Stellar Weapons G4: SHOW NO MERCY!!! (suspended)

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Deybar_TECH
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Stellar Weapons G4: SHOW NO MERCY!!! (suspended)

Post by Deybar_TECH »

Image

"Stellar Weapons" is an Advanced Mod for Zandronum and GZD that is designed to be played on maps with hundreds
or even thousands of enemies at once. Such maps are known as "Slaughter Maps"

and to deal with so large number of enemies, this Gameplay Mod has:
  • a rechargeable "Armored Shield" that will greatly reduce the damage received.
  • if the damage is extreme, an alarm will go off and make you invulnerable for a few moments.
  • an enemy search and tracking system. This system called "ScreenSeeker" is very useful to chase very fast or invisible enemies.
  • The Automap will always be revealed and will show the position of enemies and decorations. very useful to avoid being ambushed.
  • weapons of the "Overpowered/OP" type that inflict high levels of damage ranging from 8 to 6000 damage points.
  • Advanced munitions capable of destroying/damaging or push over Decorations or inventory items.
  • "MIRV" attacks capable of dealing direct damage to fully Invulnerable Enemies or GOD2 cheat players.
  • "Instakill" projectiles capable of turning Enemies and Decorations into a pile of meat or scrap.
  • an unique "Inventory Recovery System" that will allow you to be always prepared
  • with all weapons and ammo upgrades that you found in other game sessions.
  • and finally, if the situation gets out of hand, look for the secret weapon "S.F.C."
  • to generate an impressive supernova that will erase from existence all the enemies reached by its bipolar rings.


now, not all of them are benefits for player:
  • "Stellar Weapons" makes extensive use of the "ReplaceActor" Skill property to replace monsters, decorations and even Items
  • to spawn even more enemies than normal and to add other types of monsters without losing compatibility with maps, MonsterPacks or other GameplayMods.
  • The reappearance of enemies or "Monsters Respawn" is another distinctive feature of "Stellar Weapons"
  • and is a property present in almost all difficulties to give the feeling of witnessing a true apocalyptic invasion and to make the provocation of infightings useless.
  • In several difficulties there are no health items on the maps. This is so because most weapons have the ability
  • to extract Health Gems from enemies while at the same time blocking their return/Respawn.
  • This Gem mining and Respawn blocking is a vital game mechanic to survive and the player has to learn how and when to use this.
  • "Stellar Weapons" comes with a build-in MonsterPack. many use the same direct "Mirv" or Instakill attacks as the player.
  • apart from the fact that there are completely invisible variations or with bullet-resistant metallic camouflages.
  • so depending on the difficulty/Replacements you select at the start of the game, things can get really scary.
  • and finally, Since weapons can be recovered at the start of a game, weapons are very hard to find because
  • there are NO WEAPON SPAWNERS where you would normally find them.
  • Play the first 4 difficulties to find all the weapons.


"Stellar Weapons" was designed to be played on the Zandronum source port primarily in SinglePlayer mode.
however, It can also be played in Multiplayer modes
such as Survival-Coop, DeathMatch, LMS or any other ST/Zandronum modality.

To make PvP a bit less unfair, many projectiles have their damage levels reduced upon impact with a player.
(At the moment, kills caused by "MIRV" attacks will not add Frags or monster kills.)





DOWNLOAD: Stellar Weapons G4-8.0 "NO MERCY" edition



You can also download the Mod directly through
The Sentinel's Playground - DOWNLOAD







This Project in Doomworld
https://www.doomworld.com/forum/topic/1 ... -no-mercy/


Screenshots wrote:
Stellar Weapons vs Okuplok (now is always possible in a single segment)
Image



Stellar Weapons Build-in new Monsters + Bot-Multiplayer
Image



surviving on Tarachillax with drain effect. :evil:
Image



Valhalla Battle Rifle + Space Sky2
Image



Neutron Blaster and Galactic Sky in "0 - Safe Travel" Skill
Image



S.F.C. Supernova "1987A" in a test Map
Image



Videos: wrote:






Deybar_TECH: Stellar Weapons - Credits and Sprite sources wrote: Captain J's SnapShooting Workshop:
  • (GC-74) "Sukhoi" = Konstantinov SA-02
  • (GC-82) "Siege" = XM-4810 Assault Cannon
  • (SB-16) "Savage" = Pancor Jackhammer
  • (GC-38) "Valhalla" = WA2000 Semi-Auto Sniper Rifle
  • (GC-88) "Titan" = BG-1x Large Perforator Rifle
  • (GC-48) "Zeliska" = M-336 Tebana Revolver
Weapons:
  • (SB-40) "Giga Launcher" ???
  • (SB-11) "Twinjet" ???
  • (GC-15) "Darkness" = ???
  • (GC-21) "Horizon" = ???
  • (SB-27) "Fenrir" = ???
  • (SB-69) "Avenger" = ???
  • (SB-117) "Dragon Storm" = ???
  • NFG = ???
  • Neutron Blaster = Doom4Doom
  • S.F.C. = Doom4Doom


Effects and Monsters
  • Complex Doom: LCA / Clusterfuck
  • Complex Doom: God Complex
  • Zion v08 - FULL
  • D4D: Doom4DoomResources
  • QC: DOOM EDITION
  • Doom The Mercenaries
Spoiler: old online server of the Mod
Last edited by Deybar_TECH on Thu Jan 18, 2024 10:44 pm, edited 24 times in total.
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(:<
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Graphics Processor: nVidia (Modern GZDoom)

Re: Slaughter Weapons and XD_Muertes laughs

Post by (:< »

I love this mod but some of the sounds such as the Famas Firing Sound and the N.F.G Base Firing sound sound weak overall great mod also the way the mod is structured makes it that it's really annoying to change sounds can there also be a way to have simplified ammo types
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Deybar_TECH
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

Hello.
I can increase the volume of
the weapons, but I have to mention that (ammo: KINETIC)
revolver & Rifle use 2 firing sounds at the same time
to be heard much louder than other weapons.

(:< wrote:a way to have simplified ammo types
Do you mean the multiple spawn amount that appears for each Item
or its multiple random Sprites ???
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Re: Slaughter Weapons and XD_Muertes laughs

Post by (:< »

No what I mean is the type of ammo each weapon uses like in vanilla doom
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

In the first versions of the Mod,
the weapons did use the classic/vanilla ammunition,
but that did not behave as I wanted.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by (:< »

How come?
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Deybar_TECH
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

(:< wrote:How come?
it was probably because of (Dehacked)
but I wanted the player to no longer start with Pistol
and when he replaced the (DoomPlayer) the ammunition (Cell
began to ignore the maximum amount of 256.
This made me doubt the rest of the ammunition
because such Maybe they had more internal hidden properties

Currently (Slaughter_Weapons) is more invasive and complex than before
now use (ACS: SetAmmoCapacity) to alter max ammo. so the Vanilla ammo may come back.
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Deybar_TECH
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

playing some maps I discovered
that random ammunition can overload
the memory of the game.

download this patch to fix that and other problems.
Also, it comes with some improvements in Extreme-Force and N.F.G.
SlaughterW3_AMMO_FIX.wad
Slaughter g3 fix
(222.1 KiB) Downloaded 83 times
I built 3 other weapons that will be
available in a new version of the project
with an interchangeable weapon slot system. 8-)
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

A few days ago, I wanted to add the
Assault Rifle (Heckler & Koch - G11) to
this project but I couldn't find Sprites
that met my expectations.

so I tried to capture some YouTube videos
to transform them into Sprites,
but the work required for each frame
and the end result was a disaster.

G11 sprite
G11 sprite
TEMPGN.png (14.29 KiB) Viewed 18756 times


so I decided to create 3D models of all the weapons
that are in the project to add them
directly in (.MD3) format.
I will first start with (G11)
and for its design, I am based mainly on
an old prototype and not on the version
that everyone knows.





Years ago I wanted to make a Mod with
3D weapons, but the development of my
flight simulator (3D_ACE) caused this idea
to be completely abandoned.





The process of creating 3D objects is quite slow
but with each improvement,
I will be updating the forum with
screenshots of the models
every time I can connect.
Last edited by Deybar_TECH on Wed Aug 25, 2021 5:58 pm, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

These days I was expanding the amount
of data that the new version of my
sound pack (XD_Muertes) will have.

It will be approximately 10Mb bigger
than the previous version and there
will be big expansions for:
PS2 Black (all voice samples)
Marvel vs Capcom (melee sounds) Shinobido way of the ninja (melee sounds)
Ace Combat 4 & X (radio voices)



XD_Muertes-G10.pk3 is still under construction
and will later have to undergo extensive
performance testing and sound management.

