Weapons of Earth for Doom revised

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Weapons of Earth for Doom revised

Postby kalensar » Tue Apr 27, 2021 9:58 pm

earthdoom.png

This is a mod that was inspired by Weapons of Saturn. To that extent is a weapons mod that sticks mostly to the classic Doom formula. Most of the guns have been replaced and perform as following.


Changelog--
----- Updated to REVISED Version and is FINAL.
--- Changed out a few of the weapons. Plasma rifle now shoots a flamethrower styled graphic; Changed the rifle into the SSG slot and it shoots as an autoshotty now. Sniper Rifle now has a bullet trail on its projectile. Added new unarmed attack. Changed weapon slot order.

KeyConf:

Slot1: fists
Slot2: Pistol
Slot3;: 1887, Assault Shotgun
Slot4: Chaingun
Slot5: Grenade Launcher
Slot6: Sniper
Slot 7; Plasmagun
Slot 8: BFG9000



Weapons of Earth for Doom

This is a mod that was inspired by Weapons of Saturn. To that extent is a weapons mod that sticks mostly to the classic Doom formula.
Most of the guns have been replaced and perform as following.

Glock21: replaces Pistol. Hits hard fires slow. Accurate. Needs to reload but will do it on its own or via reload key. No numbers show the clip ammo count for realism purposes.

1887: Replaces Shotgun. A 10 gauge shotgun that fires like the SSG for damage at one shell. The down side is that it must be manually cocked by Altfire/right-click.
Its pretty fun honestly.

Assault Shotgun: Full auto shotty that is point and click. reloads on its own after 10 shtots. Must be mannually reloaded. replaces SSG


Grendade launcher: Acts more like the rocket launcher but looks better. manually cocked via altfire/rightcick

PlasmaRifle: Is a new plasma rifle and it performs awesome

TacRifle: Fires fast at 1 bullets per click. Has a scope on Altfire. Dead on accurate.

Sniper: Replaces Chainsaw spawn. Very straightforward and rips through enemies. Zoom with rightclick. removes zoom after each shot.

Newfists: Swings with both fists fast on primary and does a strong kick on the altfire

BFG900: Now I giant flamethrower with the vanilla PlasmaGun graphic

Heres the demo video, it is out of date on the Plasma Rifle, TacRifle and BFG.





Credits: Realm 667 repository for all guns except for the Plasmagun and Chaingun as they are native to Doom..

Heres the Download link :https://www.moddb.com/games/doom/downloads/weapons-of-earth-revised
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Last edited by kalensar on Wed Jun 09, 2021 11:59 pm, edited 2 times in total.
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Re: Weapons of Earth for Doom v1.1

Postby kalensar » Thu Apr 29, 2021 3:02 pm

Updated to new version and updated main post
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Re: Weapons of Earth for Doom v1.1

Postby Dr_Cosmobyte » Thu Apr 29, 2021 3:10 pm

Could you provide some screenshots or gameplay? Seems cool.
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Re: Weapons of Earth for Doom v1.1

Postby kalensar » Thu Apr 29, 2021 4:00 pm

Dr_Cosmobyte wrote:Could you provide some screenshots or gameplay? Seems cool.


Demo video is now posted in the main post.
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Re: Weapons of Earth for Doom v1.1

Postby Baratus » Wed Jun 09, 2021 10:44 pm

I've given this a quick play, and it's a very interesting and unique take on the Doom arsenal! It plays well, but might need a bit of polish.

I've taken a look through the code and it seems rather messy. It would be more organised if you had all of the weapon DECORATE contained in one lump. You can cut and paste it in and I believe it will still load the resources from the WAD files nested in the ZIP. Don't do this for the Grenade Launcher as it uses ZSCRIPT, unless you want to reformat it to be DECORATE by removing all the semicolons and the Default{} brackets.

The manual reload is bound to Altfire on some weapons, and Reload on others. I think it would be better if you made every weapon use the same key to reload.

The Glock and the Chaingun have perfect accuracy because the Fire state does not have a Refire in it, so the game is treating the weapon as always shooting its first bullet, which is completely accurate. Adding a Refire will allow the weapons to have the weapon spread that you included.

If you don't mind, I made some improvements to the starting pistol.

Spoiler: New Glock Code


Some things I have added:
-An inventory item and an ammo counter, the former counts how many times the gun has fired since the gun was reloaded, and the second is a dummy ammo type that gives a read out on the HUD of how full the weapon's magazine is. After firing ten times, the weapon will Dryfire instead.
-A Dryfire state which gives an audio/visual cue, the gun clicks when it is out of bullets, and you have to reload with Altfire. If you wanted the gun to reload automatically, get rid of the "A 0 Refire" and "Goto Ready" and it will fall through to the Altfire state. The sprite moving is done via A_WeaponOffset, which saves the need to create extra sprites for slight positional changes.
-A "fully loaded" state so that you can't spam reload when the weapon is already fully loaded.
-When you fire the gun, your view tilts slightly, this is just added visual flair, and your view centers again afterwards.

Feel free to use this code for the next version if you want.

I hope this isn't rude of me or too overwhelming, I just want to illustrate how you can make changes and improvements with a couple extra tricks in DECORATE.
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Re: Weapons of Earth for Doom v1.1

Postby kalensar » Wed Jun 09, 2021 11:53 pm

Baratus wrote:I've given this a quick play, and it's a very interesting and unique take on the Doom arsenal! It plays well, but might need a bit of polish.

I've taken a look through the code and it seems rather messy. It would be more organised if you had all of the weapon DECORATE contained in one lump. You can cut and paste it in and I believe it will still load the resources from the WAD files nested in the ZIP. Don't do this for the Grenade Launcher as it uses ZSCRIPT, unless you want to reformat it to be DECORATE by removing all the semicolons and the Default{} brackets.

The manual reload is bound to Altfire on some weapons, and Reload on others. I think it would be better if you made every weapon use the same key to reload.

The Glock and the Chaingun have perfect accuracy because the Fire state does not have a Refire in it, so the game is treating the weapon as always shooting its first bullet, which is completely accurate. Adding a Refire will allow the weapons to have the weapon spread that you included.

If you don't mind, I made some improvements to the starting pistol.

Spoiler: New Glock Code


Some things I have added:
-An inventory item and an ammo counter, the former counts how many times the gun has fired since the gun was reloaded, and the second is a dummy ammo type that gives a read out on the HUD of how full the weapon's magazine is. After firing ten times, the weapon will Dryfire instead.
-A Dryfire state which gives an audio/visual cue, the gun clicks when it is out of bullets, and you have to reload with Altfire. If you wanted the gun to reload automatically, get rid of the "A 0 Refire" and "Goto Ready" and it will fall through to the Altfire state. The sprite moving is done via A_WeaponOffset, which saves the need to create extra sprites for slight positional changes.
-A "fully loaded" state so that you can't spam reload when the weapon is already fully loaded.
-When you fire the gun, your view tilts slightly, this is just added visual flair, and your view centers again afterwards.

Feel free to use this code for the next version if you want.

I hope this isn't rude of me or too overwhelming, I just want to illustrate how you can make changes and improvements with a couple extra tricks in DECORATE.



Hey Dude! Glad you liked this! I actually haven't updated this Thread in quite awhile. I put out a Revised version that has a better Chaingun replacement, plasmagun and better BFG and other things. https://www.moddb.com/games/doom/downlo ... th-revised

I used the reload code I did so you can't see the bullet count in the pistol itself.

Hope you enjoy!

I updated the main post as well
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