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This is a randomiser mod which changes a boatload of stuff but keeps to the original vanilla-like gameplay.
Some info on it: -Each monster has typically 3/4 tiers where a random tougher monster will spawn in its place. -Armor and Spheres have a random chance to spawn a stronger type/powerup. -Weapons have been redone and feature reloading. -There is an inventory system to make use of items/powerups which are randomly dropped by monsters. -You can toss grenades and mines with weapons equipped.
There's plenty more in it but its been out for so long players probably know what its all about.
Latest release changes (v27a5): (+) Slightly sped up BFG9500 reloading. (+) Buffed Hell Dukes heal chance and amount healed, I overnerfed it. (+) Slightly buffed the Hell Dukes rage attack range. (+) Nerfed the Hellfire Revenants comet damage a bit, it was far too strong and made it more dangerous than the Famine. (+) Fixed an overlook on the BFG9500, added A_ReFire at the end of its reload now it will keep firing if fire is held where as before you would have to repress fire after the reload sequence. (+) Removed the custom torches, candles and tech lamps, their effects caused FPS dips on maps that used them heavily and they clashed with a lot of map pack decor. Kept their code in till I make a workaround for both issues. (+) Hopefully fixed a bug with Caco type deaths, their corpses would sometimes get stuck in the falling loop state when they landed ontop of other actors. (+) Fixed bullet decals and large blood pools spawning on liquid flats.
Spoiler: Some older changelogs - Full changelogs inside the PK3
//==================== // Changes from V27a2 //====================
(+) Added a Quick Hands perk (more of these will come eventually), when picked up, weapon switching will be faster. It is dropped by common Cybers and Masterminds. (+) Common Cybers/Masterminds no longer drop Demon Runes. (+) Assault Rifle upgrade added, it gets an underbarrel grenade launcher, rocket ammo is used for it. (+) Hellfire Revenant now drops the Grenade Launcher instead of the Cyber Lord. (+) Monsters spawned by the Summoner will die when the vile is killed (though if they are killed before it and then resurrected by it or another vile, they wont). (+) Monsters will no longer infight with Pain Elemental variants. (+) Cyber Lord now drops a +40 HP orb (Life Core) to make up for the mastermind dropping extra armor. (+) Backpack will now respawn if the ammo respawn CVAR is set. (+) Added the final Baron spawn, the Terminator (this was obvious with what the player demon form is, lol). (+) Nerfed the Baby Sentient, it no longer has a hitscan-like 10k attack, now it has the slower moving, ball type 10k shots. (+) BFG Zombie now reloads his weapon after 5 shots (just like the player). (+) Fixed the endless loops when you held altfire on the Railgun while it had ammo loaded (also the DTBFG10K since it got reloading in prev version). (+) Buffed Hellfire Rev again, it will now fire both comets at the same time and comets will cluster on explosion.
//==================== // Changes from V27a3 //====================
(+) Fixed the shotgun plasma hitting players while the thru weapons flag was enabled. (+) Fixed the BFG9500 having unlimited ammo on GZDoom. (+) Fixed the assault rifles GL having unlimited ammo while the thru weapons flag was enabled. (+) Fixed the large blood pools showing up while vanilla mode was enabled. (+) AR GL upgrade grenades now explode on impact.
This is just a quick hotfix release.
//==================== // Changes from V27a4 //====================
(+) Removed the new console font, it was too small and not needed. (+) Slightly sped up the pistol raise animation while it has ammo loaded. (+) Replaced the pistol fire sound with version 26s. (+) Fixed the Terminator mob minigun fire state, it had an incorrect jump messing up its loop fire. (+) Changed the weapon upgrade bobbing icon to something more Doom-like. (+) Removed the placeholder Quick Hands perk pickup and also changed it to match Dooms style. (+) Removed the WAD files from PK3 itself to prevent memory leaks (I had no idea having WADs inside of PK3s did this, thanks for the heads up Major Cooke).
Just another minor fix update.
