O.G.R. Doom

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Woodpecker Bird
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O.G.R. Doom

Post by Woodpecker Bird »

Download:
https://disk.yandex.ru/d/o7Eyf_Zc9wUlCQ
OR
https://mega.nz/file/OmoyzKyB#Ghq9bHg8u ... I6pj-_lToE
Version of 11 may 2022

Port: Gzdoom only.
This mod turns classic Doom into a mixture of RPG and Immersive sim, that is, it provides maximum variety when interacting with the environment. The mod was created with an eye on Fallout, Arcanum, S.t.a.l.k.e.r. and includes a huge number of their characteristic chips.
To play this mod, you need to reconfigure the controls, because the standard control keys for changing weapons and interacting with inventory do not work.

Screenshots:
Spoiler:
Features:
- A "mouse" inventory window, 45 types of weapons, 20 types of dressable-removable armor, 10 backpacks that change the capacity of inventory, a bunch of auxiliary items.
- The cumulative weight of objects and its effect on the player's movement speed.
- Worn and repaired inventory, wear affects the characteristics of weapons and armor.
- Fallout-similar character leveling (S.P.E.C.I.A.L. and skill points). The influence of player stats on everything and everything.
- 15 types of zombies, each with its own spawn of aitems in the inventory.
- The ability to search the corpses of killed opponents, remove armor from them.
- Auto-leveling, as the player's level increases, the spawn of weapons / items / monsters also changes.

In the plans:
- Increasing the quantity and quality of content.
- Further elaboration of pumping and generally available functions.
- Friendly NPCs, trading, quests.
- Crafting and weapon upgrades.

This mod has been in development for 10 years, has been abandoned many times. I don't remember all the content sources where I took the resources from, so if you find that some elements violate your copyright, let me know. I will replace them or agree with you the right to use them.
Last edited by Woodpecker Bird on Wed May 11, 2022 2:13 pm, edited 1 time in total.
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Carrotear
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Re: O.G.R. Doom

Post by Carrotear »

Sooo... what button do I map to level up skills and pickup items from dead bodies?
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-Ghost-
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Re: O.G.R. Doom

Post by -Ghost- »

Would you be able to use a different filehost, like Mega or something?
lu88lu
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Re: O.G.R. Doom

Post by lu88lu »

when i try to click on the pluses in the character menu it doesn't do anything
CaptainNurbles
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Re: O.G.R. Doom

Post by CaptainNurbles »

Ooh, the screenshots look promising. Will be sure to give this a look soon!

Edit: So I've given it a look! Got a few levels into Doom 2. Overall, very nice. There's a LOT of potential here for something truly amazing. I'll write a more in depth review once I've had time to run through it some more.
Woodpecker Bird
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Re: O.G.R. Doom

Post by Woodpecker Bird »

Carrotear wrote:Sooo... what button do I map to level up skills and pickup items from dead bodies?
For interaction with object - default "use" button. For other action i uses this configuration:
https://i.postimg.cc/mrsF9yfr/Screenshot-4.png
Ghost wrote:Would you be able to use a different filehost, like Mega or something?
It's done.
lu88lu wrote:when i try to click on the pluses in the character menu it doesn't do anything
Take off "Caps Lock". It's bug, i fix it in the next version.
CaptainNurbles wrote:Ooh, the screenshots look promising. Will be sure to give this a look soon!
Edit: So I've given it a look! Got a few levels into Doom 2. Overall, very nice. There's a LOT of potential here for something truly amazing. I'll write a more in depth review once I've had time to run through it some more.
Actually, this mod has a separate scripting engine that assigns a TID and an individual two-dimensional array to any object on the map. You can even prescribe S.P.E.C.I.A.L. to all monsters and make it affect their characteristics.

You can realize "hunger", "thirst", "emotional state", both for the player and for mobs.
The possibilities are almost limitless, I checked.

The problem is that everything takes time)
CaptainNurbles
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Re: O.G.R. Doom

Post by CaptainNurbles »

Alright, so a few thoughts!

