now more difficult to accidentally fan. 24: Trying to fan the Ironsheath without ammo no longer causes a hand to magically appear. 25:Online/multiplayer play will no longer instantly castrate you. It's still quite buggy (most prominent being the Ranger's skin not being finished and the Fighter and Ranger will have to compete over weapons), and it is HIGHLY suggested not to bring a Fighter along, but it's possible now. 26: The Ranger has his own unique class benefit for the Icon of the Defender now. While the others cause them to go more defensive, for the Ranger it causes him to go berserk in a feral fury. 27: The Scrapbox now has polished sprites, proper hands, and dumps spikes on the ground when reloading.
8/7/2011: Alpha Version Released
I have only one beta tester, since all but one of my friends are not interested in Doom. I would really like feedback on this, so I just have to swallow down the "OH GOD IT'S NOT READY THEY'LL ALL HATE ME" fears and put it out to you guys for input. If you would consider downloading this, checking it out, and offer input, I would DEEPLY appreciate it.
Please be gentle, this is my first time.
They say that there's no original idea under the sun, and that everything is a copy of everything else. In my case, this goes double. I would like to say that everything that comes from my head is incredibly fresh, unique, interesting, original, and all other appropriate synonyms, the fact of the matter is that I nicked from a host of other people--both in ZDoom mods and in other games.
So, who are the gigantic amount of people I yoinked from, and what did I take? This is the section dedicated to them. Thank you very much for your extremely hard work, ladies and gentlemen, and thank you very much for continuing to put out quality work. I can only apologize that this little shindig does not even begin to do it justice.
I would just like to start off with stating that I have an absolutely horrible memory; I had a lot of trouble keeping track of what came from where, what was original, what was ripped, and what was modified.
If there is something that you did not want used, or if there is something of yours that I forgot to credit, or if I got a credit mixed up and it's actually yours, please, please, please, PLEASE let me know. I am more than happy to oblige by changing things up or tossing you on this list, so please don't be upset with me if I forgot something you did or missed a "do not friggin' use this, seriously" notice.
GENERAL CREDITS:
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ObviousIssues: My first beta tester and a close friend. More than half the total tweaks came from his suggestions.
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Graf/Randy: For ZDoom and all of your support for both it and the community. Thank you for keeping the classics alive!
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Xaser: Arguably my biggest inspiration, above all else. Thank you for your support, your inspiring work, and your kind words.
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Konami: Terry Holtzer, the Ranger, is an unabashed hybrid of CastleVania's Cornell and Henry Oldrey.
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id: Doom. What more else is there to say? The first. Still the best.
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Raven Software: Heretic and Hexen are very underappreciated classics!
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Tormentor667: The tutorials and the tips held on the site really helped a lot with this. Thank you for Realm 667!
GRAPHICS CREDITS:
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Monolith: Providing the Tommygun sprite from Blood, which I edited into the Scrapbox, and the Claws sprites.
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Xaser: The Nailgun that acts as the basis for the Godcannon came from Zen Dynamics.
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Marty Kirra: The Ironsheath was extensively edited from his break-action shotgun.
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Gez: For the colormap for Hexen, allowing me to use non-palette'd sprites. And white. Seriously. I NEED white.
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Strife: For the Soldier sprites I edited for the Ranger's skin.
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Mark Quinn: For the Pistol Marine firing sprites I also edited for the skin.
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JoeyTD: For...something that I did not write down. I'm sure I nicked something from you, though. So here you are, anyway! Thank you.
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Neoworm: For the bolts of the Scrapbox, which I edited from the Steel Crossbow on Realm 667.
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Xim: The colored knee sprites, which came from his Nukem mod.
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X-CrazyKool-X: For the Razor Wind sprites I modified.
CODING CREDITS:
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Caligari: The ricochet effects are his.
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WildWeasel: For the Scrapbox's rounds, as well as the recharging of the Godcannon.
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Xaser: The Claws primary attack's chaining ability was heavily inspired by the machete's combo attacks from Zen Dynamics. It seemed daunting at first, but it was actually really easy to code!
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XXX: For the Godcanon in almost its entirety. I wish I could say I provided my own original or unique twist, but it's almost entirely a rip of the turret from xXx-Mercenaries.
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Xim: I took the knuckle-crack almost wholesale from his DukeWeapons mod.
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Electronic Samurai: The Ranger's Flechette simply would not be possible without the caltrops from NinjaDuel and how he coded them acting as inspiration.
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Vaecrius: The recoil/muzzle climb was my first foray into ACS, only possible with his code acting as a basis.
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TheDarkArchon: Smoke effects from his weapon mods were extensively modified, tweaked, and bastardized.
SOUND CREDITS:
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Neverwinter Nights: Most of the voice acting came from here, in the vein of Cam Clarke's succulent voice. His gravelly tone was perfect for a Ranger.
