Special Weapons: Updated 01-24-17

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Special Weapons: Updated 01-24-17

Postby Josh771 » Sat Dec 03, 2016 1:15 pm

    Special Weapons

Rainbow Six 3: Raven Shield Arsenal for Doom

The name comes from "Special Weapons and Tactics," or SWAT.
Image
Image
Special Weapons is a WIP weapons pack and difficulty mod currently boasting an arsenal of 53 real-world guns used by special operations teams around the world. These weapons are taken directly from Rainbow Six 3: Raven Shield; their performance is inspired by the statistics given by the game and by research on the individual weapons.

Current Features:
• 53 Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, and Light Machineguns
• Zombies use the same weapons you do
• Weapon firing mode selection
• Smoothly graded firing inaccuracy for sustained firing and movement
• Ammo types shared among weapons chambered for the same round
• Weapon limiting system with special "Unload/Discard" keybind
• Loadout settings under Gameplay Options


Planned Features:
• Frag grenades, flashbangs, smoke grenades, and CS gas
[Partially finished]
• Suppressors, attachable scopes, gas masks, miscellaneous gear
• Armor replacements (kevlar, plates, helmets, etc.)
[Partially finished]

Tentative Future Goals:
• Addition of single-shot M72 Law rocket launcher
• Magazine-based ammo system
• Discarded magazines, bullet casings, general visual improvements


=== Change Log 01-24-17===
• Made weapon zooming faster
• Simplified skill definitions
• Re-balanced monster health
• Re-balanced armor stats
=== Change Log 01-18-17===
• Added ability to cook grenades by holding fire
• Added a zombie variant for every weapon in the mod
• Gave zombies slightly longer aim times to compensate for increased difficulty
=== Change Log 01-16-17===
• Added frag grenades and smoke grenades (slot 8)
• Rebalanced armor damage absorption and damage type resistance
• Replaced damage type "Bullet" with types "SmallCal" and "LargeCal"
• It takes longer to switch weapons now; pistols draw the fastest, LMGs the slowest
• Close-quarters combat (CQC) is more effective now; a viable option against a lone zombie (or player)
=== Change Log 01-11-17===
• Increased players' starting ammunition
• Zombie riflemen now drop SMGs and 5.56 assault rifles with equal likelihood
• Shotgun guys are no longer able to drop the USAS-12
• Chaingun guys now drop LMGs and 7.62 assault rifles with equal likelihood
• Stats for micro SMGs modified to better reflect performance without foregrip
• Modified damage output of MAC-11 and Micro-Uzi
=== Change Log 01-06-17===
• Weapon reload time is now directly proportioned to audio duration
• Alternative loadout rules are now accessible under Gameplay Options (Default, Far Cry 2, and Weight-based)
• Added "Rise of the Longdead" gamemode to skill selection screen
• Made micro SMGs use slot 2 (CZ-61, MAC-11, Micro-Uzi)
• Camera rolling and limping are all tied directly to footsteps now
• Sprinting is now always at approximate classic Doom pace
• Miscellaneous tweaks
=== Change Log 12-25-16===
• Fixed a bug causing excessive camera rolling
• Made "cl_MoveTilt" toggle footstep camera rolling effects
=== Change Log 12-24-16===
• Added pistol zombies; credits to JoeyTD for the fantastic sprites!
• Wrote a lot of ACS concerning camera roll, limping, etc.
• Player will slowly regenerate health at or above 75 health
• Player will slowly bleed to death at less than 75 health
• Added sprint button; be sure to Customize Controls!
=== Change Log 12-21-16===
• Added bullet puff effects (dust, debris)
• Player now limps and has less camera stability the lower his health is
• Began work on smoke grenade effects (try "summon SmokeGenerator" in the console)
• Lots of number tweaking; weapon damages are randomized much more than before
• Zombiemen can now fire their weapons in full automatic.
• Integrated my own modification of movetilt.acs (original script by Nash) including things like camera rotation on death, etc.
• Integrated RealAim
=== Change Log 12-13-16===
• All ammunition is now more scarce but found as larger sums
• Armor bonus replaced with scattered ammunition
• 3 New armor replacements; effective against bullets, not against much else
• New custom mugshot with balaclava and goggles
• Added blockers to some monsters' death states to prevent shotgun penetration
• Shotguns buffed and 12 gauge max ammo reduced
• Rewrote weapon damage and weapon range calculations
=== Change Log 12-10-16===
• Rebalanced skill levels
• Made sniper rifles deal +50 damage while zoomed
• Rebalanced max ammo and ammo drops
• Added separate sprites for the DE .357 and DE .50
• Added sprites for 5.56. 5.45, and 7.62mm ammo
=== Change Log 12-09-16===
• Slowed player movement slightly; reduced JumpZ to 6
• Weapon stats tweaked slightly
• Weapon DECORATE refactored to use constants
=== Change Log 12-07-16===
• Weapon pickups now always have full magazines in them
• Increased effect of movement on weapon accuracy
• Added weapon slot entries to MAPINFO
=== Change Log 12-06-16 ===
• Changed weapon slots: 1-CQC, 2-Pistol, 3-Shotgun, 4-SMG, 5-AR, 6-Sniper, 7-LMG
• The SR-2 Veresk now uses its own ammo pool
• Renamed several weapons
• Added Primary & Secondary weapon settings to Gameplay Options
• Added zooming - bind a "Weapon Zoom" key!
• Added progressive firing inaccuracy
=== Change Log 12-05-16 ===
• Added firing mode selection (currently only semi- and full-auto available)
=== Change Log 12-04-16 ===
• Added weapon limiting system.

