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I am not sure if moving the BFG and Unmaker to their own ammo would be worth the added balancing that would have to be done. If I was making these weapons for a stand-alone project that would make sense to do, but it would be easier to balance with existing levels if it just uses cells.
I'm not so sure about BFG and unmaker having their own ammo as well. It could be solved by replacing only energy cell pack into the certain ammo or just use randomspawner, but it feels quite not right to add more ammo type to a gameplay doom mod that seems severely follows the vanilla doom principal.
Just wanted to report that even in the most recent builds of GZDoom that when the BFG harms an enemy in either software accelerated modes that is hard crashes to desktop.
*'m not sure what would be causing that honestly. Generally speaking if something works in one render it would work in both renderers. This may be an engine bug, will look into it.
Zrrion do you still happen to have those Demon Keys with the pentagram? If so, I wanted to know if I could get them. I'm doing my own personal modding of Doom.
zrrion the insect wrote:I might recycle them as a power or something down the line, but I'm slowly converting this into zscript so that will take a while
I think those are much better than the current ones. I have modified these keys with glowing green eyes, so that they would have some kind of animation similar to the keycards. Each Demon Key now has 4 frames.
EDIT: I've also modified the Unmaker for vanilla Doom.
tiny update: I am still converting everything to zscript and am making great progress. The only things not converted are the weapons and some extra things for mapping that don't show up in the mod under normal conditions. The hud wasn't converted, but I don't really feel like messing with it when I don't even plan to make any changes to the hud and xdeath gibs were less converted and more recreated but they ended up looking a lot better in my opinion. If I continue at the pace I am at I'll likely have the weapons and handful of extra assets done soon.
Once I have the weapons zscripted I will make a few changes that I've wanted for a while:
Add a chainsaw swipe attack that runs on fuel and will be available as an attack from any weapon
Rework of the Unmaker to make it more distinct.
Make the weapons feel a bit punchier with a menu option to disable the effects
make the archvile able to resurrect placed corpse
remove or completely rework the custom crosshairs
make skeleton rockets stop homing after a while nvm, just did that because it was really easy
add particle effects to the powerups
add hell versions of some of the tech-based things (automap, light goggles, acid suit, explosive barrels, that sort of thing) with a menu toggle between them. (this is the lowest on the list honestly but I have a few sprites for it already so who knows)
Hey hey, it's great to see this mod got updated and getting converted into ZScript. I still love the alternative vanilla feel to it. But i think i've got some new feedback on this!
- While Chainsaw spawns puff, my fists cannot except when i'm punching the enemy.
- I somewhat feel that Shotgun animation needs to be smoother. Every weapon animated smooth except this one feels hollow. Kinda.
- Unmaker's firing sound gets cut off when i jump.
I can look into the fist puff to see what sort of effect I can use for the fist.
As for animations, once everything is a scripted that should get rid of a bunch of spaghetti code and let me more easily integrate some offset animations (I am interested in psprite rotations but without a good tool to generate animations with them I am hesitant to attempt their implementation by hand). I really want to take a look at the shotgun and ssg animations and smooth them out.
I finally released a new version! This one is 99.9% zscript power, check the OP for changes or just download this and play it. You can also watch this video of me playing through a map of mine and get a taste from that.