IMPORTANT NOTE: LITE VERSION WILL NO LONGER BE UPDATED, WITH THE EXCEPTION OF BUGFIXES AT ALL!
What is Dishonored?
Dishonored is a mod for (G)ZDoom which takes elements from the game of the same name and mixes them with Doom. Example of those elements are: - Elixir/Remedy mechanic: Medikits and Stimpacks are replaced with either Elixir or Remedy, with the ratio being 3:1, respectively. Medikit has 100% chance to spawn whereas stimpack has only 50%. They are stored in the player's inventory and either can be used at any time with a bindable key in Controls menu. Maximum amount for each is 10. - Mana mechanic: Using any power costs mana and, just like in the original Dishonored, the mana regenerates partially a few seconds after usage.
Important note:The mod runs perfectly on (G)ZDoom. Zandronum has not been tested. May not work due to lack of ACS functions. Needs confirmation.
What's the difference between Full and Lite version?
Lite version has the default Doom weapons, with some minor edits. I have changed the response time for all weapons and also decreased switch time for some of them. Full version, on the other hand, will be closer to the original game in terms of weapon count and ability. This one requires touchy sprite rips, so there is no guarantee when it will be complete and ready for release.
Spoiler: Changelog
[v1.0.2]
- Fixed bug with having to double-right-click Bend Time when switching powers while it is active.
[v1.0.1]
- Fixed sprite clipping bug. Mod should now work perfectly in ZDoom with no visual interference.
- Fixed an issue where you had to double right-click Bend Time when the powerup expired naturally. It was an inventory check issue. Moved the whole deal to ACS which fixed it.
- Made a small edit regarding color vibrance to elixir pickup sprite.
- Added Bend Time effect on activation, like in the original game.
Q: Why is the Outsider's Mark on the right hand instead of the left?
A: Because I'd have to flip a lot of sprites to fix it. Not worth it, believe me.
Q: Why does the chainsaw not have an alt-fire?
A: Because of sprite edits I am not capable of doing. The player is holding the chainsaw with two hands. To make a realistic animation, the player will have to let go of the chainsaw. Won't happen.
Q: Why are bend time and blink animations the same?
A: Because TEXTURE lump work for vanilla weapons is a pain. Don't expect any changes on that part.
Q: Why is the health bar split in two?
A: Because otherwise you can't see when you have over 100 health.
Q: Why is the armor bar split in two?
A: Same as above.
Q: Is this multiplayer compatible?
A: It should be. (Not tested.)
Q: Is this compatible with other mods?
A: With weapon mods? No. With monsters mods? Yes. Some maps can replace the weapons, however, so it may not be compatible with all maps.
Q: Is this Brutal Doom compatible?
A: No. And it won't be, either.
=====================
Known bugs:
- Rarely, you can get stuck in a wall when blinking. Should that happen, just blink away from it. I don't think this one can be fixed.
- Telefragging. It's entirely possible to telefrag any demon with Blink. Same as above, can't be fixed with the current collision code.
Spoiler: Credits
Idea: Lud. Graphics: Arkane/Bethesda. Edits by Lud. Sounds: Arkane/Bethesda. Code: The amazing ZDoom Wiki. Also, Lud.
Spoiler: License
It's simple - don't redistribute and/or plagiarise! I can't stop anyone from ripping anything, but the least you could do is ask if I'm okay with it. I've spent time on this and I don't get paid, so at least have some respect for the free stuff you're getting. I don't believe there's a single modder out there who doesn't like it when people respect the work he/she's put into his/her project.
Re: Dishonored [Vanilla v1.0.2]
Posted: Tue Aug 02, 2016 7:17 am
by Accensus
For the record, I am not double-threading for the sake of bumping/advertising. I have decided to separate the Vanilla version from the original to avoid a lot of mistakes with information and links. This thread is for Lite version only! I will redesign the other thread so that it focuses on the Full Dishonored. I'll also update the logo for both versions very soon.
Re: Dishonored [Vanilla v1.0.2]
Posted: Tue Aug 02, 2016 8:11 am
by Slax
You know, Vanilla and Original pretty much means the same thing when it comes to these things.
Re: Dishonored [Vanilla v1.0.2]
Posted: Tue Aug 02, 2016 8:21 am
by Accensus
Hmm, then maybe I can't explain right, or can't think of a better idea, or both.
Original = the version which matches Dishonored (actual game).
Vanilla = Doom weapons/Dishonored mechanics.
Come to think of it, it really is the same thing, heh.
Thanks for the info, though. I'll think of a replacement.
EDIT: How does full and lite sound?