Last edited by Daedalus on Thu Jan 17, 2019 3:28 pm, edited 5 times in total.
Seems okay. 5/10 wish more monsters had their attacks aligned up with their sprite's 'weapon' arm and less gore that looks silly when it's spawned on liquid flats.
Edit: Also, on the latest version of Gzdoom, the BFG (the normal one) is completely broken: The weapon fires normally, but doesn't remove ammo from the magazine, allowing for infinite firing.
I can't test right now, so I wanted to ask if the performance toggle now works in GZDoom, because prior versions achieved this via CVAR manipulation, which GZDoom doesn't allow, unlike Zandronum.
I can effectively say that the Assault rifle's upgrade is 120% useless in its current state. I'd say make the grenades impact-based, instead of acting like the GL's grenades, just to make it different and possibly useful in situations where you're directly attacking a monster. (Also make the grenades ACTUALLY visible, I couldn't see the projectile if I wasn't on top of it.
iSpook wrote:Seems okay. 5/10 wish more monsters had their attacks aligned up with their sprite's 'weapon' arm and less gore that looks silly when it's spawned on liquid flats.
Edit: Also, on the latest version of Gzdoom, the BFG (the normal one) is completely broken: The weapon fires normally, but doesn't remove ammo from the magazine, allowing for infinite firing.
I still need to tweak the redone blood effects, yeah.
Thanks for pointing this out, I'll have it fixed for next release.
DabbingSquidward wrote:I can't test right now, so I wanted to ask if the performance toggle now works in GZDoom, because prior versions achieved this via CVAR manipulation, which GZDoom doesn't allow, unlike Zandronum.
Yes, you should be able to toggle it via the mods menus (ESC > Mod Stuff).
As for the ARs GL, I'd say having the bouncy grenades is more useful than impact based ones, but I can change it to impact for a few versions and see what feedback I get in-game.
awesome to see an official thread I've been using this pretty frequently whenever I play doom in the last few years; you've done an awesome job on this. has anyone made any maps specifically for this mod before?
Good to see a thread like this is up and running, because I’ve had a question for the longest time. Is there any reason that most of the reloadable weapons (Handgun, Assault Rifle, Rocket Launcher, Grenade Launcher, etc.) reload with one bullet less than max when reloaded from empty? Has it not been brought up before, or is it a feature?
Great decision on updating it again sire, this is such a great mod together with the LCA .it's a perfect match like an ice cream and a cone nvm about that hope you keep updating it and also looking forward for new set monsters, i know there's an LCA for that but you know it would be good to have a run with hardcore monsters but not on the same level with the leg monsters.. more power sire!
Lazorinc wrote:Good to see a thread like this is up and running, because I’ve had a question for the longest time. Is there any reason that most of the reloadable weapons (Handgun, Assault Rifle, Rocket Launcher, Grenade Launcher, etc.) reload with one bullet less than max when reloaded from empty? Has it not been brought up before, or is it a feature?
It's intentional, had a ton of confused players about it, heh. It's known as one in the chamber. If you notice when reloading from empty on one of the weapons that has it, its slightly different from reloading with ammo currently loaded. (ie the assault rifle reloaded from empty, Doomguy will pull the charging handle back, with ammo loaded he doesnt).
Though it is a bit goofy on the likes of the RL and GL, I always kept it in because more shots are better.
Hi Daedalus, big thank you for that update. I got an idea here, I think icons for Weapon upgrades and perks should be changed, am still thinking about the weapon upgrade ones but for perks you could use DooM 64 Megasphere (The one with DooM Guy's helmet), as it reassembles our hero and gives him extra "Powers" , i know it's just cosmetic stuff but current icons look kinda out of place. I always liked that everything in Complex was DooMish and fitting together like a jigsaw puzzle. I mean, spheres never tell you how the work you just memorize them, you could use different colors for different perks. As for weapon upgrade icons, maybe rocket ammo boxes with pictograph of weapon they upgrade.