i didn't reach to that point yet.. that scheme's only for determining alpha angle, here's another one i sketched, so it would be less than ideal bounce.. penetration may be involved in that, don't know exactly how yet, using some experimental data.. alpha angle is never greater than 165 degrees in my doom, maybe it's because arccos(x) doesn't produce precise result..Matt wrote:Just remember that a lot of bullets will act more like pee on the wall of a urinal than pool balls on the sides of the table...determin1st wrote:bullet ricochet and penetration sketch
ZDoom project ideas you have
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determin1st
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Re: ZDoom project ideas you have
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Last edited by determin1st on Sat Dec 11, 2021 5:33 pm, edited 1 time in total.
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Dr_Cosmobyte
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Re: ZDoom project ideas you have
Don't know if i ever mentioned this idea outside Discord, but here it goes.
A gameplay mode that works similar to "The Mercenaries" mode in Resident Evil 3 (and other RE games as well, but this is the first named iteration).
Rescuing Hostages and killing enemies or bosses give you more seconds and enemies can be "combo-ed" to give you more time than if you took them out one by one.
Now comes the doomification: i assume that most of those features could be done in a ZScript way that doesn't affect mods, so it would make any mod have a ton of possibilities more.
What it needs to come to fruition:
• A timer on screen: timer reaches zero, player dead. Simple.
• enemies give seconds to player when dead and when two or more are taken simutaneously, an (or some) extra second(s) can be get.
• an option to customize the player's initial timer, since many maps feature long sections without enemies or backtracking, and that would not be fair in some maps;
• Timer gets reset when entering a new map (or not, maybe make an option out of it too).
I know, i know. Easier said than done. I am no programmer for a living, nor i am good at ZScript, but when i said i "assume" it can be done, it's just because some mods alter gameplay based on similar criterias.
Also, this is the mod ideas thread, so i am throwing my ideas.
Have fun.
A gameplay mode that works similar to "The Mercenaries" mode in Resident Evil 3 (and other RE games as well, but this is the first named iteration).
Spoiler: Example VideoFor those not willing to watch a 17min video, the concept is really simple: you need to travel from point A to point B before a timer on the screen runs out.
Rescuing Hostages and killing enemies or bosses give you more seconds and enemies can be "combo-ed" to give you more time than if you took them out one by one.
Now comes the doomification: i assume that most of those features could be done in a ZScript way that doesn't affect mods, so it would make any mod have a ton of possibilities more.
What it needs to come to fruition:
• A timer on screen: timer reaches zero, player dead. Simple.
• enemies give seconds to player when dead and when two or more are taken simutaneously, an (or some) extra second(s) can be get.
• an option to customize the player's initial timer, since many maps feature long sections without enemies or backtracking, and that would not be fair in some maps;
• Timer gets reset when entering a new map (or not, maybe make an option out of it too).
I know, i know. Easier said than done. I am no programmer for a living, nor i am good at ZScript, but when i said i "assume" it can be done, it's just because some mods alter gameplay based on similar criterias.
Also, this is the mod ideas thread, so i am throwing my ideas.
Have fun.
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determin1st
- Posts: 57
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Re: ZDoom project ideas you have
here's the point i reached so far - putting markers video with markers testdetermin1st wrote:i didn't reach to that point yet..
green - stable bullet (pure ricochet)
blue - unstable bullet peice (ricochet or penetration)
violet - bullet scraps (ricochet or penetration)
red - impact point
penetration distance is 5.0 units ~ 15 cm
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NathanSilver
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Re: ZDoom project ideas you have
So like I had an idea in making a megawad/PK3 based off the upcoming Adult Swim series, Pibby, where you play as the main character exploring around maps and
playing like you take Chex Quest and as well other DOOM engine based games and put them all together. The trailer and context is right here for those who are
missing out.
There's also a few concepts and sprites done, however the project never saw the light of day after a few days of trial. I'd love to get some help but I never felt
motivated enough for it. Sprites made for it weren't exactly supposed to match the DOOM artstyle, since it's extremely detailed compared to Chex Quest,
and SRB2. I also had some ideas in mind for other stuff, including enemies being replaced with glitched cartoon characters (e.g. Shaggy Rogers from Scooby-Doo),
as well DOOM weapons being replaced with ones that appeared in the trailer and from other cartoons.
Here's a few pictures.






