This project I'm doing is about tweaking weapons of saturn https://www.moddb.com/games/doom-ii/add ... aturn-1115 and adding/adapting a sniper rifle based off of another mod: https://www.moddb.com/mods/brutal-doom/ ... iper-rifle
This is a work in progress. I'm learning this stuff. Since it was so useful to have other peoples mods to tweak, I am making what I'm doing available in return. Do with it as you will. As an aside, I write code for a living, and let me tell you, if you are at ease with a weapon mod, then you should have no problem with 99% of the day to day in the software industry.
Weapons of Saturn Changes:
-The Titan/BFG uses the BFGF_MISSILEORIGIN flag. This makes it behave more intuitively (IMHO) where the damage cone starts from the plasma ball instead of the doom guy. This is quite useful on those levels where you have 8 Cyberdaemons and you aren't good enough to 2 shot them the 'classic' way.
-Small tweaks to the damage
-The 1911 has alt. fire which uses 2 bullets for 2*6d3 damage. The single bullet does 5d3.
-Fixed an issue with the saturnV rocket launcher no reload. Also made it where it is just as fast with or without reload (useful in Sunlust...)
-Removed custom ammo types
-Removed beretta, machine pistol, and chaingun replacements
-Removed the chamber reloading stuff
-Used vanilla sounds for shotgun
-Replaced 1911 sound
Sniper rifle changes:
-Basically de-brutal doomized it. Removed a ton of DECORATE code related to Brutal doom features (kicks, grenades, etc.)
-The sniper rifle ammo comes from bullets. 5 bullets = 1 sniper round.
-Primary fire fires 1 sniper round for 30d3 damage
-Secondary fire fires 5 sniper rounds for exactly 300 damage (I preferred this to the 150d3)
-Zoom uses the GZDoom zoom key instead of Alt fire
-Both primary/secondary fire work from the zoom state
-Kept the very cool night vision mode while using the scope
https://mega.nz/#!sNdCCYqb!szwixI1OpvLE ... UwSRfPRFpc
I also am including my "Inventory Doom" modified pk3 which has a nice ACS function to convert shells to bullets (since I now have a great sniper rifle...). See the post here -- viewtopic.php?f=43&t=55057
The Inventory Doom Modified now has:
-Configurable interlevel maximums (using CVars) using an option menu (MENUDEF)
-An AutoHeal capability
-Converted to PK3 (zip) format
-Made the spider walk less noisy
-Added a hotkey section
https://mega.nz/#!ZI8ynKjR!j02-T_qZ5LIR ... LEAvXnyXhI
[2018-11-22] Update In Progress Changes:
-Sniper rifle goes out of zoom after firing (since you need to dodge generally after firing)
-Put back the cocking action after firing (otherwise you could basically fire on auto)
-Adding bullet tracers (from beautiful doom)
-Removing splash from bullets
[2018-11-23] Small update:
-Added nosplash flags to bullets / richotes due to lag
-Added noteleport flags
-Changed class names to not conflict with Beautiful Doom
-Fixed an issue with Refire in alt fire w/ sniper
(Basically just with the weapons & player class) commented out:
Beautiful Doom modifs: https://mega.nz/#!UNtREaLI!RdGQcM0ufMiB ... 9c_ONyf-tA
[2018-11-24] Update:
-Separated weapon effects like smoke & casing into its own pk3: https://mega.nz/#!YVkRzKyZ!bdwokRDgBrI- ... eQ7xEeWBdM
-Use missle argument of A_FireBullets for the tracers, ex:
Code: Select all
SHT2 A 1 A_FireBullets (11, 7, 20, 5, "EG_BulletPuff", FBF_PUFFTARGET, 8192.0, "EG_BulletTracer", 16)
Code: Select all
TNT1 A 0 A_SpawnItemEx("EG_LargeBulletCasing",
random(25,30),
cos(pitch)*15,
//z from bottom of actor
sin(-pitch)*25+random(31,32),
//velocities
random(1,3),0,random(4,6),
0, SXF_ABSOLUTEVELOCITY
)
-Titan/BFG secondary ammo is just 1
-Titan/BFG now has primary fire which works like the vanilla BFG and the secondary which uses the BFGF_MISSILEORIGIN flag
-7 bullets per shell
-hardcoded Titan/BFG & plasma to not need the reload
-M50 single shot is set to fixed damage of 70 to 100% one shot the machine gunner dudes and imps