Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby EddieMann » Tue Oct 27, 2020 6:16 pm

Are you sure the damage values for the original guns is accurately mapped in this mod? Somehow I don't think the Mortar's projectile fits the Mortar.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby Linz » Wed Oct 28, 2020 9:33 am

So it dawned on me that Dusk has Climbing Claws that allow you to well,climb on walls

Is that something you'll consider adding or nah?
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Thu Oct 29, 2020 11:11 pm

Linz wrote:So it dawned on me that Dusk has Climbing Claws that allow you to well,climb on walls

Is that something you'll consider adding or nah?

There are currently no plans on adding that powerup, as there are no custom designed maps for the mod.
Once I start making maps we'll see.

Also, because of my focus of compatibility with several zdoom derivate sourceports, i would have to find a way to make a code that works in several sourceports, being gzdoom 1.8.6 the benchmark.
There is a fast fire totem and a superhot powerup though.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Thu Oct 29, 2020 11:34 pm

EddieMann wrote:Are you sure the damage values for the original guns is accurately mapped in this mod? Somehow I don't think the Mortar's projectile fits the Mortar.


The damage values were tweaked to match doom's balance a bit better.

They aren't faithful to dusk, otherwise you would kill everything way too easily, as original dusk monsters had large health pools compared to doom monsters.

That being said, the mortar and riveter were buffed the same week the mod got released, as some people thought the og rocket/grenade damage was too underpowered, considering the lack of bfg and large amount of monsters on screen.
I felt that myself too at times.

They do behave different on multiplayer, so the balance issue on singleplayer is not present on dooskworld.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby EddieMann » Fri Oct 30, 2020 2:38 pm

The Mortar's projectile seems to be a sprite instead of a model.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Fri Oct 30, 2020 6:00 pm

Some stuff weren't completely replaced yet, I have the mortar projectile already ripped for next update.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby EddieMann » Fri Oct 30, 2020 9:30 pm

Oh, that's good - any chance of being able to use game models like Lambda does for extra immersion? That'd be really neat, honestly.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Fri Oct 30, 2020 9:37 pm

The mod will include dusk models (monsters/pickups/perhaps props), but that will be an optional feature.

But if i'm being honest, i don't know the lambda mod, so i don't fully get what you mean.

The trailer inside the "future updates" spoiler section shows some models in action.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby EddieMann » Thu Nov 05, 2020 3:44 am

AlphaEnt wrote:The mod will include dusk models (monsters/pickups/perhaps props), but that will be an optional feature.

But if i'm being honest, i don't know the lambda mod, so i don't fully get what you mean.

The trailer inside the "future updates" spoiler section shows some models in action.


Using the 3D models (and animations) for the guns is what I meant by making it like Lambda.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Fri Nov 06, 2020 9:38 pm

EddieMann wrote:Using the 3D models (and animations) for the guns is what I meant by making it like Lambda.


Aaah, ok. I see now what you mean. Ha, i know the dude who made that mod.

Chances for 3d weapons to happen are very unlikely as of this date.
There are currently no actual weapon models to work from, except for pickups, and the animated models i attempted to extract myself with an unity assets extractor they all end in one big file with all weapons animated at the same time, separated by layers of meshes, which requires some model editing knowledge i don't have to export each weapon individually without messing up the meshes. (The times i've attempted to export edits, either models weren't animated or deformed like hell)

And the models were animated at 24 fps, so these 36 fps sprites rips won't match up the models keyframes as well as the monsters did (since i ripped the monsters via keyframes to match both sprites and models. Not a major problem, but syncing up would requirr more work :P)
I'm not saying no, but who knows? Up to how usable a future dusk sdk update with actual weapon customization becomes.

Speaking of monsters, time to show a video with monsters on action. A little 6 minutes gameplay.
Video is kinda old and several monster placements are subject to change, but still a nice look at the monsters in action.



No official date, though i'm evaluating something between late november/december.

Monsters are coded, currently working on behaviour and a separate standalone version.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby AlphaEnt » Wed Nov 18, 2020 2:31 pm

Ok, so now I have an estimated release date for the monsters update: December 10.

Just in time for both Dusk and Doom anniversary.

Expect a video of the dusk monsters being played as a standalone version with vanilla doom in the upcoming days.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby Captain J » Wed Nov 18, 2020 10:44 pm

Eeeeeeeexcellente! And as long as the weapons look fairly 3d, i guess it's all fine. See Prodeus. It's all 2D being 3D.
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