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SidDoyle's Mutators - New skies for Dark Doom!

Posted: Sat Nov 26, 2016 4:59 pm
by Josh771
SidDoyle's Mutator Thread
I will upload any future mutators here for the ZDoom community to enjoy!

RealAimrealAim.pk3
Adds scripted camera inertia and additional movement bobbing that affect your aim and give your overall movement a less mechanical feeling.


Dark Doomdark_doom.pk3 - Updated 11/28
Screenshots using Dark Doom Black, Dark Doom Flashlight 2.0, and Subdued Lights. Tonemap: Uncharted 2, Bloom: On
ImageImage
Click to enlarge.
Simple scripted mutator that lowers light levels in practically any (G)ZDoom environment.
Dark Doom Litedark_doom_lite.pk3 - Slightly brighter; for enhancing already dark maps. - Updated 11/28
Dark Doom Blackdark_doom_black.pk3 - Complete darkness except for special sectors; flashlight / nightvision required! - Updated 11/28

Dark Doom Flashlight 2.0dd_flashlight2.0.pk3 [Updated 11/26/2016]
Scripted beam flashlight; uses ACS instead of projectiles to instantly place a beam and prevent lag.

Subdued Lightssubdued_lights.pk3
Dynamic light definitions that cover double the area at half brightness (Doom only).

Super Ultimate Realism v1.0superUltRealism_1.0.pk3
The pinnacle of modular realism enhancment mutators; just add this to almost any ZDoom mod or game to bring the experience to the next level! :lol:


Drunk Doomdrunk.pk3
Scripted camera and motion effects that get stronger the higher your health is; this mutator replaces Doom's health pickups with various forms of booze.

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sat Nov 26, 2016 5:44 pm
by Crudux Cruo
oh man, this would be awesome for my mod if i can get the booze working!

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sat Nov 26, 2016 8:12 pm
by Josh771
Crudux Cruo wrote:oh man, this would be awesome for my mod if i can get the booze working!
I could help you write a drunkenness system in ACS instead of basing it on your health. When your character imbibes, we could increase a player-specific element of some array to indicate the alcohol content of that player's blood. The more booze they ingest, the higher the value and the more debilitating the effect on movement and aiming. Of course, the higher that value the more rapidly you could regenerate armor (from 1 pt every 70 tics with a slight buzz to like 1 pt every 18 tics when you're wasted).

It really amuses me, the thought of that horde of mancubi around the corner being grounds for downing a whole bottle of Jack. :P

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sat Nov 26, 2016 11:46 pm
by Crudux Cruo
haha, yeah man i was laughing my head off playing around with it and lethal doom at the same time! give yourself a soulsphere and you go whacko!

I've wanted to, for a long time now, make a improved DCDEMO/ICD-SE smoking system as a sort of answer to nature's call. my project seemed like the perfect catalyst, however this could make for a even better vanilla mutator mod.

perhaps we can help each other and release a mod together? I'll tell you my decorate and acs is baloney, but im decent at sprite work, so if we did do something it would be more your mod than mine.
If not, you're still welcome to use my drinking sprites when they're done, if you don't mind changing the beer to whiskey ;p

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 4:42 am
by Someone64
Playing the drunk mutator with qtilt and the wobbly shader is insanely hard. And it's even worse when you turn on the lens distortion shader for wobbly shader which seems to have broken a little for the newer GZDoom versions completely fucking peripheral vision. I can barely walk across cat walks because the wobbling keeps throwing me off. :D

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 2:50 pm
by Josh771
For anyone who may be interested, I have replaced the old dd_flashlight.pk3 with a current revision. Let me know if you notice any particularly bad glitches or performance issues with it.

I'm considering making a dark_doom_custom.pk3 that would use a server-side cvar to determine how dark to make the maps and perhaps a toggle for making sectors with special lighting effects completely dark as well (if I can figure out how to do that selectively... I'm suspicious that it's not even possible).

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 9:52 pm
by Big C
If along with that you could make certain sectors brighter and colored (i.e. raise light levels for nukage floored sectors and give them green sector lighting) I would heart you forever. Maybe as a deluxe edition, though---the existing Dark Dooms overwrite the least features in WADs and thus have the widest compatability.

I just really like my PSX/D64 lighting. :P

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 10:11 pm
by Josh771
Big C wrote:If along with that you could make certain sectors brighter and colored (i.e. raise light levels for nukage floored sectors and give them green sector lighting) I would heart you forever. Maybe as a deluxe edition, though---the existing Dark Dooms overwrite the least features in WADs and thus have the widest compatability.
I really don't think that's even possible. I can only address a sector by tag, so Dark Doom just cycles through a couple thousand tags and drops their sector light levels. I wish I could single out sectors by their textures, behavior, etc. but am pretty certain there just isn't a way. :?

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 10:16 pm
by Big C
Huh, okay. I coulda sworn Johnny Doom does it, but Hell if I know how.

At any rate, thanks for making this thread and also for the new flashlight!

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Sun Nov 27, 2016 11:31 pm
by Cryomundus
Glowy texture lighting is just GLDEF stuff, you can find it in JohnnnyDoom if you ctrl+F and look for "Flats". It makes for a pretty neat effect, really.

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Mon Nov 28, 2016 8:24 am
by Caligari87
Don't even need to pull from JohnnyDoom. Just adding something like this to a GLDEFS entry should do the trick:

Code: Select all

Glow
{
	Flats
	{
		NUKAGE1
		NUKAGE2
		NUKAGE3
		[etc...]
	}
}
8-)

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Mon Nov 28, 2016 9:12 am
by Josh771
Caligari87 wrote:Don't even need to pull from JohnnyDoom. Just adding something like this to a GLDEFS entry should do the trick:

Code: Select all

Glow
{
	Flats
	{
		NUKAGE1
		NUKAGE2
		NUKAGE3
		[etc...]
	}
}
8-)
Well, I can definitely add glowing flats to Dark Doom. I might look into that soon; much more feasible than modifying the light levels of sectors per texture :P

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Mon Nov 28, 2016 9:46 am
by Big C
Excellent!

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Mon Nov 28, 2016 9:57 am
by Josh771
I was going to make dim glowing on select flats, but unfortunately my only options for the flat itself is full brightness or sector brightness - it doesn't glow on itself. I have to choose between two ways to look terrible: all out brightness or all out darkness. :? Guess the glowing flats are gonna be very bright.

Seriously though, GLDEFs needs to provide the exact color value given to the flat if the fullbright keyword is not present. I'm not sure who would actually want a surface that glows but is darker than its glow.

Re: SidDoyle's Mutators - RealAim, Dark Doom, and more!

Posted: Mon Nov 28, 2016 10:05 am
by Big C
Eh, I'll take what you can offer. At any rate, my favorite Dark Doom setting is lite, so it can't clash THAT horribly...