[WIP] Sneaky Doom - New A.I.!

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Re: [WIP] Sneaky Doom - Silenced MP5 Added

Postby Josh771 » Tue Jul 01, 2014 1:02 pm

Update! Added the silent MP5, which is able to catch small groups off-guard for multiple kill-shots. Try firing it in short bursts, though, or you'll eat up your ammo. Chaingunners now drop ammo boxes; the MP5 replaces Chainguns on the map.

EDIT: Made landing from heights produce loud footsteps; no more skipping silently by jumping. Crouching now halves the sound of your footsteps so you can move more quickly undetected or land more quietly after falls.
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Re: [WIP] Sneaky Doom - Silenced MP5 Added

Postby -Ghost- » Tue Jul 01, 2014 2:38 pm

Glad to see you're really moving along with this! The addition of footsteps and sneak attacks is a huge step in the right direction for all us Thief, Splinter Cell, etc fans.

Played the new version and the new MP5 is pretty cool. Feels a little similar to the pistol right now, though. Will you be adding reloading or anything like that? And it'd be cool if you could change the armors so they affect sneaking somehow, maybe like basic sneaking suit and a high tech, more effective one one for the tiers.
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Re: [WIP] Sneaky Doom - Silenced MP5 Added

Postby Josh771 » Tue Jul 01, 2014 8:46 pm

I've considered adding reloading from day one; it might be GoldenEye style reloading using offsets, but it would at least add to the tactical gameplay. I know the MP5 is very similar to the pistol right now, but it does allow you to handle 2 or 3 monsters with one bullet each, if you're quick about it. Monsters take a fraction of a second to notice dead friends, but that window is enough to cause serious damage if you're firing full-auto from the shadows. I've taken down small parties on some maps by spraying them with the MP5 from one side to the other.

As for the armors, I hadn't really given them much thought. I might make one a bulletproof vest and the other a stealth suit. One wouldn't help you stay hidden, but would help a lot in the staying alive department; the other is not so protective, but it makes you stealthier until it breaks. Hmm... I like this idea.

Also, should there be classes, I wonder? There could be stealthier and tankier options. Might provide some variety to multiplayer, too, if anyone's even doing that. What would be really interesting would be something similar to Versus mode in the Splinter Cell games -- a spy class and a guard class. Spies would be stealthier and squishier, guards would be noisy and tough.
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Re: [WIP] Sneaky Doom - Silenced MP5 Added

Postby -Ghost- » Wed Jul 02, 2014 1:46 am

Yeah, that would be good for armors; would you just leave them as is where you pick up the stronger one, or make it so you wear suits kind of like DoomRL?
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Re: [WIP] Sneaky Doom - Silenced MP5 Added

Postby Josh771 » Wed Jul 02, 2014 9:42 am

I'm thinking about letting the player carry one of each, and maybe carry stimpacks / medikits too. Also, I've made the pistol and MP5 reload now.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Josh771 » Wed Jul 02, 2014 11:06 pm

Update time! I've replaced green armor with a Kevlar vest; highly effective against bullet attacks, but not much else. I've replaced blue armor with a stealth suit. It offers little protection but makes you harder to see until you replace it with Kevlar or it is destroyed.

I've delayed the alert caused by dying monsters, making it much easier to pull off multiple assassinations. You can now swiftly handle a pair of targets with the silenced pistol with neither knowing the other died. The MP5 can mow down moderately sized groups if they are caught unaware.

Some monsters have better senses than others now. Imps, demons, and arachnotrons all have improved vision. The cacodemon and pain elemental have degraded vision. I'm considering adding the stealth code to the lost soul and spectre soon.

As I mentioned in an earlier post, the pistol and MP5 now use a reloading system.

I also put a suitable song ("Stealthy and Chilled") of mine and a simple title/intermission pic in the mod. It makes the file size a touch larger; if anyone needs, I can make that optional.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby wolf00 » Thu Jul 03, 2014 1:28 am

this one is also nice[integaly silenced asult rifle] it is a multicaliber built.Fairly modern for doom timeline[5.56x45 or .300 blackout] http://www.lannertactical.com/SUB-RAVEN-AR15.html

SR-3 / SR-3M "Vikhr small ar for subsonic ammo

http://world.guns.ru/assault/rus/cp-3-c ... tex-e.html
as val
AS "Val" silenced assault rifle (USSR / Russia) http://world.guns.ru/assault/rus/as-val-e.html
my point is-mp5sd looks somewhat absolete.. shotgun can have a silencer
please allow reloading for all weapons in mod.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Captain J » Thu Jul 03, 2014 12:27 pm

now that's really meanie-sneakie, nice work! and one note; monsters are sure stop moving and scream and shout a lot when i duck and start sneaking around, though.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Josh771 » Thu Jul 03, 2014 2:35 pm

@Captain J - Yeah, the monsters are terribly loud if you sneak away from a large group of them. I might be able to help that problem by randomizing the chance that they lose you a little more. They cry out when they've lost track of you, which gives the player a sign that he's given that monster the slip.

