Remember that Half-Life mod Mr.Pencil was working a few years ago but unfortunatelly gave up?
Well, today i'm here to announce that i have been working on a new mod from scratch, mainly inspired by Mr.Pencil's work, this time featuring the marvelous power of ZScript
The mod features All of the original game's arsenal and there will be more content within the next updates...
Spoiler: old picsVideos:
Spoiler:Credits so far:
-potentially fixed VM Aborts caused by josh771's AI Director mod and maybe MAP30's generated by Obsidian (couldn't really test it cause it worked fine for me for some reason)
-fixed explosions' source having the wrong source, causing friendly fire in coop games and not counting the kill for the player
-reduced chances for bone hurting juice to spawn
-Attempted to fix the CanBleed VM Abort (needs testing)
-Fixed tripmines blocking elevators/platforms/lifts/feet raiser
-Fixed typo in SNDInfo for the 357's firing sound
-Backpack rune: Reduced volume for spammy ammo that regenerates in less than 5 seconds
-Runes are now disabled by default since they're a bit too op (can be enabled from the menu)
-Fixed monsters not triggering their death special when gibbed (See: Map07 - Dead Simple)
-Added a missing variable in the player's code that caused issues with weapon bobbing on gzdoom 4.5.0. And because of this, the mod now requires GZDoom 4.5/LZDoom 3.87c or newer
-Increased speed in crossbow's firing and reloading animations
-Protection now counts as a Big Powerup
-Extended respawn time for powerups
-Increased snarks' spawn chance
-Buffed snarks a bit
-Increased a bit snark's explosion radius.
-Snarks properly mimics all of the player's damage powerups.
-Snark sounds's pitch now increases over time.
-Stupid Tau cannon again: fixed primary fire penetrating through targets
-Fixed Green square teleport effect in LZDoom
-Fixed Tau cannon damage triggering twice on the current gzdoom versions
-fixed vm abort when killing certain enemies with explosives, added a null check to the explosion code.
-Made Op4 Powerups optional.
-Forgot to re-add the "Screenblocks must be 12" note in the menu.
-Increased chances for Accelerator rune to spawn.
-Shotgun reload can only be interrupted if you have enough ammo to fire.
-Shotgun pre-reload animation can now be interrupted too.
-Fixed modified WolfesteinSS always appearing even with the custom monsters cvars off.
-Moved Accelerator rune's hitsound code from HLGenericEvent to its powerup class.
-Increased displacer_ball's first impact damage from a random value between 75 and 600 (75*random(1,8)) to just 1000.
-Renamed SS_ScriptedSpawner for compatibility with other mods that also uses it (Important note: this may break old saves)
-Buffed tau cannon again (because why not)
-Fixed tau beams spawning a static glow on non-bleeding actors.
-Fixed satchels disappearing when hitting the sky.
-Forgot to remove Herobrine.
-fixed vm abort caused by hazardous floors and other damages coming from an inexistent source
-fixed some dynamics lights never moving from their spawn points in 32bits versions of gzdoom
-displacer ball now explodes a little faster
-Added Opposing-Force's weapons, this includes the knife, pipe wrench, barnacle, desert eagle, saw m249, m40a1 sniper rifle, displacer cannon, sporelauncher and shockrifle
-Added option to disable op4 weapons (why would you do that?)
-Fixed some damage indicators being triggered when recieving zero damage (mostly happens in co-op)
-Fixed MP5 not responding correctly when tap-firing
-Shotgun can now start reloading a bit earlier after firing
-Greatly buffed 357
-357 now replaces SuperShotgun, shotgun will now be replaced with its hl counterpart
-Doubled frames in Shotgun's altfire (same amout of frames as in original game)
-Added some more frames to glock's select and fire animations
-Now you can cancel a hand grenade by changing to another weapon
-mp5 now gives more ammo: 50
-Buffed a little tau cannon, glock, and mp5
-Greatly buffed gluon gun
-Reduced ammo usage from gluon gun by a few tics
-Crossbow bolts and spores can poison enemies, dealing additional damage (can be disabled)
-Hitscans fired from HL weapons now generates bubbles underwater
-Fixed being able to use the long jump module while dead
-Added cheap imitation of A_Explode that makes actors bleed (may be a little buggy, the explosion is spherical and the vertical thrusting is a bit exagerated)
-Added special mode for gluon gun that didn't make it in the previous version
-Crossbow bolts and gauss beams now spawns a bigger blood spray when hitting a bleeding actor
-Added scripted randomspawners (credits to BlueShadow) (Edit: i know it has been implemented into the main game but i'm too lazy to update it) (Edit2: Updated)
-Fixed silencer silouhette in glock's muzzleflash and realigned some textures
-Updated models so they can use environment maps on specific parts (mostly for gloves, special thanks to Marisa Kirisame)
-Added this message so the changelog looks a little longer
-Night vision googles now makes everything look green (thanks PixelEater!)