Spoiler: The Special Weapons Arsenal


I strongly recommend using a HUD like Good Ol' Hud
This mod is no longer compatible with qtilt, movetilt, or RealAim, as two of these are now directly integrated into the mod. Adding extra camera scripts will either simply not work, or it will break everything. You have been warned.

Download r6w.pk3 [~31.5 MB]

Feel free to discuss the accuracy of my weapon presentation on this thread if you think you can improve the realism of the mod; I only ask that you respect me as the author and final decision maker in all aspects of development. :) All feedback welcome.
Last edited by Josh771 on Tue Jan 24, 2017 10:55 pm, edited 44 times in total.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Stuka » Sat Dec 03, 2016 3:07 pm

Reminds me more of rogue spear
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Josh771 » Sat Dec 03, 2016 3:57 pm

Stuka wrote:Reminds me more of rogue spear

I haven't played Rogue Spear since I was too little to appreciate it, so I wouldn't know. The images and sounds are all yanked directly from Raven Shield, which is my favorite Rainbow Six game. Siege is a little too game-y - good at what it does, mind you, but it's just not fit for the Tom Clancy name.

Just added missing decaldefs, nerfed shotguns slightly, gave the USAS-12 more spread and tightened the spread on the SPAS-12, and gave all sniper rifles a little damage boost.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby GAA1992 » Sat Dec 03, 2016 6:22 pm

The only Rainbow Six i've ever played was the first one on PSX and i still love that game. I really appreciate the way you treated things here; Every weapon has it's spread, distinct sounds and functions, why bother with over-produced animations?

I have some sprites for the first RS reloading bar ripped. I think it would be cool to see, but that would mean messing with all decorates, so, that's a no go.

