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All the credits goes to creators of High Noon Drifter and Final Doomer+ , i just made a couple tweaks of High Noon Drifter and
added some weapons from Final Doomer+: Heavy Machine Gun from Plutonia set and Rocket Launcher from DOOM2 set.
I also added variation of Gatling Gun; model used for rendering sprites : Old West Gatling Gun by Cybertenko.
If You looking for some realism/more challenge and/or for something, that makes sense in general, this modification is not for You.
I have just finished Unloved mod on Ultra Violence ( withot any gameplay modifications ) and i wanted to do something, that will make
player`s life easier ( i`m not a very good Doom player ).
Tested with GZDoom 3.1.0a, DOOM2 iwad and High Noon Drifter v1.2c, can`t promise, that it will work with something else.
In order to work, You need to load this addon AFTER HighNoonDrifter-v1.2c.pk3 file like: gzdoom.exe -iwad doom2 -file HighNoonDrifter-v1.2c.pk3 -file HighNoonDrifter-v1.2c-SOP-AddOn_v0.7.pk3
Some Screenshots:
Changes from the original High Noon Drifter v1.2c:
Spoiler:
-Quick Grenade throw function ( Doom Zoom button ) with any weapons selected, exept Grenades and Basilissa Summoned; Revolver "Spin" action is
reassigned to "Revolver Spin/Dual Wielding SMG" key in "Controls->High Noon Drifter OP" section, Revolver will also do the usual "spin stuff" if You out of grenades and
Zoom button is pressed; there is also "Quick Grenade No Hold" option in "Mod Options->GAME-CHANGERS" ( Enabled by default ),
if You disable it, a character will hold grenade in "ready to throw" state as long as Zoom button is held, otherwise ( default ) he will throw grenades
continuously, as long as You hold Zoom button; also Quick Grenades behavior is defined separately from "regular" grenades - No Bouncing by default.
-Added Heavy Machine Gun from Final Doomer+: Plutonia set ( Weapon Slot 9 ). It uses 2 regular bullets per shot. Acquired with "Backpack" pickup or You can use
"Start With...->Heavy Machinegun" option in "Mod Options"; there is also a "hotkey" can be assigned to give Heavy Machinegun in "Controls->High Noon Drifter OP".
Very "meaty" stuff ( "Ketchup" mod is recomended ).
-Added Rocket Launcher from Final Doomer+: DOOM2 set ( Weapon Slot 6 ). Acquired with "Grenades" weapon pickup, uses the same ammo.
-Revolver can fire in "automatic" mode ( while "attack" button is held ), same for the Whip.
-Increased "magazine" size for Revolver, "Cintia 1901" ( Shotgun ) and "M-12 Grasa"`s.
-Reduced "Spread" for Revolver and "M-12 Grasa"`s.
-Increased reloading speed for "Montaraz 1899" ( Double Shotty ).
-"Slightly" increased all maximum ammunition capacity... Just a tad...
-Some minor ammunition pickups tweaks.
-Added "Lava/Slime Damage" modificator in "Mod Options->Sliders". Should work with all the regular "damaging floors", may not work with some custom though.
-Added separate "carry items" options for basic Doom items in "Mod Options->CARRYABLE ITEMS IN DOOM": medikit, berserk, invisibility...; if "Medikit" option
is "ON", when player pick up Large Medikit, it will go to the inventory only, if player`s health is below 100%, otherwise it will heal player, like it usualy
does ( well not exactly "usual" - there will be no cut above 100% - it will just give to the player 25 Health Bonuses, so there is no potential waste).
-Added some hotkey assignments in "Controls->High Noon Drifter OP".
-Added self damage and fire power options for Grenades, Quick Grenades and Rockets in "Mod Options->EXPLOSIVES DAMAGE OPTIONS"
-Character now able to perform "strafe-sliding" ("dodge") with strafe left/right keys being held; i also decreased "cooldown" timer after "sliding".
-Doom inventory powerups ammount now shouldn`t be decreased to 1 when player leaves the level ( regardless of mappack settings ).
-Added hotkeys assignments for "quick use" of doom inventory items.
-Added "Infinite Torch Use" option in "Mod Options->CARRYABLE ITEMS IN DOOM". If this on, player can toggle torch on and off with
"Use Torch" button without decreasing total ammount of avalible inventory "torch" item; "Torch" option shold be turned "On" as well for this
to work, You shold also have at least 1 "torch" in inventory ( "Hotkey: Give Torch" or typing in the console window "give newtorch" can help ).