-Satchels now deals more damage
-Fixed wrong animation in tau cannon
-Fixed Gluon gun not playing its beam sound when you ran out of ammo and just picked up some ammo
-Added option to disable reloading on all weapons (except rpg), must start a new game
-Added option to prevent the player's velocity to be transferred to throwable objects(grenades, satchels, etc)
-impulse 101 no longer works in multiplayer
-Added weapon selection menu (make sure to configure your keys)
-Greatly reduced chances from special sodas
-Slightly changed some pickup messages
-Some other internal changes, for future plans (edit: now i don't even remember what exactly were those changes)
-Fixed double damage showing an additional message when picked up
-Shotgun shells' max amounts are now 50 and 125 with backpack
-Now weapons and some ammo pickups are spawned by randomspawners, that means that the amount of ammo given by dropped weapons/ammos will not be halved (also counts as an extra bonus to maintain certain balance)
-Added new teleportfog effect
-Reworked that messy code for the lightning beam effects, now looks less buggy
-Hornetgun's primary fire hornets no longer hurts non-bleeding actors
-Hornets no longer targets non-bleeding actors
-Tweaked explosive barrels and rockets
-Added that sound that plays when you get hit by a bullet
-Revenant projectiles no longer spawns bullet sparks
-Fixed give weapons/idkfa cheats giving doomguy's fists
-Some vanilla monsters have been replaced with slightly modified versions of them
Added Cvar to use the vanilla ones instead
-Added gibs (only players and the modified monsters can spawn them atm)
-Changed Keys' pickup sound
-Added Op4CTF's powerups (as powerup runes, idk how to name then)
-Fixed weapons playing the ammo pickup sound in multiplayer (i guess)
-Blood sprites darkened a bit
-Kinda fixed weapons getting glitched when dropping them near a wall
-Double and Quad damage now does their respective amounts of damage (because i wrote their properties in the wrong way)
-Double and quad damage now lasts for 45 seconds (before it was 30 or 25, idk)
-Kinda fixed hazard suit's weird behavior with its green blend when picking up another one
-Fixed startup fatal error in gzdoom 3.7.0
-Snarks are now harder to dodge
-Finally fixed snark's chances to distract an arch-vile and other actors with the 'QUICKTORETALIATE' flag, chances are based on the actor's painchance
-Crowbar and its variants now performs some additional hit checks if you missed the first one
-Increased chances from backpack to spawn
-Increased hornetgun's recharge rate by 2 tics
-Increased hornet's speed
-Fixed flashlight sound being played even with the 'hl_flashlight' cvar deactivated
-Fixed nightvision overlay not being displayed when screenblocks is not 12 or if the player lacks of the 'item_suit'
-Fixed player's frozen death camera being turned 90º and being able to look at any direction while standing
-Fixed player's frozen death terminating the HUD scripts
-Fixed player standing in its idle pose when dying at the same time it fires a weapon
-Redone weapon's vertical recoil scripts, this means that the player can now fire a weapon and switch to another weapon without it being interrupted
-Fixed zdoom's 'Cross 1' Crosshair always being shown in gzdoom 3.7.0
-Added better support for randomized pitches (check sound options)
-Added cvar to disable the vertical recoil on weapons
-Fixed rpg laser sometimes getting glitched
-Added Cvar to always turn laser sights off when changing to another weapon
---------------- previous release
-New HUD, including directional damage indicators, recognition of damage types and pickup icons
-Cortana telling you what time is it, or if you are injured
-FlashLight (Dynamic light and spotlight versions)
-Explosions now have dynamic lights
-Increased glock's fast fire rate
-Increased 9mmAR (mp5, smg) fire rate
-Increased RPG Rocket speed + dynamic light
-Gluon spiral now uses a better 3D effect
-Buffed Gluon gun
-Tau cannon beam with new effects, they can also bounce on walls/floors/ceilings
-Tau cannon charge now consumes 20 of ammo instead of 30 + little buff
-New Weapons: Hivehand, Crossbow, Hand grenades, Satchels, Snarks
-Better textured 357, slightly reduced fire rate
-lots of minor changes i don't remember
Spoiler: textTO DO:
-TheCamaleonMaligno (myself) for the mod obviously, GoldSource MDL conversion to md3, coding and the glorious gluon spiral.
