DoomStorm (v0.92 March 2017)

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DoomStorm (v0.92 March 2017)

Postby DBThanatos » Sun Apr 08, 2012 2:26 am

Image

Guns. Explosions. Gore.



*** What is this? ***

DoomStorm is GZDoom a gameplay mod for Doom and Doom2. It brings the weapons and some mechanics from People Can Fly's underrated game Bulletstorm.

As of 2017, a new mini version was released addressing several bugs and issues of the mod. You can see the changelog below.


*** I want screenshots! ***
Sorry. No time for that. Instead, I give you a couple videos showed during it's development.

Spoiler:


*** I want details about the weapons!! ***
You sure? Well. Open the spoiler then.
Spoiler:



*** Where to get it? ***

Download the mod in the link below:
-->Download here<--

Compatible with the latest STABLE release of gzdoom: 2.3.2

*** Beta you said? ***

Yes. This is the v0.91. Im releasing as a beta, because Im sure there are another ton of bugs I cant find myself, and perhaps, people around will be able to do so. But as far as features, it is basically done.

*** Changelog ***
Spoiler:
Last edited by DBThanatos on Mon Mar 06, 2017 7:46 pm, edited 21 times in total.
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Re: [WIP] DoomStorm

Postby CorSair » Sun Apr 08, 2012 6:52 am

Looks neat!

Question or two, though.
In my opinion, Bulletstorm guns in AEoD goes near to monster genocide (If you used them correctly, of course.)
Are enemies tougher in this?

And I saw the fabled Leash in use...
Is it going to be ported by 1:1, so players can make Homie Missiles, and other cool stuff? :P
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Re: [WIP] DoomStorm

Postby .+:icytux:+. » Sun Apr 08, 2012 8:21 am

Hmm, What struck me as very interesting was very good looking additive muzzleflashes. I've tried to do them before but my tries have ended up in failiure.
This looks pretty good btw, Don't know how well it will work with the generic doom gameplay. But with custom maps and adapted monsters this could be really cool.
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Re: [WIP] DoomStorm

Postby Major Cooke » Sun Apr 08, 2012 8:56 am

CorSair wrote:Is it going to be ported by 1:1, so players can make Homie Missiles, and other cool stuff? :P


No skillshots. That'd be going over the point of losing our minds. Sorry. :P
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Re: [WIP] DoomStorm

Postby Nash » Sun Apr 08, 2012 10:28 am

How were the additive muzzle flashes done?
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Re: [WIP] DoomStorm

Postby darkhaven3 » Sun Apr 08, 2012 10:37 am

Code: Select allExpand view
#define MS_IN_AIR (int)
#define MS_STUNNED (int)
#define MAXSKILLSHOTS (int)

str BSScoreTable[MAXSKILLSHOTS]={...};

// ... monster calls a script when killed ...

switch(monster_state_reported)
{
  ...
  case (MS_IN_AIR && MS_STUNNED):
    BulletStormMessage(s:"Skillshot #598324384!");
    BulletStormAddScore(BSScoreTable[MS_IN_AIR] + BSScoreTable[MS_STUNNED]);
    Break;
  ...
}


Doesn't look like it'd be too hard to me. A little extra manual wrangling with DECORATE and you're good to go essentially

And you of course know how I feel about these weapon rip mods already
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Re: [WIP] DoomStorm

Postby Nash » Sun Apr 08, 2012 10:56 am

I meant "additive muzzle flashes" as in, the render style...

Also, music. \m/ :rock: :rock: :rock:
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Re: [WIP] DoomStorm

Postby darkhaven3 » Sun Apr 08, 2012 10:57 am

I was referring to the implementation of skillshots, the additive flashes are probably sprites that are stored as APNGs
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Re: [WIP] DoomStorm

Postby Ribo Zurai » Sun Apr 08, 2012 11:25 am

I've watched a few gameplays of Bulletstorm, and it looks marvelous. And I always liked the "feeling" of using the ported weapons on AEoD. Definitely looking forward the release of this one.
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Re: [WIP] DoomStorm

Postby DBThanatos » Sun Apr 08, 2012 6:50 pm

CorSair wrote:Looks neat!

Question or two, though.
In my opinion, Bulletstorm guns in AEoD goes near to monster genocide (If you used them correctly, of course.)
Are enemies tougher in this?

