JP's many mini mods

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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

JP's many mini mods

Post by jpalomo »

Requires a recent git build of QZDoom or GZDoom (recommended)

I'm sure some people are probably aware of some of my other smaller mods (hookshot, jphud). I've decided to post the rest of the others I have made here.

Smooth water
Replaces Doom's water with smoother animated water textures. Doesn't require the main file.


Main file (*required)
Provides the menu, CVars, and stuff needed for the scripts. Required to use any of the below mods.

Hover
Hover for a short duration when in mid-air. This can be activated manually or automatically. Sound effect by Nintendo.

Lock-on
Lock-on to your targets and track their movements. Works great with joysticks. Sound effect by Rare.

Grapple
Use a grappling hook on enemies and reel them in, or use it on terrain to reach new heights. Unlike hookshot, this comes bundled with sounds and sprites by Rogue Entertainment.

Extra Start Weapon
Simulates the coop shotgun start dmflag from Skulltag and applies it to other games as well. To use it, add 2048 to dmflags2 or enable sv_shotgunstart. Not mod friendly

Multi-jump
I know this has been done multiple times, but it can't hurt to do it again. Jump multiple times in mid-air. Now properly resets when landing on objects.





See the controls menu to bind necessary keys.

Options:
The mod options menu will be populated by items that are relevant to what you have loaded. Don't be surprised if you find an empty menu.

Player options
  • hover activation (cl_hover_activationtype) - Use a custom key, hold jump, or automatic activation for hovering. See controls menu for binding the custom key.
  • smart auto-hover (cl_hover_smartauto) - When using automatic hovering, control when it activates. Dumb always activates, smart activates when you drop over a certain height, smarter includes smart and also activates when above certain surfaces.
  • lock-on targeting (cl_lockon_toggle) - Hold/toggle lock-on targeting, or disable it completely. See controls menu to bind a key for lock-on targeting.
Server options
  • maximum mid-air jumps (sv_maxjumps) - Adjust how many mid-air jumps can be performed by all players. Use a value of 0 to disable.
  • hover duration (sv_hovertime) - Adjust the maximum length of time that any player can hover. Use a value of 0 to disable.
  • allow hookshot (sv_allowhookshot) - Enable/disable grappling hook for all players.
  • allow lock-on (sv_allowlockon) - Enable/disable lock-on targeting for all players.
  • start with extra weapon (sv_shotgunstart) - Start with an extra weapon in cooperative games. Changing this does not reflect on the dmflags.


Enjoy! :D

Mediafire mirror links:
Spoiler:
Last edited by jpalomo on Sun Jun 11, 2017 10:43 pm, edited 7 times in total.
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maseter
Posts: 170
Joined: Wed Apr 15, 2015 1:16 pm

Re: JP's many mini mods

Post by maseter »

Great stuff!

Have you thought of combining Multi-jump & Hover?
So if you double-tap jump & hold jump it would hover...
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Hexereticdoom
Posts: 613
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: JP's many mini mods

Post by Hexereticdoom »

Not have commented before, but these ones are lovely addons! :wub:

By the way, a customized version of the Grapple (HookShot) has been now included in my H-Pack mod, you know, I found it sooooo useful... :whip:

Keep doing the nice work JP! :thumb:
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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

Re: JP's many mini mods

Post by jpalomo »

I just noticed. I'll have to take a look at that mod again. I may start working on more stuff again. At the very least, I'll update my Lock-on mod since I just updated my HUD. I just updated the Extra Start Weapon mod. I changed it a few months ago but forgot to upload it.
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Mikk-
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Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: JP's many mini mods

Post by Mikk- »

Wow! That lock-on is really cool, reminds me of Dark Souls or Ocarina of Time, very neat stuff!
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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

Re: JP's many mini mods

Post by jpalomo »

The best part about that for me is that it works with any control setup. I made that because aiming properly on a touchscreen is nearly impossible (it works with Doom Touch). I've just updated it with the recent changes I made to my HUD. I've also updated the bundle to include the previous changes, as well as including the smooth water mod with it.
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: JP's many mini mods

Post by durbdoogle »

Oh man, nice set of mods you got here! The lockon one will be especially useful for me for exactly the reason you stated :D
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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

Re: JP's many mini mods

Post by jpalomo »

I forgot to update the mirror links. Whoops. I just went ahead and tested each of these with the latest Zandronum beta build. To my surprise, 3 of them actually worked: Multi-jump, Smooth Water, and Lock-on. With a little work I can get Extra Start Weapon working too.
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Jeimuzu73
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Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: JP's many mini mods

Post by Jeimuzu73 »

Grapple thing doesn't work:

Script error, "jp_grapple.pk3:decorate.txt" line 8:
"HitTracer" is an unknown flag
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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

Re: JP's many mini mods

Post by jpalomo »

MJ79 wrote:Grapple thing doesn't work:

Script error, "jp_grapple.pk3:decorate.txt" line 8:
"HitTracer" is an unknown flag
Right at the top of the first post:
jpalomo wrote:Requires a recent git build of ZDoom or GZDoom (recommended)
constrictor
Posts: 3
Joined: Sat Jun 18, 2016 1:50 pm

Re: JP's many mini mods

Post by constrictor »

hi everyone i have a problem with lock on addon when i use it i can't use healtbar addon it says some properties are already included, so is there a way to use health bar and lock on together?
do i have to load them in a specific order?
or is it a configuration issue?
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jpalomo
Posts: 771
Joined: Mon May 17, 2010 9:45 am

Re: JP's many mini mods

Post by jpalomo »

Lockon includes the healthbar, though i might change that now. I guess I should add my 64k comp entry here too.
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: JP's many mini mods

Post by durbdoogle »

jpalomo wrote:Lockon includes the healthbar, though i might change that now. I guess I should add my 64k comp entry here too.
Do this! It needs more exposure :)
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Wolfbrf
Posts: 115
Joined: Sat May 07, 2016 2:36 pm

Re: JP's many mini mods

Post by Wolfbrf »

lockon is cool, now is possible to make something like a true alien smart gun. hover can work well with vehicles.

nice stuff
constrictor
Posts: 3
Joined: Sat Jun 18, 2016 1:50 pm

Re: JP's many mini mods

Post by constrictor »

jpalomo wrote:Lockon includes the healthbar, though i might change that now. I guess I should add my 64k comp entry here too.
thanks for the reply, and yes i see a health bar whenever i lock-on an enemy but not while freely aiming, and that's what i want, i assume that is a configuration issue, so how do i make it display health bar while just aiming? by the way i'm using hxrtc hud pb version 3.3 made by cotton disciple in case that has something to do with all this

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