I also made a artwork based on the original DOOM 1993 box art waaaayyy before this was a thing. And also a different artwork announcing the mod's development.
The artwork parodying the DOOM cover.

Project announcement art based on DOOM II: Hell On Earth's cover.

Again, I would really appreciate help but for now, I'll just let you all know what do you all think of this.
playing like you take Chex Quest and as well other DOOM engine based games and put them all together. The trailer and context is right here for those who are
missing out.
There's also a few concepts and sprites done, however the project never saw the light of day after a few days of trial. I'd love to get some help but I never felt
motivated enough for it. Sprites made for it weren't exactly supposed to match the DOOM artstyle, since it's extremely detailed compared to Chex Quest,
and SRB2. I also had some ideas in mind for other stuff, including enemies being replaced with glitched cartoon characters (e.g. Shaggy Rogers from Scooby-Doo),
as well DOOM weapons being replaced with ones that appeared in the trailer and from other cartoons.
Here's a few pictures.






I also made a artwork based on the original DOOM 1993 box art waaaayyy before this was a thing. And also a different artwork announcing the mod's development.
The artwork parodying the DOOM cover.

Project announcement art based on DOOM II: Hell On Earth's cover.

Again, I would really appreciate help but for now, I'll just let you all know what do you all think of this.
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SanyaWaffles
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Re: ZDoom project ideas you have
That's an awesome idea. I had a similar idea, but my obligations to Project Absentia has made it difficult to dedicate my time to other works, especially with the art. I'm glad someone else wants to try their hand at the concept.
However, if you want to design enemies and weapons that are more than just reskins of Doom's enemies (different attack patterns, whatnot), I can help code those up if you're using GZDoom and don't mind me sticking with ZScript.
However, if you want to design enemies and weapons that are more than just reskins of Doom's enemies (different attack patterns, whatnot), I can help code those up if you're using GZDoom and don't mind me sticking with ZScript.
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NathanSilver
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Re: ZDoom project ideas you have
Sure thing! I'm always up for it mostly. You can contact me through Discord if that's okay for you.SanyaWaffles wrote:That's an awesome idea. I had a similar idea, but my obligations to Project Absentia has made it difficult to dedicate my time to other works, especially with the art. I'm glad someone else wants to try their hand at the concept.
However, if you want to design enemies and weapons that are more than just reskins of Doom's enemies (different attack patterns, whatnot), I can help code those up if you're using GZDoom and don't mind me sticking with ZScript.
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SanyaWaffles
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Re: ZDoom project ideas you have
Sure. Looks like you have to add me though, I tried adding you and it didn't work.NathanSilver wrote:Sure thing! I'm always up for it mostly. You can contact me through Discord if that's okay for you.
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hideousdestructor
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Re: ZDoom project ideas you have
Unlikely I'll ever figure this one out, but: a mod where your main weapon is a semiauto shotgun that fires as fast as you can click, but it has two modes, a weaker shot with a lighter tap and a stronger shot when you hold the button just a fraction of a second longer. If you shoot to the time of the music, and do the strong shots on the strong beats, the shot becomes more powerful and you gain more points for hits. Monsters only attack on the beat; projectiles missing you narrowly on the beat will recover hitpoints.
inspired by:
inspired by:
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openroadracer
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Re: ZDoom project ideas you have
So, I recently watched the Mr. Icarus Doom Mod Madness video about Sonic Robo Blast 2 Kart, and I got to thinking. See, kart racers really aren't my jam; but I also remembered an old mod posted to these forums where you control a motorcycle, and now it's really got me thinking:
Road Rash in DooM? Jet Moto in DooM? Honestly, either would be awesome in my opinion.
Road Rash in DooM? Jet Moto in DooM? Honestly, either would be awesome in my opinion.
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Keldian
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Re: ZDoom project ideas you have
Inventory like the one in RE2.
The essence in a nutshell: the player initially has a small number of inventory cells (for example, 3 to 4). In each of them you can stuff either a type of standard ammo (200 bullets, 50 rockets, or shotgun shells or 300 plasma charges), or a weapon, or a medkit / armor.
You can carry several copies of the same weapon (for example - 3 shotguns to disassemble the extra and get more ammo or sell, if possible), but each of them will occupy a separate cell. Same with ammo - the amount of ammo in each slot is limited, but you can accumulate, for example, 150 missiles, which will occupy 3 slots, if there is enough free space in the inventory.
