Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

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Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Postby R4L » Tue Sep 04, 2018 12:11 am



Original thread for Metroid Dreadnought by TerminusEst13 here!

What is this?

This is a mod that adds 3D models to Metroid Dreadnought, and fixes a few other problems so it can run in the latest GZDoom. This originally started as a joint venture between RockstarRaccoon and myself, but considering the fallout he's had and the overall reputation of this failed "Metroid Doom" mod, I figured I could at least upload my share of work from that project and integrate it into the base mod so that it isn't entirely lost and distance myself from the drama. I've been working with this mod on and off for 3 years learning my way around modding tools, and this is kind of the culmination of that. While this isn't a ton of stuff, it's work that I'm semi-happy about, and feel that maybe it could improve this already fantastic mod some more.

Features

-3D Arm Cannon models for most of the beams. The exceptions being the Doom Cannon, Chroma Storm, and Long Beam for now.
-3D models for the Gunship, as well as a Chozo statue prop, some of the pickups, and some 3D crates. I plan on adding more!
-Brightmaps for beams and props!

I've also tinkered with the code a bit:

-Morph Ball is now an item that has to be acquired, and it has an item banner and jingle.
-Items can be obtained in morph ball mode.
-Renamed ijon's math functions that were superseded by GZDoom so most things work again.
-Enabled and fixed the Beam Selection HUD, because it's fucking awesome. Default bind is 'Q'.
-Energy Tanks actually fill up 100% now. Health would become "full" at about 2 Energy Tanks and would not fill any further.
-Hopefully made modding easier. You can compile ACS now. Export all scripts to a folder and add to your include path in SLADE. :P

Known Issues

-Morph Ball pickup does not automatically turn into a Missile pack if the player already has it. Working on a fix... Fixed in 1.5c!
-Doom Cannon does not appear on the HUD. I believe this is due to me adding the Morph Ball into the mix. Working on a fix... Fixed!
-Space Jump is still fucked. There are some print commands in met_spacejump.h that can help with debugging I think, but this might be beyond my scope... Fixed!
-Power Bombs still spawn without warning, infinitely, after acquiring certain items. Surely this isn't too hard to fix... Fixed!
-Fixing Space Jump borked wall jumping. There isn't any momentum after wall jumping. OHGODWHY Fixed! ANOTHER ONE BITES THE DUST
-Beam Select HUD carries over inverted mouse when mouse is inverted. Fixed!
-Speed Booster has an awkward animation with weapons. This is due to using Offset in DECORATE with models. They just kind of disappear when Speed Booster is active. Could probably be improved with a ZScript rewrite.
-The Beam Selection GUI will freeze your character if used in an online match.
-Mod support is limited! I've tested a few mods running with Dreadnought, but it's still more or less "use at your own risk".
-Maps that use Soulspheres as trigger items can have problems if you have the max amount of Energy Tanks (you won't be able to pick it up and trigger the event).
-As of GZDoom 4.0.0, DO NOT USE MODELS IN VULKAN. They will not display properly. - This is now fixed as of 4.0.1!

Planned Additions/Fixes

-Give modders the ability to create morph ball tunnel cameras in GZDBBF/SLADE with a simple function (see video below).
-Give modders the ability to create door types in GZDBBF/SLADE so certain beams/missiles will trigger certain doors. This has been done already, but I'm going to do it myself this time.
-Add Screw Attack.
-Shinespark ability. Added!
-3D models for the rest of the pickups and sprites.
-Rework some animations and finish animations for certain actions, like the destructible crates, shooting missiles, and charging beams.
-Add the Varia Suit and Gravity Suit with their intended features and purposes (lessen damage taken, protection/nullify effects from heat/water). Varia Suit is in!
-Add lock-on system for easier gameplay with a controller or just for that preferred style of play. Also add the ability to lunge sideways to evade attacks.
-Make Charge Combos for each beam into separate items. In 1.5c!
-Make Boost Ball a separate item.
-Refill a full Energy Tank if picking up an Energy Tank while having the max amount of Energy Tanks so map triggers can still work.
-Make random spawners for items so everything has a chance to be picked up in-game without summoning items from console. In 1.5c!

Credits

-TerminusEst13 & Ijon Tichy for making this incredible mod.
-Models-Resource for the Metroid Prime model rips. There are no tags to show who did what on the website.
-Wivicer for his brightmaps for the 2D beams! Thanks dude!
-GenghisJollybat in our Discord for naming some of the pickups, suggesting ideas, and beta testing. Thanks pal!
-CrazyWazy in our Discord for working with me to suggest new items/improvements to help him make his maps, his awesome compositions and beta testing. You da real MVP G.
-Xyifer in our Discord for making sprites of Sylux and beta testing. Thanks homie!
-Samusoidal in our Discord for beta testing, rigging models, and suggesting ideas. Thanks friend!
-Jekyll Grim Payne for help with some missile spawning code shenanigans.
-Everyone else in our Discord server for beta testing and suggestions/improvements. Seriously, I can't thank everyone enough...
-Everyone here, because without you, I wouldn't know how to do any of this shit to begin with.

Gameplay Video
Spoiler: Gameplay Video


Spoiler: Gameplay Video 2


Spoiler: Gameplay Video 3


Spoiler: Shinesparking!


Mod Compatibility: Hit or miss right now, but here's a video showcasing some mods that do work (and some that don't) with MDO:

Spoiler: Mods!


Download Links!

As of 5/15/2019, archive is approx. 38MB! Tested with GZDoom 4.1.2.

You need both files in the archive to play. The Tutorial level in the levels.pk3 has been edited so you can see everything in action.

As of 10/5/2018, I want everyone to be aware of a mapset in the making for MDO: https://www.doomworld.com/forum/topic/1 ... s-out-now/

There is a playable demo available! Check the link for more info. Join our Discord here!