Re: Dishonored [Lite v1.0.2]
Posted: Sun Aug 21, 2016 3:19 pm
by Accensus
Letting everybody know that I've reuploaded v1.0.2 with a bugfix. I reverted the behaviour of the orb. Apparently, the way I originally coded it is correct and something in the source port was screwing it up. That has been fixed in the dev builds. If it gets screwed again, idk. The Wiki also says my code is correct. Why the game shows it wrong is beyond me.
In other words, reverted this:
Changelog wrote:- Fixed bug? where the floor orb was instead sticking to the ceiling for some reason. I'm not really sure what the correct behaviour is and testing with many different versions hints that the issue is in the mod, rather than the port. If you encounter this bug again, despite me "fixing" it, please report it.
Re: Dishonored [Lite v1.0.2]
Posted: Wed Aug 31, 2016 11:52 am
by Accensus
Quick poll here. Should I keep the Lite version up? I've fixed some bugs in the Full one - more precisely, the telefragging. No more OP telefragging, yay! Still, since the codebase for Lite version is utter crap and chances are it will Not get updates, why even keep it alive? The balance sucks and overall it's completely useless. It seemed like a good idea to have a Lite version with Doom's vanilla weapons, but the way I implemented it is rated 1 out of 10. I'll leave that to you, folks. Just keep in mind that I will Not be updating this particular version. It's a failure which I, personally, want to see disappear.
Re: Dishonored [Lite v1.0.2]
Posted: Sun Aug 13, 2017 5:29 pm
by Groovy
Honestly man this would've really cool to see, though someone is currently working on a dishonored mod, I helped him out a little bit, mainly just fetching stuff. But you should still consider re visiting this.
Re: Dishonored [Lite v1.0.2]
Posted: Sun Aug 13, 2017 11:11 pm
by Accensus
There's still the main stopper - the sprites. I've also moved on from this mod. Besides, if I ever revisit it, the code would most definitely be refactored.
Another issue would be the balance. Stealth would likely be out of the question unless enemies are replaced, making the mod pretty specific and requiring custom maps for best gameplay. To whoever is making the new Dishonored, good luck. You'll need it. This is nothing short of a partial conversion with a lot of points to consider when developing.
Re: Dishonored [Lite v1.0.2]
Posted: Mon Aug 14, 2017 7:55 am
by DenTheUA
Lud wrote:There's still the main stopper - the sprites. I've also moved on from this mod. Besides, if I ever revisit it, the code would most definitely be refactored.
Another issue would be the balance. Stealth would likely be out of the question unless enemies are replaced, making the mod pretty specific and requiring custom maps for best gameplay. To whoever is making the new Dishonored, good luck. You'll need it. This is nothing short of a partial conversion with a lot of points to consider when developing.
Well, luck. Very strange thing.
For sprites, you can just rip the models out of the game itself (and add doomguys hands if you want).
The AI is actually a soft spot of the whole thing, I agree. Scripting is not my strong side, so that will take (aaaaaaaaaa)awhile.
EDIT: can I make the HUD on base of yours one?
Re: Dishonored [Lite v1.0.2]
Posted: Mon Aug 14, 2017 8:03 am
by Accensus
I assume you're the developer?
Sure, you're free to take apart the thing. Hope you have better luck with it than I did, lol.
Not sure how to rip the models, though. Dishonored 1 is running on Unreal Engine 3, and I have no idea how to rip assets from that. In any case, I'm way too busy with other projects right now, so Dishonored can rest in peace.
Re: Dishonored [Lite v1.0.2]
Posted: Mon Aug 14, 2017 8:31 am
by DenTheUA
Lud wrote:I assume you're the developer?
Sure, you're free to take apart the thing. Hope you have better luck with it than I did, lol.
Not sure how to rip the models, though. Dishonored 1 is running on Unreal Engine 3, and I have no idea how to rip assets from that. In any case, I'm way too busy with other projects right now, so Dishonored can rest in peace.
You're absolutely right! I'm a developer.
About ripping, tho, engine doesn't make a deal. You can use screenshots as a base for sprites.
Re: Dishonored [Lite v1.0.2] [DISCONTINUED]
Posted: Sat Sep 16, 2017 6:13 am
by Accensus
Discontinuing this (fo' real) and putting it in the abandoned projects thread.
However, I have an announcement to make. I've restarted the development and slowly but steadily started converting everything to ZScript.
I don't want to disclose what will be in the final version and what won't be, mostly because I'm not sure of it myself, but I can say for sure that the mod will, unfortunately, not use weapon assets from the actual Dishonored game. On the bright side, it won't be using vanilla weapons, either. I'll dig around the forums to see if I can find anything suitable.
Another important thing to notice is that monsters will not be replaced. The mod will be purely action-oriented with the stealth skills thrown out. (Apologies for the disappointment.)
That's it for now. A new thread will be created soon-ish when I've converted enough stuff to post a screenshot or two.