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Painkiller: Other bits of Cam Clarke's voice acting came from here, along with numerous other sound effects.
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FreeSound.Org: A beautiful source of sound effects for free. Thank you to Pogotron, datasoundsample, m_O_m, qubodup, huluvu42, and thebondman.
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CDTextFiles: For a flechette shattering sound.
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Running With Scissors: Postal 2 was not a good game. It had lots of good sounds, though.
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Monolith: For the Ironsheath lifting up.
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id: Not just for the obvious of creating Doom, but also for Doom 3's wonderful library.
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Weapon Resource Wad: A couple hit sounds.
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Epic Games: Unreal is pretty much Unreal. A lot of Godcannon sounds came from Unreal Tournament '99 and Unreal Championship 2.
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Valve: The firing sound for the Godcannon.
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Other Users: Many times, instead of websites or games, I would nick some sounds from other mods. Credit to Daniel, Alando1, DuduKrazy, WildWeasel, Xaser, RSL, TheShooter357, TheDarkArchon, and Pillowblaster. Thank you for your incredible work in the Doom community, and thank you for helping this marvelous game of eightteen years continue to entertain even today.
Last edited by TerminusEst13 on Thu Dec 15, 2011 2:26 pm, edited 34 times in total.
Certainly interesting. For a 'ranger' though I'd rather see different sprites for the player - maybe that Corvus that was resprited to Hexen-sized? The weapons look promising but as you said earlier, final sprites would be awesome! There was a Medieval skill-shotgun somewhere..........
He's so badass he doesn't need to reload. He just punches the barrel and the bullets magically appear. Preferably with a cry of "Reload, damn you!".
For a 'ranger' though I'd rather see different sprites for the player - maybe that Corvus that was resprited to Hexen-sized
Corvus doesn't quite strike me as a Ranger, especially a gunslinging type, though I could certainly give it a shot. Might I ask where those resized sprites are and who made them, please?
The weapons look promising but as you said earlier, final sprites would be awesome!
The Ironsheath and Scrapbox are mostly final. "Mostly" meaning "I like their design, but if someone thinks they look like crap I'm willing to listen".
I really like the take on the iron sheath pistol, does it reload like a true flint lock pistol? or just fires? i mean it would be a long reload time if ya did, but the sprites would look soooo sweet.
Heres also a blunderbus i have in my archives you may want to use.
This looks good! From what I can see so far, you've put some honest, hard work into this, and I would love to see it completed. Are you going to/will you ever make maps, not neccesarily for this but in general? I would love to see a few heXen wads come up on these forums (this is something I intend to remedy soon. I need a break from my doom wad--but enough advertising ) but anyway, it looks good.
Possibly post more intricate details on how the weapons etc work, and other misc stuff that would just be useful to have.
I'm entirely amused that this mod introduction style which I used for my Russian Overkill is so popular now.
(Not really, but it's 2nd weapon mod which I see uses similar description method.)
I really like the take on the iron sheath pistol, does it reload like a true flint lock pistol? or just fires? i mean it would be a long reload time if ya did, but the sprites would look soooo sweet.
It does reload like a flintlock at the moment, inserting bullets in one by one. Problem being, like you said, at the moment this makes the reload time incredibly painful. Currently puzzling how to fix that while still making it period-accurate.
Are you going to/will you ever make maps, not neccesarily for this but in general?
I might, eventually. But at the moment, I'd like to focus more on Heretic/Hexen modding. Not that it's bad, but there's a gigantic amount of Doom mods over Hexen/Heretic, and I'd like to see some stuff made for it. I'm not a very good coder, writer, or artist, but I hope people can enjoy what little I do anyway.
Possibly post more intricate details on how the weapons etc work, and other misc stuff that would just be useful to have.
Done. I just added a Detailed Information section of the post, please feel free to look it over.
So basically this turns Hexen into Doom? I hope the guns don't turn out to look too anachronistic.
I'm sorry, but I don't think adding a single gun-using class makes Hexen suddenly like Doom. If you'd like, though, feel free to tell me if you think the guns look anachronistic--some good looks are in Screenshots or the new Detailed Information section.
Last edited by TerminusEst13 on Thu Jul 28, 2011 9:41 pm, edited 1 time in total.
Well, the scrapbox does look like something from Doom 3, and the Godcannon looks like the Quake nailgun (not anachronistic, but I expect it to perforate people with carpentry nails, kinda like the firemace). Your mod is very interesting nonetheless.
TerminusEst13 wrote:When crafting the Godcannon, an arrogant engineer made her goal very clear--a siege weapon that could tear down even the gates of the afterlife and make even the gods cry for mercy.
So the ultimate weapon of holy destruction was invented by a woman. Hah