-Switching between "M-12 Grasa" and "M-12 Grasa"x2 now performed by "Revolver Spin/Dual Wielding SMG" key in "Controls->High Noon Drifter OP" section.
-Added Gatling Gun ( Weapon Slot 0 ). It uses 2 regular bullets per shot. Acquired with "M-12 Grasa" weapon pickup after player already got 2 "M-12 Grasa"`s or You can use
"Start With...->Gatling Gun" option in "Mod Options".
When "Reload" Button is pressed, Gatling Gun switches to more faster, but less powerfull fire mode.
The code for Gatling Gun weapon is slightly modified code from Heavy Machine Gun, so is "muzzle flash" sprite.
Sprites for Gatling Gun weapon is in 720p resolution. I also included 540p sprites in HND-v1.2c-SOP-Gatling-540p.pk3 file, so if You have any lags
when using Gatlin Gun, You can try use this file ( You must load it in GZDoom AFTER everything else ). There is also HND-v1.2c-SOP-Gatling-1080p.pk3
file with 1080p sprites, so if You don`t have any problems with 720p, You can try this one.
I`m noob in modding, so (some)things can look ugly and/or out of place. I was just "toying" around, and it resulted in this "thing", which is working
quite well for me, so i decided to share it - maybe someone else will have fun with it too.
Special thanks to all the awesome people here, who helped me out.
-Added a "Fire Power" option in "Mod Options->GATLING GUN" to adjust Gatling Gun damage.
-When "Reload" Button is pressed, Heavy Machine Gun switches to more powerfull and precise fire mode ( no spread ), but with at a lower fire rate.
Compatibility patch for Knee Deep in ZDoom v 1.2
Spoiler:
Tested with GZDoom 3.1.0a, DOOM iwad, High Noon Drifter v1.2c and Knee Deep in ZDoom v 1.2
In order to work, You need to load this patch AFTER everything else like: gzdoom.exe -iwad doom -file kdizd_12.pk3 -file HighNoonDrifter-v1.2c.pk3 -file HighNoonDrifter-v1.2c-SOP-AddOn_v0.6.pk3 -file HND-v1.2c-SOP-KDiZD12.pk3
Keycards representation on the HUD looks not very good, but it does the job.
Compatibility/Tweaks patch for Project Brutality 3 Monsters Only pack Alpha1
Spoiler:
All the credits goes to creators of original Project Brutality 3 Monsters Only pack Alpha1. I just made a couple compatibility and gameplay tweaks to it.
I wasn`t been able to make separate addon file to it, so i can only prowide a modified version of it, sorry... I this is not acceptable i will remove the link.
This won`t work without original High Noon Drifter v1.2c .
Tested with GZDoom 3.1.0a, DOOM2 iwad and High Noon Drifter v1.2c; i also did try it with QZDoom q2.0.0 x64 and managed to beat Maps Of Chaos-HardCore edition
map pack without any major problems.
In order it to work, it must be loaded in GZDoom in following order: first PBM_Alpha1-HND-SOPv0.7.pk3 file, then original High Noon Drifter v1.2c file and after it
HighNoonDrifter-v1.2c-SOP-AddOn_v0.7-PBMonst.pk3 file, like this gzdoom.exe -iwad doom2 -file PBM_Alpha1-HND-SOPv0.7.pk3 -file HighNoonDrifter-v1.2c.pk3 -file HighNoonDrifter-v1.2c-SOP-AddOn_v0.7-PBMonst.pk3 .
Changes:
-Doom Sphere can be carried as inventory items, if You enable "Damage Sphere" option in "Mod Options->CARRYABLE ITEMS IN DOOM". Damage multiplier and
duration increased, also increased chance of spawning. Also Demon Strength Rune spawn is replaced with Doom Sphere, since Demon Strength Rune doesn`t
seems to do anything for High Noon Drifter mod.
-Demon Morph Runes also can be carried as inventory items after enabling "Carryable Baron Morph Rune"/"Carryable Revenant Morph Rune" in
"Mod Options->PB Demon Morph Options". After player transforms back from Baron/Revenant, he receives back his health/armor with two exeptions:
if his health was lower, than 100% it will be set to 100% and if his armor was lower, than 50, then armor will be increased by 100. There is
option "No Red Screen Filter" in "Mod Options->PB Demon Morph Options" for preventing screen from turning red, while Demon Morph Runes is active.