-Mr.Pencil for inspiration, i always had in mind the idea to contribute his mod or something like that before he abandoned it. Then one day, i said: 'why not making a new mod like that?'.
-Major Cooke for his hl-like laser beam effects i used as reference for this mod.
-ibm5155 for hexstartup++
-TheZombieKiller for his "Last weapon" script
-Mighty-Mom and Dyno-Dad
-Sumolito, best bud and beta testo
-FinnGamer, beta testo
-Some guy that that loves to change his name, beta testo (i guess)
-PixelEater for the green shader i used for the nightvision googles
-BlueShadow for the scripted randomspawners (these got replaced but wanted to credit him anyways because i used it for a long time)
-Marisa Kirisame for her environment map shader
-m8f for inspiration to make the weapon menu (because it wasn't planned), also some code reference
---- The obvious stuff ----
-The Valve people who developed the original game
-Gearbox software for the amazing Opposing-Force expansion
-The Sven Vikings for Sven Co-op, some assets i used from said mod, future enemies and ideas
-Id Software for the 1993 game
-All the people involved in the developing of ZDoom, GZDoom and the ZScript thingie
-All the ZDoom forums members who supported the mod and had the patience to wait this lazy dude to release it
-High Definition addon i guessdone
-Monsters... but i think i'm gonna merge this and the ??? update release, idk
-May not be properly balanced because of lack of ammo and stuff. if you can make some suggestions i'd considerate the best ones.
-Weapon menu is not finished
-When you run out of ammo, some weapons will spam their click sound while holding both fire and altfire buttons.
-Dropped weapons that touched the ceiling can not be picked up (barely fixed).
-Gluon gun sounds may get a little glitchy when you have 1 of ammo.
-Tripmines are still not working on sloped floors/ceilings.
-Sometimes explosions won't hurt individual actors under certain circumstances. (mostly happens with spore plants)
-When hl_reload is disabled, you can't select the mp5 if you run out of its primary ammo, even if you still have grenades
-Revenant's projectile sometimes spawns its smoke at the coords 0 0 0
i couldn't even got bothered to try fixing them of how lazy i am
This version is now separated into two files:
Lambda_Code.pk3 (may/26/2022) you only need to load this, lambda_resources will be loaded automatically
second release (old)
first release (very old)
Lambda_HDGuns.pk3, it's optional and it must be loaded after Lambda_Code
note: the hornetgun model will become glitchy when becoming transparent
-The files must be loaded in the following order (just in case):
-The mod requires GZDoom 4.5/LZDoom 3.87c or newer
-OpenGL is also required because of 3D models
Spoiler: Regarding some options not changing in the menu
Latch CVars (the ones that only applies when starting a new game) won't really work as expected in the main menu (Engine limitations);
They won't seem to change but they actually do when you start a new game!
Alternatively you can write 'Endgame' in the console, this will end your game and show the console background, then try changing them again from the menu.
other thing you can do is changing them manually from the console, here are the currently available latch cvars:
hl_dmguns: Enables deathmatch modification on weapons such as Laser sight for the 357, explosive arrows for the crossbow, etc.
1: Forcefully Enabled
hl_dmbalance: Reduces the amounts of damage done by weapons, this was meant to be used in deathmach but nobody plays deathmatch in gzdoom...
1: Forcefully Enabled
hl_op4weapons: Enables Opposing-Force's weapons