Lowtech Remake (Updated 22/02/17)

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Dr_Cosmobyte
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Location: Killing spiders.

Re: Lowtech Remake (Updated 17/09)

Post by Dr_Cosmobyte »

Hello guys! I have another update for this mod!

This time it brings out many new things, so, here's the changelog!

- New Sounds for Crossbow, Flamethrower, TNT and Sniper Rifle
- New sounds for Strife flames.
- New sounds for Rifle Casings
- Added Noalert for terrain lump
- Casings splash again.
- Crossbow bolt nerfed
- Strife flames nerfed again!
- Finally added the berserk kick!
- New cardkey sound
- New startup sound
- Removed boss death sounds.
- Corrected TNT that could be used underwater. Derp!
- Tweaked Flamethrower flames.
- Added texture lumps to kick animations so weapons don't disappear out of the screen! (Except on air kicks).
- Moved Panzerfaust to slot 7
- Added a Sniper rifle spawner for those who are playing doom 1.
- Small tweaks.

Link on first page, get it now!

EDIT: Gamer with DIgnity, i tested your file and your arrows are miles cooler than mine on the rear part :D

I kinda understood what you wanted to do, but i don't think i know how to solve it as well.

Also, "AVXP" and "AVX2" voxels are missing according to the console. Intentional?
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Boomstick
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Re: Lowtech Remake (Updated 17/09)

Post by Boomstick »

please update this so there is an option to disable smoke, It drops FPS (especially with the tommygun) and can obstruct your view.
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Dr_Cosmobyte
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Re: Lowtech Remake (Updated 17/09)

Post by Dr_Cosmobyte »

Hah, what a coincidence. LedIris just taught me how to do some options. I want to implement them next update, but i would like to finally implement Hexen compatibility as well. Hope you don't get offended on waiting a bit. ;)
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Gamer With Dignity
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Re: Lowtech Remake (Updated 17/09)

Post by Gamer With Dignity »

GAA1992 wrote:Also, "AVXP" and "AVX2" voxels are missing according to the console. Intentional?
Whoops that's a bug, thanks for pointing it out. AVXP and AVX2 should be renamed AVXPA and AVX2A.

So in VOXELDEF change

Code: Select all

AVXP = "AVXP" 
{
	Droppedspin = 0
	Placedspin = 0
}

AVX2 = "AVX2" 
{
	Droppedspin = 0
	Placedspin = 0
}
to

Code: Select all

AVXPA = "AVXPA" 
{
	Droppedspin = 0
	Placedspin = 0
}

AVX2A = "AVX2A" 
{
	Droppedspin = 0
	Placedspin = 0
}
(Lines 30-40)

Also the only tweak your crossbow bolts really need is to add the +NOBOSSRIP flag. While a projectile is ripping, it will have its damage multiplied by the enemy's radius, which is why they're so deadly to Spider Masterminds!

What's more you can set the ripper level (http://zdoom.org/wiki/Actor_properties#RipperLevel) of projectiles and the minimum and maximum ripper levels of actors (http://zdoom.org/wiki/Actor_properties#RipLevelMin) to have total control over who gets ripped and who doesn't.
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Dr_Cosmobyte
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Re: Lowtech Remake (Updated 17/09)

Post by Dr_Cosmobyte »

Oh, so i didn't had to nerf it so much! The more you know :p

Cool. By the way, can i use your voxels and rotation definitions?

Thanks for poitning that out for me!
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Boomstick
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Re: Lowtech Remake (Updated 17/09)

Post by Boomstick »

GAA1992 wrote:Hah, what a coincidence. LedIris just taught me how to do some options. I want to implement them next update, but i would like to finally implement Hexen compatibility as well. Hope you don't get offended on waiting a bit. ;)
It's no problem at all, being able to play the mod on hexen should be worth the wait :>
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Gamer With Dignity
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Re: Lowtech Remake (Updated 17/09)

Post by Gamer With Dignity »

GAA1992 wrote:Oh, so i didn't had to nerf it so much! The more you know :p

Cool. By the way, can i use your voxels and rotation definitions?

Thanks for poitning that out for me!
Feel free to use AVXP and AVX2 as much as you want. I'd rather you didn't use the pitched arrow KVX's right now though simply because they're more of a proof of concept than anything else.