Still, 10/10 loved it.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby skyrish10 » Sat Dec 03, 2016 7:08 pm

Hmm, Hideous Destructor meets RGA2 (Real Guns Advanced)?, you should add some weapons from their expansions such as the Jackhammer and Beretta 93R and since getting a hard time switching weapons, i think a weapon limit system might be a good one since RGA2 and DoomRLA had a weapon limit sytem
Last edited by skyrish10 on Sat Dec 03, 2016 7:16 pm, edited 2 times in total.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Matt » Sat Dec 03, 2016 7:08 pm

Definitely liking the feel of the weapons, though it would be nice given how powerful they are to have a semiauto option (I keep hitting that one shotgun guy in the Map02 alcove with 3 shotgun blasts at point blank, lol)
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Sgt. Shivers » Sat Dec 03, 2016 7:17 pm

I like this quite a bit but a limit of only one weapon per type would be nice, I'm not a fan of scrolling through a pile of weapons.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Josh771 » Sat Dec 03, 2016 7:46 pm

@GAA1992 - Glad you like it! And don't discount those reloading sprites just yet, I might use something like that in the future.

@skyrish10 - These weapons were taken explicitly from one source as a sort of homage, so at least for now I do not plan on expanding the arsenal. A weapon limit system is definitely a must; I've not made one before, so I'll have to toy around with it and maybe look at some other people's code.

@Vaecrius - My original plan was to add firing modes, as well as suppressors and attachable scopes as rare drops. The suppressors would be INVBAR items that, once used, grant you the ability to attach and detach a suppressor from whichever weapon you had equipped at the time - excluding shotguns and weapons with integrated suppressors. Hopefully that will give players a great deal of control over their play style and allow them to adapt to more situations.

@Sgt. Shivers - Agreed on the weapon limit; you do end up wading through a sea of guns by the end of it all. Also, I would totally not object if you just wanted to make me about... 53 fully animated HUD weapons, preferably centered. Just kidding. Mostly. :P

So I think the next big thing I should focus on is a weapon limiting system. Maybe one per type wouldn't be so bad; carrying a pistol, SMG, assault rifle, sniper rifle, and light machinegun is still a pretty hilarious arsenal when you think of it in realistic terms, but it would be better than playing a walking gunship shop. Thank you all for your feedback! Glad you're enjoying the guns, even if you have too many. :)
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby doomguy214 » Sat Dec 03, 2016 11:47 pm

I have a suggestion of adding a rocket launcher weapon in arsenal. Otherwise it would be impossible to finish doom 2 map 30 ie icon of sin map without rocket launcher weapon.if you can without it please show in YouTube video if possible
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby doomguy214 » Sat Dec 03, 2016 11:48 pm

I have a suggestion of adding a rocket launcher weapon in arsenal. Otherwise it would be impossible to finish doom 2 map 30 ie icon of sin map without rocket launcher weapon.if you can without it please show in YouTube video if possible
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby skyrish10 » Sun Dec 04, 2016 12:34 am

doomguy214 wrote:I have a suggestion of adding a rocket launcher weapon in arsenal. Otherwise it would be impossible to finish doom 2 map 30 ie icon of sin map without rocket launcher weapon.if you can without it please show in YouTube video if possible


Nope, there is no rocket launcher type weapon in RS3, so no
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby ZikShadow » Sun Dec 04, 2016 1:10 am

Well, there are plans for grenades, though that probably wouldn't work as well in maps that have the IoS put far away.
Don't play wads with IoS i guess?
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby Captain J » Sun Dec 04, 2016 1:10 am

:shock: NOW that's a lot of guns... Excellent work! And i do hope you have get some weapons for this beautiful and various mod!
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby iSpook » Sun Dec 04, 2016 3:48 am

skyrish10 wrote:Nope, there is no rocket launcher type weapon in RS3, so no


We should probably leave SidDoyle to decide on that, m8. :P

ZikShadow wrote:Well, there are plans for grenades, though that probably wouldn't work as well in maps that have the IoS put far away.
Don't play wads with IoS i guess?


A one-time use RPG for these situations wouldn't hurt, though.
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Re: Special Weapons: RS3 Weapons for Doom [beta]

Postby chronoteeth » Sun Dec 04, 2016 4:16 am

its not a matter of choice, its more "you cannot complete map sets without an explosive weapon if the final boss is akin to the icon of sin"

even if you dont want an explosive, you HAVE to have an explosive. its a crappy design even recognized by the gamedevs, but it is what it is.
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