Of course, I could always make monsters give up quietly, but that would make it a bit harder on our doomed agent.

@wolf00 - I'd love to expand the armory, but it's going to take some time. I'm aware that shotguns can have silencers, but unless someone can convince me that it's a commonplace armament in covert operations I'd like to dodge that option. The MP5 is kind of an overused fallback for stealth and tactical shooters (SoF II, FarCry games, the list goes on), and I admit that, but it's a fairly reliable weapon that I'm rather fond of in my games.

Since I'm not doing my own sprite work (apart from minor edits), I'll have to see about convincing someone to put together new sprites if I want to add those assault rifles and SMGs. Otherwise, I'm most likely going to work with what's readily available. I'm open to suggestions and input, but a lot of things may simply not get added. But I'll keep it in mind. :)
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby -Ghost- » Thu Jul 03, 2014 7:39 pm

It's probably easier to just leave the shotgun loud and make it a fallback weapon if you absolutely have to fight. Maybe slow to get out but it has high damage up close? The tricky part with stealth is balancing your equipment so you're still encouraged to sneak, and not completely screwed if you're detected, but also not able to completely ignore the stealth system and just slug it out.

Also maybe a way to get around the constant monster noise would be to change the monster sounds? To make things creepier while sneaking you could make them have creepier noises so they sound like they searching instead of just making pain sounds.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Josh771 » Fri Jul 04, 2014 12:28 am

If I use the active sound when they lose track of you, it will become more ambiguous. They make their active sounds when chasing you, so it would sound as though they were chasing you. Then again, they would become silent after that. Hmm... maybe I should change it out for that after all. Would add some suspense, make the player paranoid.

Right now I use the pain sound to make it clear that they can't find you. If these were just guards in a stealth game, I'd have them say "Where'd he go?" or "Damn! Lost him." But since these are demons and freshly possessed corpses, I had to improvise. :P

For the most part, I've increased the damage factor against the player to the point that all-out warfare shouldn't be an easy option. The shotgun has been remodeled for a more realistic spread, so it is an effective tool for dropping one target at a time. It's also a deadly weapon for ambushing -- you can use any weapon to pull off sneak critical damage as long as they don't hear it coming. Shooting an unaware Hell Knight with a shotgun is a guaranteed kill, although a little noisy.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby wolf00 » Fri Jul 04, 2014 2:54 am

ok if you using existing sprites,there is silenced .45 acp pistol in imortarl conduct special edition ...
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby SouthernLion » Fri Jul 04, 2014 4:25 am

This is awesome, except I have one complaint that is mostly just from me being a gun snob... silencers is all hollywood. They are called suppressors in real life (with good reason.)

Sort of like the mag vs. clip thing. Just drives me nuts. Oh, well.
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Josh771 » Fri Jul 04, 2014 8:38 am

RexS wrote:This is awesome, except I have one complaint that is mostly just from me being a gun snob... silencers is all hollywood. They are called suppressors in real life (with good reason.)

Sort of like the mag vs. clip thing. Just drives me nuts. Oh, well.

Heh, it actually does bother me every time I see Doom call a magazine a "clip," but I wasn't really aware that silencer and suppressor weren't exchangeable terms. I'll store that away in my little book of gun knowledge I suppose. :)
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Re: [WIP] Sneaky Doom - Stealth Suit Added

Postby Caligari87 » Fri Jul 04, 2014 9:45 am

Yeah, the difference is that a "silencer" is the magical Hollywood invention that goes fwip and kills anyone instantly while their buddy two feet away is none the wiser. A "suppressor" simply turns a gunshot from a BANG! into a CracK! so it's less likely to be interpreted as a gunshot at first listen.

I've never played with one in real life, but based on the various comparisons I've seen/heard and hearing from others, the near-end scene in The Bourne Identify where Conklin gets shot is a pretty realistic depiction of a suppressor. It "snaps" loudly enough to echo in the alleyway, and even alerts a nearby dog, but doesn't sound like "OMG SOMEONE JUST SHOT SOMEONE."

8-)
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