Ideally what I would like to do is write a script to export every layer of AVXP along the x axis as images, then rotate those images in GIMP and apply an alpha threshold of 50% then export the images and use them to create the pitched models. My original assumption was that Doomguy has a pitch range of 60° up to 60° down but that's not the case. Mouselook is actually bounded by 56° up and 32° down, so instead of 30° and 60° rotations up and down, it should be 16°, 32°, and 48° up and 16° and 32° down. Also the tips should be cut off of all the arrows for the "lodged in the wall" models. I made the cut at position 16 along the z-axis (if you export AVX2.kvx from SLADE and open it up in Voxelshop it will show you where I made the cut), and it works well.

But if you're feeling up it you can go ahead and do all of this work for me :lol:
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Gamer With Dignity
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Re: Lowtech Remake (Updated 17/09)

Post by Gamer With Dignity »

Okay, I finally finished the arrow rotation models and I'm fairly pleased by the results. Check it out:

https://mega.nz/#!CxQjgSxT!N3jgBERPTHQV ... _43etQyHpk

More changes to come soon!
Last edited by Gamer With Dignity on Sat Oct 08, 2016 10:04 pm, edited 1 time in total.
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Gamer With Dignity
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Re: Lowtech Remake (Updated 17/09)

Post by Gamer With Dignity »

Mostly done now! Arrows are now visibly pitched in their direction of movement, plus I added a small amount of gravity to them.

E1: Fixed the offsets.

https://mega.nz/#!74BwgLQK!qyTEvGbxVl6B ... 3Q4GQHyT5k

Image
Image

Known bugs:

* Crouching and firing will spawn the arrow above doomguy's head.
* The models need to be offset because they're higher than the hitboxes.
* Alt-fire now shoots three arrows in a straight line. This is mostly just me being lazy.
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Dr_Cosmobyte
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Re: Lowtech Remake (Updated 17/09)

Post by Dr_Cosmobyte »

Sorry for the late response, this seems marvelous!!!!

I will work adding this tonight.

By the way, the last file before this one had some criptography. I can't download the other right now, but i'll try tonight and i'll send you the feedback :D
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Gamer With Dignity
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Re: Lowtech Remake (Updated 17/09)

Post by Gamer With Dignity »

Okay I re-uploaded the spinny arrows mod. That's the one you want right?

https://mega.nz/#!CxQjgSxT!N3jgBERPTHQV ... _43etQyHpk

It's just a test version tbh but I like the effect. I'm thinking of using a similar effect for a kind of soulcube/unmaker projectile, sort of like a fireball surrounded by spinning blades.

I'm not planning to fix the crouching bug just yet because I'm working on releasing my own projectile bullets mod. Once that gets announced I'll need to address the bug somehow.
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Dr_Cosmobyte
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Re: Lowtech Remake (Updated 20/10)

Post by Dr_Cosmobyte »

Hey guys!

Lowtech is back!

New changelog :
Spoiler:
The Hexen patch will wait just a bit, i must discover how to do it on a simple way.

And good news: the Alternate weapon pack project is not dead! It started slowly, but it's still on the run.

It's important to say that it'll need the original one to run!


So, you'll still need to keep an eye on this main file! :D

Thanks for the kind feedback and help everyone, the alternate pack will be out as soon as all weapon decorates are ready!

While it doesn't happens, enjoy this new update and get psyched!
Someone64
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Re: Lowtech Remake (Updated 20/10)

Post by Someone64 »

It seems that when you use the giant screensize 10 hud with the mugshot, it doesn't tell you how much ammo you have in reserve. Everything is always 0.
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EddieMann
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Re: Lowtech Remake (Updated 20/10)

Post by EddieMann »

GAA1992 wrote:Hey guys!

Lowtech is back!

New changelog :
Spoiler:
The Hexen patch will wait just a bit, i must discover how to do it on a simple way.

And good news: the Alternate weapon pack project is not dead! It started slowly, but it's still on the run.

It's important to say that it'll need the original one to run!

So, you'll still need to keep an eye on this main file! :D

Thanks for the kind feedback and help everyone, the alternate pack will be out as soon as all weapon decorates are ready!

While it doesn't happens, enjoy this new update and get psyched!
Will there be a patch to launch TNT from the crossbows?
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Dr_Cosmobyte
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Location: Killing spiders.

Re: Lowtech Remake (Updated 20/10)

Post by Dr_Cosmobyte »

What a good idea! I'll see what i can cook for tonight.
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