I hope I can handle the infinite audio channel problem that has plagued all of its predecessors.


Because I was improving XDM, I couldn't
have time to work on the 3D weapons.
Last edited by Deybar_TECH on Fri Jun 25, 2021 6:51 pm, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

There have been a lot of problems with the 3D weapons.
:x

1- I have long since lost my enthusiasm
for firearms. And unlike airplanes,
rebuilding 3D weapons was very daunting.

2- I always had the feeling that I was
missing something or was making a
design mistake.
so I would always suddenly stop 3D
construction to search for
more information or find some design idea.

3- there are thousands of calibers
and types of bullets.
many of which have arbitrary decimal
measurements and sizes.
and the fact that there are the
same bullets but measured with
"mm / inch / gauge / bore"
are causing a lot of confusion when
choosing some type of ammunition
or creating a new standard for my 3D weapons.

4- Unlike ammunition, it is very difficult
to find reliable comparative sizes
between weapons.
many times I found images of pistols
and submachine guns larger than
assault rifles or shoulder rocket launchers.



This last issue has forced me to create
my own ammunition and weapon
size comparison chart.
I am currently guessing the size of
each weapon by means of the ammunition
they fire since this method seems
to be the most approximate and the
only one available.
Weapon_Size-Low.png



I was really surprised by how difficult
it is to obtain this basic and essential information.
:shock:

Cut-away, plans, mechanisms and
reliable comparisons from all angles
are something that you can find on
the internet even by accident with the
newest and most secret combat aircraft. :wub:
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

(new Nomenclature Format) 6mm Rapier Handgun
(new Nomenclature Format) 6mm Rapier Handgun
I'm going at a snail's pace,
but this pistol (Jericho 9mm.41)
is very close to completing its
modeling phase.
then it will only be necessary to
paint/texturize it with static lighting
so that it is compatible with Zandronum.

This modified handgun will use
small rifle cartridges much more
effective than the original 9mm. :D
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

https://m.youtube.com/watch?v=zpgMQrde2VM

https://m.youtube.com/watch?v=happc4kuXAA


these are videos of the Secret: sLAUGHter_Weapons-G4.
More videos of this version will appear
on my YouTube channel.

mainly to show the progress of the
new: XD_Muertes-G10
with more than 3200 sounds and voices.
I hope to have it ready next August.

3D weapons will be included in:
sLAUGHter-5 which will be an
absolute rebuild instead of an
expansion and correction of features
as is the secret version 4.



Many thanks to: Captain J
for allowing me to use many of
his excellent Sprites.

please visit their Resource forum:
viewtopic.php?f=37&t=37556
Last edited by Deybar_TECH on Sat Aug 07, 2021 12:44 am, edited 1 time in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

During these days, I dedicated myself
to creating some new enemies and
making many adjustments to the new:
sLAUGHter Weapons-G4.

In these 2 long and relatively old videos,
I started to improve the
enemy "Respawn" system.
Now, in this Mod the Respawn is used
mainly to help the enemies to be
more challenging and it serves to give
a feeling of game type (Invasion)
that is an infinite survival of enemies.

Previously in Slaughter_Weapons-G3,
only KINETIC ammunition and
ExtremeBFG could block Respawn.
What in high difficulties caused
an absolute preference towards
these weapons.

Now that all the difficulties will use
the Respawn of enemies,
I am creating new tactics and
specific actions so that all weapons
can counter the Respawn of enemies
in their own style. :idea: :twisted:
Last edited by Deybar_TECH on Thu Dec 01, 2022 3:13 pm, edited 2 times in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

The sLAUGHter_Weapons-G4
update and bug fix process
is completely out of control !!!!
:!:

Slaughter_Weapons-G4's goal changed
to now pave the way for
Floating 3D weapons.

So instead of making minor changes
and adjustments, I am now taking
apart and scrambling the entire project
to increase the efficiency of its code
and add many new gameplay mechanics.

In addition, the inventory
and ammunition system
will change completely
because I am examining many
cartridges in search of a definitive
unification for 3D weapons
and I am trying to save the
Inventory within
ConsoleVariables / Cvar
to be able to remember
the previous Game.

It is quite possible that with
the many changes in the structure
of the project, it will change
its name to "Onslaught".
Just like the first old version
"War_Weapons"
changed to: Slaughter Weapons.
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