[WIP] F.E.A.R. mod

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Mr.Pencil
Posts: 24
Joined: Tue Oct 28, 2014 1:41 am

[WIP] F.E.A.R. mod

Post by Mr.Pencil »

Well, it's just some kind of mod that replaces doom weapons with F.E.A.R. weapons.
There's almost no information about this mod, i will add this later(i hope).

Screenshots:
Spoiler:
Some test version with 3 weapons(bugged, and not optimized):
http://rghost.ru/58776258

Credits:
Sinael - Weapon sprites.
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Big C
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Re: [WIP] F.E.A.R. mod

Post by Big C »

Will this have bullet time? :P
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Mr.Pencil
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Re: [WIP] F.E.A.R. mod

Post by Mr.Pencil »

Maybe, but in singleplayer only(maybe in multiplayer, but there will be problems).
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-Ghost-
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Re: [WIP] F.E.A.R. mod

Post by -Ghost- »

Good idea, FEAR has some nice weapons and gunplay in it. You should add a gore mod as well to re-create those shotgun explosion deaths and such.
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RikohZX
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Re: [WIP] F.E.A.R. mod

Post by RikohZX »

-Ghost- wrote:Good idea, FEAR has some nice weapons and gunplay in it. You should add a gore mod as well to re-create those shotgun explosion deaths and such.
I think keeping gore mods separate would be a good idea so this just remains a player/weapon replacement, unless Pencil adds in custom enemies at some point. That way players can choose their own gore mods.
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jdredalert
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Re: [WIP] F.E.A.R. mod

Post by jdredalert »

Nice rips!! They look very clean on the screenies! And the HUD looks great too! Keep up!
Par9000
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Re: [WIP] F.E.A.R. mod

Post by Par9000 »

Мда... Не ожидал что я найду тебя ТУТ.
А вообще, молодец)
З.Ы Пока тестил мод получил крашей 11-15 :C
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Mr.Pencil
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Joined: Tue Oct 28, 2014 1:41 am

Re: [WIP] F.E.A.R. mod

Post by Mr.Pencil »

Par9000 wrote:Пока тестил мод получил крашей 11-15 :C
Мод не оптимизирован, может лагать, и всё такое... А вот крашей не должно быть(по крайней мере на Gzdoom).
Cynda

Re: [WIP] F.E.A.R. mod

Post by Cynda »

For some odd reasons I've actually predicted this mod would ever happen.
I was working on one as well but had slow progression due to RL stuff and lack of intrests after some time since there was nearly no time to work on it.

Since I've expected this would happen, I've decided to work on something else... (Which is still a Top Secret project which currently only 1 person knows about and hopefully it'll remain that way until there's something to be shown)


Good luck with the project though. <3
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Mr.Pencil
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Re: [WIP] F.E.A.R. mod

Post by Mr.Pencil »

Thanks ^^ I'm going to optimize sprites in mod now... But i'm not sure that mod will lag lesser :\
Cynda

Re: [WIP] F.E.A.R. mod

Post by Cynda »

I simply resized Sinael's Sprites, but the decorates were unfinished for way too long due to my job.
Also I'm very sure my project would have much more lag then your project.
My plans were to add a campaign that came close to F.E.A.R.'s, but was never finished either + I was working on this little extra feature called Delta Force which was supposed to be RE6's Mercenaries.
And believe me... that test map I made was laggy as hell @ ZDoom but just ran fine on GZDoom for some odd reasons... Probably because the level design too far and wide open in various areas and 3D Floors.

However, I don't have any intrests of recontinuing my F.E.A.R. project because of having other plans for a mod that's also not taken.. Just yet before someone surpasses me 'again' with an idea. ;)
(And yes... I know I have to thank myself for this to happen due to my slow progress of all slowpokes :3)

Something else... About the MP thingy.
So far I know, the weapons of SP and MP in F.E.A.R. worked completely different since the weapons are in MP much more OP in comparison with SP.
Perhaps you could make 2 seperate WAD or PK3 files which both works differently to compensate the balance of MP.
^ That was also one of my plans though. (but turned to dust :P)

Edit: Also the actual proof of working on the F.E.A.R. mod can be seen in this screenshot. As you can see in the 'Gewijzigd op' row, it has been inactive for way too long and no longer being worked on since I don't want to be involved into "stolen work" fights. D:
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Mr.Pencil
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Re: [WIP] F.E.A.R. mod

Post by Mr.Pencil »

Cynda wrote:I simply resized Sinael's Sprites
I didn't do this at beginning of making mod, and now, i'm too lazy to resize sprites, and rewrite TEXTURES lump... I'm not even sure that i will finish that project D:
Cynda wrote:Perhaps you could make 2 seperate WAD or PK3 files which both works differently to compensate the balance of MP.
Hm, i think it's possible to make this in one wad file.

Edit: Btw, what did you used for resizing sprites?
Cynda

Re: [WIP] F.E.A.R. mod

Post by Cynda »

I used GIMP for the resizing job.
Guess Photoshop and Paint.net should also be an option to resize them without losing quality.
I'm not 100% sure, but I do think Sinael uses Paint.net for the image editing job while I personally stick to GIMP which is simular to Photoshop as a free alternative.

Up to you :)
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Mr.Pencil
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Re: [WIP] F.E.A.R. mod

Post by Mr.Pencil »

Thanks, i will try it :3
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Sinael
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Re: [WIP] F.E.A.R. mod

Post by Sinael »

I do indeed use Paint.NET for most of my editing needs.

The crashes some users may experience are due to the fact that (G)ZDoom always unpacks the textures it uses into VRAM, and when there is not enough VRAM to do so - it crashes. The only way out is to optimize the sprites - resize them and/or reduce ammount of colors used.

I suggest using ImageMagick + IrfanView combo for downscaling and color optimisation. ImageMagick has tools required to automatize the creation of TEXTURES lump. Read on how to make a TEXTURE lump with it here: http://www.doomworld.com/vb/post/1297426

If you want to resize the sprite you need to use Mogrify tool alongside the conversion tool. The command for conversion would resemble the following:
for %f in (C:\WIP\fold\*.png) do convert.exe %f -filter lanczossharp -resize 50x50% -mattecolor #000000 -channel alpha -threshold 89.4% .\output\%~nf.png
Adding in -trim command will crop the unused space down.

This will create a half sized sprites with insides of the sprite smoothed out with LanczosSharp filter, while the outside would be trimmed to the boundaries of original sprite. The results are extremely good. After that you should reduce the ammount of colors, and for that I recommend HighQuality mode of IrfanView (its a freeware image viewer) color downsampling - it provides the pest results I've seen, and I've experimented with different software a lot.

Here are the examples of what you can get:
Spoiler: Original resolution, Original size - 19mb
Spoiler: 240p, Original size - 2.89mb
Spoiler: 240p, color optimised with IrfanView, Original size - 1.07mb, color optimised with IrfanView
The later result while superior to the middle one will not result in any crashes whatsoever. If you want to get the sprites in doom's original format (i.e. no need to specify the size factor in TEXTURES lump) you need to use the -resize 33.4x27.77% command - this will give you the sprites in Doom's native resolution, and the only thing you will need are offsets.

You can also use a highres replacement trick - make the sprites with -resize 33.4x27.77%, turn them into black and white, and position them the right way, then place the high-res versions to HIGHRES directory (they still need to accomodate for Doom's internal aspect ratio correction, so an originaly 640x480 sprite would have to be 640x400)

also http://i.iddqd.ru/viewtopic.php?t=7595
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