The backpack, instead of directly increasing the amount of carried ammo, adds another row of cells, or several.
The essence in a nutshell: the player initially has a small number of inventory cells (for example, 3 to 4). In each of them you can stuff either a type of standard ammo (200 bullets, 50 rockets, or shotgun shells or 300 plasma charges), or a weapon, or a medkit / armor.
You can carry several copies of the same weapon (for example - 3 shotguns to disassemble the extra and get more ammo or sell, if possible), but each of them will occupy a separate cell. Same with ammo - the amount of ammo in each slot is limited, but you can accumulate, for example, 150 missiles, which will occupy 3 slots, if there is enough free space in the inventory.
The backpack, instead of directly increasing the amount of carried ammo, adds another row of cells, or several.
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openroadracer
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Re: ZDoom project ideas you have
So, I played a little with Laser Justice earlier today, and I saw pretty quickly that it did not suit me at all. But it's got me wondering: Has anyone ever had the idea to try to translate the gameplay of a euroshmup(games like Tyrian or Jets'N'Guns or Raptor: Call of the Shadows) into a DooM mod?
Honestly, part of me wants to think that JNG might actually has the best basis here: one of the things you could do is treat armors the way that typical euroshmups treat changing your ship, and with JNG as a base, you could use that to alter the player's movement speed and number of weapons that can be used at once based on what armor the player has. You could start the player off with a basic "Security Vest" that would only give a minimal damage reduction and only allow the usage of basic weapons(either one two-handed weapon, like a shotgun or basic automatic weapon, maybe some types of two-handed melee weapons; or two one-handed weapons, like basic pistols or light melee weapons). Then, as the player progresses, they would be able to upgrade their armor to allow the usage of greater numbers of more powerful weapons(imagine the highest tier armors enabling you to run about at insane speed while firing off four separate BFG-tier cannons at the same time) while changing the player's movement speed and damage resistance(usually for the player's benefit, though some "joke" armors could exist that weaken the player, if they like).
The biggest issue would be developing a script the intercepts the "level complete" code and sends the player to a shop level that allows the player to buy and upgrade their gear. Then, there would have to be a script that checked what the slot was of the map the player just completed(with separate tables for episode-based mapsets like DooM 1 vs. continuous sets like DooM 2) to keep the shop progression so that the difficulty curve remains relatively consistent to vanilla, sort-of.
Anyone think this is even possible?
Honestly, part of me wants to think that JNG might actually has the best basis here: one of the things you could do is treat armors the way that typical euroshmups treat changing your ship, and with JNG as a base, you could use that to alter the player's movement speed and number of weapons that can be used at once based on what armor the player has. You could start the player off with a basic "Security Vest" that would only give a minimal damage reduction and only allow the usage of basic weapons(either one two-handed weapon, like a shotgun or basic automatic weapon, maybe some types of two-handed melee weapons; or two one-handed weapons, like basic pistols or light melee weapons). Then, as the player progresses, they would be able to upgrade their armor to allow the usage of greater numbers of more powerful weapons(imagine the highest tier armors enabling you to run about at insane speed while firing off four separate BFG-tier cannons at the same time) while changing the player's movement speed and damage resistance(usually for the player's benefit, though some "joke" armors could exist that weaken the player, if they like).
The biggest issue would be developing a script the intercepts the "level complete" code and sends the player to a shop level that allows the player to buy and upgrade their gear. Then, there would have to be a script that checked what the slot was of the map the player just completed(with separate tables for episode-based mapsets like DooM 1 vs. continuous sets like DooM 2) to keep the shop progression so that the difficulty curve remains relatively consistent to vanilla, sort-of.
Anyone think this is even possible?
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Dr_Cosmobyte
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Re: ZDoom project ideas you have
An idea i want to play with in the future, but, since it makes up for a good mod, i thought i shouldn't keep it to me forever.
Also, the initial light was done by Deii in a conversation we had. So 90% of the credits should go to him:
THE MOD:
You are a character that needs to survive in cold weather. It's freezing, and you need to keep your body temperature high. Keeping it low has severe consequences in the gameplay, such as:
- Your hands will shake and you'll miss most shots;
- You'll run slower;
- You'll shoot slower (body too cold to act fast, same thing as running);
- Reaction times (such as using an item or reloading a gun) will be slower;
The player can use tents in order to rest and restore some health (as long as there are no enemies around), start some fire to recover body heat, use flares and maybe even setting some fire with your flamethrower in order to keep warm. Medikits are MRE's and once you consume them, they also can recover bodyheat.
