Legacy of Rust weapons

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Jekyll Grim Payne
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Legacy of Rust weapons

Post by Jekyll Grim Payne »

This is a small mod, more of a ZScript excercise, that converts the Incinerator and the Calamity Blade (aka Heatwave Generator) from the Legacy of Rust campaign to ZScript.

This does NOT include sprites or sounds from Legacy of Rust. You will need to own Doom Rerelease and add id24res.wad to the load order in order for this to function.

What this adds
  • Incinerator — original weapon by Xaser Acheron (ND) Plasma Rifle replacement.
    The mod modifies its fire and projectile animations a bit, so there's less quick flickering between sprite frames, making the animation smoother. It also adds some particle effects and more nuanced muzzle flash animation with more sprite variations.
  • Calamity Blade (aka Heatwave Generator, as it's known in some parts of the game's code) — original weapon by Roger Berrones (id) & Xaser Acheron (ND) BFG9000 replacement.
    In the mod it has a slightly more nuanced muzzle flash, and the gun doesn't become fully bright when charging/firing, only the muzzle flash does. The projectiles also have lo-fi particle effects added. In addition to that, this version does allow for vertical autoaiming (in contrast to the Legacy of Rust version, which doesn't), but all fired projectiles will be aimed in sync.
  • New pickups for Cell and Cell Pack. They're still cell ammo internally, but they use different sprites (sprites are replaced directly, by name) and different pickup messages. Pickup messages are localized, using translations from Doom Rerelease.
How to use
  • Download: https://github.com/jekyllgrim/ZSLoRWeap ... s/main.zip
  • You'll get a file called ZSLoRWeapons-main.zip. DO NOT UNPACK.
  • Add this file to your load order, like any other mod.
  • (Optional) You can change its extension from .zip to .pk3 if you like (but this is not required).
  • Add id24res.wad to the load order (or extract sprites/sounds from it into a separate archive if you know how to do that).
  • Run GZDoom.



The weapons feature the same mechanics as in Legacy of Rust, but a a few visual changes:
  • Muzzle flashes are separated from the guns and are lit independently (without making the whole gun full bright. They're also truecolor PNGs with smoother edges.
  • The Incinerator has more muzzle flash variations.
  • The Incinerator has smoother animation (instead of switching between frames every tic it changes frames every 3 tics). I found the original animation very jerky and hard to look at.
  • While firing, The Incinerator's light changes in a sine wave rather than switching between A_Light1 on and off every tic, because again, that was kinda seizure-inducing.
  • Flame projectiles use additive renderstyle rather than just being partially translucent.
  • Flame projectiles emit particles when firing/dying.
JohnnyTheWolf
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Re: Legacy of Rust weapons

Post by JohnnyTheWolf »

Awesome! I will give it a shot (haha) as soon as I can!
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Xim
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Re: Legacy of Rust weapons

Post by Xim »

Just tried it out, this is great! I love the GLDEFs for it. A nice improvement from the dehacked versions which I tried out in GZDoom earlier.

Just need to adjust the tags for the weapons, the incinerator doesn't have one so when selecting it with weapon tags displayed it shows "JGP_Incinerator". And for the other weapon maybe have the tag say 'Calamity Blade' instead of 'Heatwave Generator', unless the later is what's generally preferred.

Another suggestion is perhaps having an option or another addon patch for random replacement, so we can still use the plasmagun and bfg. But I do understand wanting to keep the direct replacement since that's how it works in Legacy of Rust.
smashbro596
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Re: Legacy of Rust weapons

Post by smashbro596 »

yeah i'd absolutely think these two extra weapons should be addons to the base roster. i like having the bfg and it feels wrong to omit it.
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mamaluigisbagel
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Re: Legacy of Rust weapons

Post by mamaluigisbagel »

Gotta try this, might make a more unique playthrough of the original iwads since it replaces the Plasma Gun and BFG.

It does make me curious how much different it'd be if we had the LoR enemies too via randomizer. I'd imagine somebody has done that by now.

EDIT: Someone has.
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