Spoiler: Betas

Spoiler: Stable Releases


Change Log

Spoiler: Change Log
Last edited by R4L on Sat May 25, 2019 10:42 pm, edited 66 times in total.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby TerminusEst13 » Tue Sep 04, 2018 12:23 am

Was following this on YouTube for a while, looks like things were going pretty well! It's really nostalgic and a lot of fun to go through this again, and seeing all of the little changes really is inspiring.
It's amazing how much has changed on the engine side since this was first developed. At some point down the line it might be good to do a complete rewrite to keep things internally consistent...

Making things easier for other people to mod is definitely a fantastic idea, and while spacejump needs to be completely and thoroughly overhauled everything else seems to be working fantastic.
Well done! :D
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby Valherran » Tue Sep 04, 2018 12:40 am

I hope you can finish this project and get everything working. Metroid is quite frankly one of several untapped resources for modding, and it would be a shame to leave it incomplete.

An idea to Space Jump work (as well as Screw Attack) would be to make it a toggle-able function. So if it's enabled, it would put you in Space Jump/ScrewAttack mode the moment you press the jump key and will last until you land on a surface.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby R4L » Tue Sep 04, 2018 10:18 am

TerminusEst13 wrote:Was following this on YouTube for a while, looks like things were going pretty well! It's really nostalgic and a lot of fun to go through this again, and seeing all of the little changes really is inspiring.
It's amazing how much has changed on the engine side since this was first developed. At some point down the line it might be good to do a complete rewrite to keep things internally consistent...

Making things easier for other people to mod is definitely a fantastic idea, and while spacejump needs to be completely and thoroughly overhauled everything else seems to be working fantastic.
Well done! :D


Thanks! I would like to clarify that your mod is still very easy to edit, unless you're adding 3D models... The names for the beams have a space in between, which you cannot have in MODELDEF, so those had to be renamed. Now, if anyone wants to add any 3D model, they simply can. :)

I was going to message Ijon about Parkmore, but he's not active anymore the last I heard?

Valherran wrote:I hope you can finish this project and get everything working. Metroid is quite frankly one of several untapped resources for modding, and it would be a shame to leave it incomplete.

An idea to Space Jump work (as well as Screw Attack) would be to make it a toggle-able function. So if it's enabled, it would put you in Space Jump/ScrewAttack mode the moment you press the jump key and will last until you land on a surface.


I wish it were that simple. The code is there, it just needs to be reworked a bit.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby thedeathrunner123 » Tue Sep 04, 2018 11:28 am

PERFECT! i just started to play am2r. so i have a metroid prime style doom mod and a 2d metroid game now! awesome!!!
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby R4L » Tue Sep 04, 2018 11:29 am

thedeathrunner123 wrote:PERFECT! i just started to play am2r. so i have a metroid prime style doom mod and a 2d metroid game now! awesome!!!


This has been around for a while. Terminus made the mod long ago. Thanks for checking this out!
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby thedeathrunner123 » Tue Sep 04, 2018 11:56 am

cant pickup the variasuitpickup? it looks like a screw attack thou...
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby R4L » Tue Sep 04, 2018 12:00 pm

thedeathrunner123 wrote:cant pickup the variasuitpickup? it looks like a screw attack thou...


Ah, I forgot a pickup state I think. I'll fix tonight when I get some free time after work. Even then, don't expect much. It's literally a replacement for the RadSuit.

Also, the pickup has the correct model. That is what the Varia Suit upgrade looks like in Metroid Prime.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby thedeathrunner123 » Tue Sep 04, 2018 12:09 pm

Hmmm. weird. bc in the original games that would be the screw attack. https://www.google.com/search?rlz=1C1CH ... pzG4j-rgrM: see?
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby R4L » Tue Sep 04, 2018 12:13 pm

thedeathrunner123 wrote:Hmmm. weird. bc in the original games that would be the screw attack. https://www.google.com/search?rlz=1C1CH ... pzG4j-rgrM: see?


Indeed it would. It appears to be the Varia Suit upgrade in Metroid Prime however.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby thedeathrunner123 » Tue Sep 04, 2018 12:23 pm

the actual screw attack is this however https://www.google.com/search?q=screw+a ... lIMCODCeFM: i wonder, would it be possible to ever make a screw attack work?
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby R4L » Tue Sep 04, 2018 12:45 pm

thedeathrunner123 wrote:the actual screw attack is this however https://www.google.com/search?q=screw+a ... lIMCODCeFM: i wonder, would it be possible to ever make a screw attack work?


Yes, that is the Screw Attack. I'm talking about the Varia Suit, which has the correct pickup. If the Screw Attack is ever implemented, I will be sure to use that model for the pickup.
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Re: Metroid Dreadnought - Model Pack and Overhaul

Postby thedeathrunner123 » Tue Sep 04, 2018 12:50 pm

yeeeep. sounds good mate.
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Re: Metroid Dreadnought Overhaul - 1.1

Postby Voltcom9 » Tue Sep 04, 2018 8:44 pm

I'm really a sucker for all things Metroid. This is really well done and has been added to my mod playlist. I enjoyed this a lot before but this overhaul was quite a fun nostalgic look back on an awesome mod! Great job.
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Re: Metroid Dreadnought Overhaul - 1.1

Postby R4L » Tue Sep 04, 2018 8:52 pm

Voltcom9 wrote:I'm really a sucker for all things Metroid. This is really well done and has been added to my mod playlist. I enjoyed this a lot before but this overhaul was quite a fun nostalgic look back on an awesome mod! Great job.


Hey, thanks a lot! It's definitely a WIP, but I hope I can improve it further!
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