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PATCH NOTES:
5.5.18 @ 01:33 - Fixed an anonymous function that had no semicolons.
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I know it's been done countless times, but I want to do this better. I want to attempt to throw as many Goldsrc (the game engine for most early Valve games like Half-Life, Counter-Strike 1.6, Team Fortress Classic) features into the GZDoom engine as possible.
As you can probably guess, I love the Half-Life engine games, and I'd like to recreate them in my other favorite game: DOOM!!
Above is the link to the WAD-in-Progress. This is where you will find updates. Let me know what you think; please dissect it and let me know if there's anything you think should function differently.
Remember, the goal here is to make the behavior as similar as possible to Goldsrc.
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HEV voice
- Warnings
- Ammo depleted
- Armor pickups
- Geiger counter when in proximity to nukage
- Damage type warnings (heat, falling, laceration, radioactive, etc.)
HUD Overhaul
TERRAIN definitions for footsteps
Iconic weapon selection menu with SFX
Bullet casings
Half-Life/TFC style crosshairs
- Crosshair changes when aimed at enemy (see usage in Half-Life)
Half-Life/TFC style rocket trails
Half-Life style rocket launcher
- Red dot with guided missile
Add extra blood flecks to gunshots as seen in all Goldsrc games.
- If you don't know what I mean by this, load up Half-Life or your favorite Goldsrc title, shoot a human, and watch the initial bullet hit and the little pieces that fly out from it.
Tiny black bits that fly out of walls when you shoot them (not a puff).
Sound effect when dropped guns hit the ground - compare to when an hgrunt is killed in Half-Life and drops his MP5.
Currently implemented features:
Spoiler:
New menu graphics.
Many weapon and pickup sounds have been replaced.
Some monster sounds have been replaced or modified.
Some button sounds have been replaced.
Different menu sounds.
Level intermission, main menu, text screen, curtain call and episode ending music has been replaced for DOOM and DOOM2.
Player flinches when hit, similar to Half-Life.
Player view tilts upon death and jumps vertically similar to Half-Life and TFC.
DSOOF replaced with use fail sound from Half-Life.
TFC pain, death, jumping sounds.
Explosive barrels that launch into the air when detonated by chain reaction; similar to Surface Tension in Half-Life (play Barrels 'O Fun for a good demo).
DSSLOP replaced with Goldsrc equivalent.
Goldsrc explosion sounds and graphics for rockets and barrels.
ZDoom blood decals overwritten with those found in Goldsrc.
Blood actor replaced with one that mimics Goldsrc behavior.
Not Goldsrc related, but I changed the Cacodemon blood to blue and the Baron and Hell Knight's to green.
- Might change all demon blood to yellow in future to more closely mimic Half-Life enemies.
Picking up a weapon for the first time plays the iconic sound effect, but the second pickup makes an ammo pickup sound.
- *NOTE* This has essentially broken weapon pickups. You can now pickup a weapon no matter what.
I will need to refine my code with some conditions.
BossBrain uses Nihilanth vocals.
BulletPuff has a chance to make a ricochet graphic appear with accompanying sound.
Changed BulletPuff graphic to one found in Half-Life's files, but which isn't noticeably used in Half-Life.
Chaingun functions like the minigun from TFC.
There's probably some I missed. Play it for yourself and get back to me with your feedback!
*IMPORTANT* Also, let me know if including this volume of resources from these games, especially unaltered music, is a breach of copyright.
I like to think it isn't, as I believe I've provided sufficient credit and documentation and am not gaining profit from this, but I'd like to not walk that fine line.
Last edited by SiMpLeToNiUm on Sun Jul 22, 2018 1:37 pm, edited 9 times in total.
hatakethecopyninja wrote:*IMPORTANT* Also, let me know if including this volume of resources from these games, especially unaltered music, is a breach of copyright.
I like to think it isn't, as I believe I've provided sufficient credit and documentation and am not gaining profit from this, but I'd like to not walk that fine line.
Unfortunately, that's not how copyright law works. I mean, I personally would tolerate it, but you'd want to be really careful that you don't draw the ire of anybody that particularly enjoys filing takedown notices.
wildweasel wrote:but you'd want to be really careful that you don't draw the ire of anybody that particularly enjoys filing takedown notices.
I'm in the process of contacting Valve's legal team to obtain rights. If they greenlight it (no pun intended), we're golden, but if not, I'll take it down immediately. Removing link for now.
el armadillo2 wrote:I'm pretty sure there's nothing illegal about this mod, i don't remember Valve being as harsh as Nintendo.
I just wanted to be on the safe side. Think about how cool a personal response from them would be, though. It's like having the Pope's blessing to Crusade!
I think a month is plenty of time to figure out if Valve is yay or nay on this. They haven't responded to me either way, so I assume it just isn't important enough for them to consider. I'm gonna go ahead with the mod.