Shotgunnery mod v1.6

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Re: Shotgunnery mod v1.3

Postby Chaosvolt » Sat Jun 18, 2022 4:58 pm

I'm tempted to revert that yeah, yeah. And on the list of things for me to tackle in a bit, for some reason fast fire isn't going into the inventory bar when the "carry powerups" setting is on, and I need to do something to get the incendiary shell's fire crackle noise playing in Heretic it seems.

EDIT: and latest updates:
* Fixed incendiary shell's projectile lacking a compatibility entry in SNDINFO.
* Fixed fast fire powerup failing to pick up properly when "carry powerups" setting is on.
* Nerfed value of shell boxes from 20 down to 16.
* In exchange, bumped up max shell capacities from 50/100 to 80/160.
* Tweaked sprites for shell boxes slightly.
* Per request, went ahead and set it so slugs can gib again.
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Re: Shotgunnery mod v1.35

Postby Captain J » Sun Jun 19, 2022 7:44 am

This is very clever! IRL Shotgun shell variants are indeed vast and it's nice that we can use more than plain ol' buckshot shells in doom. Also i like the accuracy on Akimbo SSG each time you fire barrel after barrel!

More shell variants would be awesome too. Like making Rainbow of Shells!
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Re: Shotgunnery mod v1.35

Postby Chaosvolt » Sun Jun 19, 2022 10:15 am

Captain J wrote:This is very clever! IRL Shotgun shell variants are indeed vast and it's nice that we can use more than plain ol' buckshot shells in doom. Also i like the accuracy on Akimbo SSG each time you fire barrel after barrel!

More shell variants would be awesome too. Like making Rainbow of Shells!


Thanks! I was certainly tempted to add even more shell options, though right now it's pretty much at the point where there's an ammo type for basically every main vanilla weapon available, and slotting more into the spawns might be difficult. On the other hand, both bouncy rubber slugs and tazer slugs would still be very tempting to add, if I could think of good places to put them. Possibly as alternatives for what regular slugs and incendiary shells spawn respectively...
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Re: Shotgunnery mod v1.35

Postby GoalDude-00 » Mon Jun 20, 2022 5:28 pm

Very good work, it really breathes some new life into the single gun concept. Found no bugs, though I do have a single suggestion: change the firing sound for the plasma shells. The SSG's mighty boom might be powerful, but it's just not the same as the BFG's firing/crashing sound. The flash and impact sounds can stay the same.

That's it, this mod is weirdly enough very good for slaughterish maps. It's not particularly overpowered and I nearly died on Anomaly Report's map 15, which I do normally struggle to get through without dying at least once or twice.
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Re: Shotgunnery mod v1.35

Postby Chaosvolt » Mon Jun 20, 2022 8:04 pm

I was tempted to edit together some sounds to fit the variant shells a bit, yeah. Possibly starting with the basic gunshot sounds, then mixing in something fitting from one of the energy weapons, if the result blends together decently...
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Re: Shotgunnery mod v1.5

Postby Chaosvolt » Tue Jun 21, 2022 10:23 pm

And now with 1.4 I finally have indeed implemented some different sounds. Explosive shells get a firing sound that blends the relevant gunshot sounds together with the grenade launcher firing sound from Strife. Incendiary shells meanwhile make use of two fiery weapon sounds, Flamestrike and Bloodscourge from Hexen, mixed and tweaked a bit to have a bit more consistent sound when meshed in with the gunshot effect. Plasma shells for now make some fairly basic usage of sounds edited together incorporating the BFG plasma ball impact.

On top of that, I added a third option to the powerup options to randomize what spawns in place of berserk packs and chainsaws. By default, chainsaw spawns yield fast-fire while berserk spawns yield guns akimbo. With the new option enabled, both pick either one at random. Best used for Chex Quest since you don't seem to encounter berserk packs in there, also useful for episode one of Doom.

And also incorporated some proper gloved punching sprites, again edited from Angled Doom. Bit more consistent that way. Since you're depicted swapping shotguns fairly quickly (and editing that brass knuckle ring thingy onto any visible left hand in the shotgun sprites would be a bigger pain in the ass), they've also been edited so that the primary fire punches lack the brass knuckles, as the altfire jabs already did.

EDIT: And worked on another update afterward:
* Added an option that allows the quick-melee function to also block projectiles if you time the swings right. Won't block bullets, and trying to use it on a rocket is a Bad Idea, but does have some utility if enabled.
* Added an option that sets it so that dual shotguns will fire all four barrels one altfire, if they're all loaded. Comes at cost of increased spread and recoil, regular altfire can still occur with this setting on if you have less than four barrels loaded.
* Fixed dual shotguns with explosive slugs still using generic shotgun sound effects instead of the custom sound for explosive slugs.
* Updated readme.
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Re: Shotgunnery mod v1.5

Postby ArchVain12 » Wed Jun 22, 2022 3:09 am

Its possible have smooth doom animation or not in future updates?
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Re: Shotgunnery mod v1.5

Postby Chaosvolt » Wed Jun 22, 2022 3:54 am

ArchVain12 wrote:Its possible have smooth doom animation or not in future updates?


Might be doable, though I'd have to be mindful of the animations where offsets are used to position things, to make sure it doesn't end up looking janky.
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Re: Shotgunnery mod v1.6

Postby Chaosvolt » Wed Jun 29, 2022 3:39 am

For now though, messed with a big bundle of updates:
* Overhauled how reloading and loaded chambers are handled, making the shotguns significantly less fragile and less vulnerable to ending up in a state that might leave you unable to select a weapon.
* Also fixed the issue where co-op always forces the player to respawn with fists equipped.
* Set it so that you can cancel out of a reload into quick-melee if you hit the zoom command early enough. Also means the shotguns will be able to force a reload if you've somehow put them in a state where they're both ready but also empty.
* Converted the weapon name script into part of the custom ZScript HUD. This fixes some issues where the displayed weapon name could potentially fail to trigger.
* Shifted around the damage of incendiary shell projectiles to favor a bit more direct hit damage and slightly less burn damage, also adds a tweak to how its velocity changes on hitting monsters, allowing it to burn a beaten zone into a crowd of enemies instead of settling at the very edge of the group after initial impact.

Spoiler: tangent about all the weird shit I ran into and what I did to fix them
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Re: Shotgunnery mod v1.6

Postby lulle » Wed Jun 29, 2022 10:49 am

Nice mod. I mean: Sometimes less is more :D
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Re: Shotgunnery mod v1.6

Postby Chaosvolt » Thu Jun 30, 2022 12:47 am

lulle wrote:Nice mod. I mean: Sometimes less is more :D


Thanks, heh. I find myself tempted to see what other lil touches I can add to improve things and add to gameplay, and while Demonsteel-esque flairs like dashing or a combo mechanic tempt me a lil bit, I can't think of many additional ideas that would actually pair well with the core idea of "shoot, reload, pace yourself and you'll be able to handle anything" that I've found dominates gameplay with this mod.

Sounds and sprites are definitely something I'm tempted to add more work towards, stuff to give a consistent appearance across the games it's compatible with and ensure I don't have to risk any problems that might ensue from having vanilla sprites and sounds stashed away for IWAD-compatibility stuff, but part of why I ended up getting so involved in this instead of another project I have on the backburner is being that mod needs a lot more in the way of complex sprite editing before I feel up to release it, especially weapon sprites which are the bane of my existence if I have to do them myself.
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