There is also "Demon Morphed Player Do Not Die" option "Mod Options->PB Demon Morph Options" so player can`t die, while in demon form ( BUDDHA ).
-Couple compatibility tweaks, like player don`t get damaged by water or some other stuff without any apparent reason, player don`t get attacked by
rescued Marines, some ammo/items spawns...
I know, it`s not a lot, but at least some of those tweaks made my gameplay experience with this mod a lot more enjoyable.
Simple "Zooming" function, that should work with any weapon. Just assign "Zoom" key in "Controls->My Keys".
I don`t remember, where exactly i did get it, or how it originaly looked ( i think, it was couple of "console" commands ). It also shold work with any mod. DOWNLOAD HERE.(279 B)
Last edited by vova123 on Wed Jun 19, 2019 3:22 pm, edited 15 times in total.
Wow! This looks really cool, some interesting tweaks here.
I notice the download is rather large - are you redistributing all of HND with this mod? That's generally frowned upon around here. Also, out of curiosity, did you ask permission to use the Final Doomer assets?
EDIT: I see permission was obtained for HND, excellent. My previous question still stands, though, as well as the possibility of this working as a patch as opposed to including a large amount of mostly-superfluous data.
silentw
About "working this as patch" i really don`t see, how i can pull this off - i modified a fair amount of functions in a lots of files and recompiled the "source" cazador.o file, so
i don`t see, how it cold work with with the original *.pk3 file.
And i totally forgot to ask about Final Doomer+... Yeah, i know - i`m an idiot, but to ask now ( "after the fact" ) is somehow feels more wrong, than what i already did, so should i
just delete this topic?
Well, you could just exclude all the assets that haven't been modified from HND like sprites and audio and just leave the new assets and scripts in the "patch" mod then instruct the user to load HND first.
vova123 wrote:silentw
About "working this as patch" i really don`t see, how i can pull this off - i modified a fair amount of functions in a lots of files and recompiled the "source" cazador.o file, so
i don`t see, how it cold work with with the original *.pk3 file.
As someone64 said, there are a TON of resources you didn't modify. Remove every single thing you didn't touch, and then load your pk3 after HND - you will have to do some testing to make sure this works!
As a second step, if you want to make this work if Terminus EVER updates HND, you need to put your scripts in a different ACS file and override the functions in HND's ACS that you want to change.
I really urge you to put in the time and effort to make this a real add-on, you'll learn a TON more about how GZDoom works and how HND is put together, it's quite a rewarding process. Don't hesitate to ask people in this thread for help, either! I'm sure there are plenty of us who would be happy to investigate things with you and assist.
Hey, this is pretty neat. The HMG is my favourite weapon in final doomer so I'm glad that's the one you decided to carry over to this. Any plans to expand on this?
Sgt. Shivers wrote:Hey, this is pretty neat. The HMG is my favourite weapon in final doomer so I'm glad that's the one you decided to carry over to this. Any plans to expand on this?
Sgt. Shivers
So, are You not mad at me and don`t mind, if this thread continue to exist?
I did some "assetes exlusion" - it seems to be still working fine. I`m pretty sure, there are still some "leftovers" remainig, but i hope it`s not too critical.
slipcase wrote:is there a reason revolver spin and grenade throw have to be bound to the same key?
slipcase
Well, i used "Zoom:" state in weapons properties for "Quick Grenade Throw" function - the same state that "Revolver Spin" fucnction occupies and, as far as i`m concerned,
there is no more avalible states left for the "Revolver" weapon. And if i even somehow manage to create some additional "custom" function for "Quick Grenade Throw"
( which is highly doubtful ) there is still one wery important thing for me : i did used "WRF_ALLOWZOOM" flag A LOT in other states for weapons, so basically every weapon
fire/reload/alt fire sequence can be instantly interrupted, if user press "Zoom" button, which would result in grenade throw without any delays and i really have no idea, how
this can be achived differently.
Through user keys. [wiki=Classes:Weapon]Weapons[/wiki] can make use of up to four user keys (appropriately named User1-4, in state label and in bind), which, like reload and zoom, must be enabled through [wiki]A_WeaponReady[/wiki].
Zhs2 wrote:Through user keys. [wiki=Classes:Weapon]Weapons[/wiki] can make use of up to four user keys (appropriately named User1-4, in state label and in bind), which, like reload and zoom, must be enabled through [wiki]A_WeaponReady[/wiki].
Zhs2
Thank You for the tip!
It's going to take a while though to redo all the stuff...