And I saw the fabled Leash in use...
Is it going to be ported by 1:1, so players can make Homie Missiles, and other cool stuff? :P


Monsters are mostly the same (except for the zombies, as they carry their Bulletstorm weapons too). Instead of modifying the monsters, Im modifying the weapon balance. I can guarantee is not the same thing you saw in aeod. And there will be no skillshots, as Cooke mentioned. There's no leash in that video BTW, I was just kicking stuff.

.+:icytux:+. wrote:Hmm, What struck me as very interesting was very good looking additive muzzleflashes. I've tried to do them before but my tries have ended up in failiure.
This looks pretty good btw, Don't know how well it will work with the generic doom gameplay. But with custom maps and adapted monsters this could be really cool.


It is just a weapon mod rather than a "total gameplay mod". There are a few new mechanics (not so new and not so interesting), but I can say I've been having a lot of fun testing it. Like most of the gameplay mods, is all about personal taste. Now, custom maps and all would be great, but since my mapping takes ages, and there's no free/willing mappers around this will have to stay purely as a gameplay mod only.

Nash wrote:How were the additive muzzle flashes done?

They are 32bits PNG taking advantage of the alpha channel. I dont know the technical temrs, as it is not my field.

darkhaven3 wrote:Doesn't look like it'd be too hard to me. A little extra manual wrangling with DECORATE and you're good to go essentially

And you of course know how I feel about these weapon rip mods already

That implementation is a certainly intriguing idea I never thought about, but that goes beyond the purpose of the mod. However, if this thing would ever see the light as a full mod rather than a gameplay mod, I'd definitely use this. Thanks for the suggesiton.

And while Im not totally aware, I guess I'd be right to assume you basically hate the looks of the weapons. That's the closest I could make them to look doomy. And I gotta say, it was a nice exercise for me to start adding the doomguy hands to weapons.

Ribo Zurai wrote:I've watched a few gameplays of Bulletstorm, and it looks marvelous. And I always liked the "feeling" of using the ported weapons on AEoD. Definitely looking forward the release of this one.

I honestly LOVE Bulletstorm, and the weapons were great IMO. I just hate that it flopped.
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Re: [WIP] DoomStorm

Postby .+:icytux:+. » Sun Apr 08, 2012 6:58 pm

DBThanatos wrote:They are 32bits PNG taking advantage of the alpha channel. I dont know the technical temrs, as it is not my field.


I'm guessing they just abuse the alpha channel and is bright. But not actually additive(because that hasn't worked out for me)? It does almost look as if it was though :P
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Re: [WIP] DoomStorm

Postby Marisa Kirisame » Mon Apr 09, 2012 7:51 am

My immediate reaction to this thread:
Image
Seriously, I loved Bulletstorm and I'm glad someone is making a mod like this.

Sadly, I don't have any money... >.<
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Re: [WIP] DoomStorm

Postby darkhaven3 » Mon Apr 09, 2012 8:18 am

DBThanatos wrote:That implementation is a certainly intriguing idea I never thought about, but that goes beyond the purpose of the mod. However, if this thing would ever see the light as a full mod rather than a gameplay mod, I'd definitely use this. Thanks for the suggesiton.

And while Im not totally aware, I guess I'd be right to assume you basically hate the looks of the weapons. That's the closest I could make them to look doomy. And I gotta say, it was a nice exercise for me to start adding the doomguy hands to weapons.


If you aren't against it, after the mod is released I'll see about taking a peek at the weapon code and producing a "Skillshot tack-on mod" if I have time

And it's not that I don't appreciate the effort, but as far as the rips are concerned I generally hate model rips especially. Nothing personal
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Re: [WIP] DoomStorm

Postby Major Cooke » Mon Apr 09, 2012 9:13 am

darkhaven3 wrote:If you aren't against it, after the mod is released I'll see about taking a peek at the weapon code and producing a "Skillshot tack-on mod" if I have time


Now I just might happen to gain enough interested to join in on this little charades, but there may be a few issues we have to address first. I'll get to that later.

darkhaven3 wrote:And it's not that I don't appreciate the effort, but as far as the rips are concerned I generally hate model rips especially. Nothing personal


Understandable. Unfortunately, we're definitely not spriters. Even I would make models in 3DS Max and rip them perfectly once complete, just to save some time.
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Re: [WIP] DoomStorm

Postby ReX » Mon Apr 09, 2012 10:48 am

Is it just me, or did the shotgun replacement seem under-powered. It took 2 shots to off the imp at the exit.

Otherwise, quite entertaining!
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