To achieve that code-wise, one option would be to entirely replace armor with items to replace body heat, but then again, keeping track of armor with so many checks in weapons and items would be tough. Or just make an inventory item and increase/decrease it with event handlers and apply the consequences as time goes by.
The arsenal should be located somewhere between the 50's and the 70's; a bit lower and you'll have WWII clichés and not too much options regarding some categories. A bit higher than that and automatic weapons start to become something too common. Arsenal should cover the 7 basic slots and have an IOS killer as usual. Options could include an semi-auto carbine, a submachinegun, a shotgun, a magnum, a flamethrower and a pistol. Flareguns, grenades and a diverse melee catalogue would be welcome.
Anyway, just food for thought.
Also, the initial light was done by Deii in a conversation we had. So 90% of the credits should go to him:
THE MOD:
You are a character that needs to survive in cold weather. It's freezing, and you need to keep your body temperature high. Keeping it low has severe consequences in the gameplay, such as:
- Your hands will shake and you'll miss most shots;
- You'll run slower;
- You'll shoot slower (body too cold to act fast, same thing as running);
- Reaction times (such as using an item or reloading a gun) will be slower;
The player can use tents in order to rest and restore some health (as long as there are no enemies around), start some fire to recover body heat, use flares and maybe even setting some fire with your flamethrower in order to keep warm. Medikits are MRE's and once you consume them, they also can recover bodyheat.
To achieve that code-wise, one option would be to entirely replace armor with items to replace body heat, but then again, keeping track of armor with so many checks in weapons and items would be tough. Or just make an inventory item and increase/decrease it with event handlers and apply the consequences as time goes by.
The arsenal should be located somewhere between the 50's and the 70's; a bit lower and you'll have WWII clichés and not too much options regarding some categories. A bit higher than that and automatic weapons start to become something too common. Arsenal should cover the 7 basic slots and have an IOS killer as usual. Options could include an semi-auto carbine, a submachinegun, a shotgun, a magnum, a flamethrower and a pistol. Flareguns, grenades and a diverse melee catalogue would be welcome.
Anyway, just food for thought.
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leileilol
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Re: ZDoom project ideas you have
Is GZdoom powerful enough to do (almost) everything in this video, pinky ball included?
I know there's been imperfect but honest attempts at "remaking" (and super dishonest thievery clout-chasing attempts), but afaik there's no "mock2" on that subject that recaptures the essence of that one UE4 remake.... All it really needs are psuedo-Sweeney gaussian bloom+lens reflections and a janky ragdoll system.
I know there's been imperfect but honest attempts at "remaking" (and super dishonest thievery clout-chasing attempts), but afaik there's no "mock2" on that subject that recaptures the essence of that one UE4 remake.... All it really needs are psuedo-Sweeney gaussian bloom+lens reflections and a janky ragdoll system.
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RockstarRaccoon
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Re: ZDoom project ideas you have
Aside from maybe the poorly implemented rag doll, I've seen pretty much all of this done in GZ Doom. To be honest, if it didn't say what it was, I might have thought it was a new build of Doomsday, because I remember those models.leileilol wrote:Is GZdoom powerful enough to do (almost) everything in this video, pinky ball included?
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Shatter-Thought[V-4]
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Re: ZDoom project ideas you have
Okay, how about a monster replacement pack that brings in one of the most terrifying creatures into the game?
Clowns.
Clowns for every enemy position, and the cyberdemon is that good old psycho Sweet Tooth, while the Mastermind is replaced by Pennywise.
The other clowns could be taken from a variety of media/games, such as the normal zombieman replaced by a generic joker clown thug using a rifle, the pinky demon replaced by Adam the clown from Dead Rising, an archvile could be Kefka and so forth.
Clowns.
Clowns for every enemy position, and the cyberdemon is that good old psycho Sweet Tooth, while the Mastermind is replaced by Pennywise.
The other clowns could be taken from a variety of media/games, such as the normal zombieman replaced by a generic joker clown thug using a rifle, the pinky demon replaced by Adam the clown from Dead Rising, an archvile could be Kefka and so forth.