* Speed: Many vanilla Doom maps and custom maps with strict compatibility rely on speed for platforming challenges. The player moves so unreasonably slow that many of these challenges are impossible to complete. As an example, Map06 in Doom 2, in order to get the blue keycard you have to ride a lift to the top and then run over a gap onto a platform to press a switch and lower another lift. The player is far too slow to make this jump, and even then, still too slow to make it to the second lift containing the blue card in time. I'd either bump the movement speed up a few notches, or have the sprint function boost the player's speed up significantly at the cost of, say, having to lower your weapons or something, kinda like how Hideous Destructor handles it.

* Weapons: Overall the weapons feel like they could do with a bit more OOMPH, if you catch my drift. Many of the weapons' firing sounds feel weak and unsatisfying. I'd also perhaps boost the damages for some weapons as well, such as the 9mm weapons since it feels like you just chew through ammo with them. It also wouldn't hurt to find more interesting sprites for them as well. I know full well how difficult it can be to find good sprites that are available for public use, and lack the skills myself to make good sprites, but there are other weapon sprites available out there! A specific gripe goes towards the .45 revolver. I do like how it realistically has a heavy trigger pull like a double action revolver would IRL, but I'd recommend being able to cock the hammer back with the alt fire so you can prep a shot and not have to deal with the lengthy trigger pull, since that ABSOLUTELY can mess with your shots.

Also two random gripes: The sprite for the 9mm ammo box looks like it says 9x18, not 9x19 :o Had me a bit confused and wondering if I'd find a Makarov somewhere lol. I also wonder if the fists are supposed to be as strong as they are, cause I can bag pinky demons with just three punches, and that feels unreasonably strong to me o.o

* Weapon Slots: Man, I do miss being able to press a hotkey and swap to another weapon. It is obnoxious that you can only carry one weapon in your hands and have to sort through your inventory to pull your other guns out when needed. I'm not against limiting how many weapons you can carry at any given moment, though! In my opinion, having a default of a handgun slot, a melee slot, and a long arm slot (as well as the ability to pull your fists out without having to drop your gun) would lead to making the gameplay much less frustrating while still keeping it interesting with limiting what you can carry at any given moment. Could also add special backpack items that allow you to carry more weapons on your person as well, like an extra holster or sling strap!

* Inventory: This is the thing I probably have the most gripes with. I genuinely LOVE what you've done here! A slot based inventory system must have been an absolute nightmare to code up in the Doom engine, and it functions pretty well once you get used to how to work it! Took me a bit of time to learn that you can press Use to exit menus, and once I'd learned that it felt much less clunky. Good on ya for that, dude! It's a fantastic system that I feel has an absolute butt ton of potential for fun and unique gameplay additions. THAT SAID THOUGH, you're not given enough inventory slots at all. Five inventory slots to begin with is cruel and limiting to the point of reducing the fun you can have. There's an art to balancing the player's needs and limitations in a survival horror game/mod, but when everything you need and use takes up the same amount of inventory space and your carrying capacity is limited that severely? It becomes needlessly frustrating. Guns, meds, ammo, repair kits, all take up their own spaces in your inventory. This I am not against as a concept, just so long as you can actually carry enough. The extra backpacks that you find to increase your carrying capacity therefore feel less like a reward to the player, but instead like an absolute necessity, and even then it still feels like it isn't enough! I've still got plenty of maps to get through in Doom 2, but I don't see myself ever hitting my weight cap because of how little I can carry in my inventory in the first place, and I am fearing the more difficult crowds later on in the game since I likely won't have the hardware to handle big crowds of high health monsters when I'm limited to carrying VERY little in terms of weaponry and ammo.

* Monsters: Not much to write home about here since it's just the vanilla monsters with extra zombies, but those extra zombies need more visual flair. At a glance it's impossible to tell the difference between a zombie with a Beretta, a zombie with a Glock, a zombie with a Revolver, a zombie with a Colt handgun, or a zombie with a micro uzi. They all look the exact same, and while they have different firing sounds, these sounds (with the exception of the glock) are all different from the sounds the players' weapons use, which can add a bit of confusion. It also feels weird to say this, but I am missing the presence of pump action shotgun zombies and zombies wielding automatic long arms. There's a lot of weapons you can use in this mod, but it'd be nice if the zombies you face used more of those weapons as well, as a way to help get them into the player's hands and to help give you their ammo as well. Editing this because yes, tougher zombies with tougher guns to start appearing the farther into a map set you go. Adaptive difficulty, I seriously love it! I should do something similar for my own survival horror mod.

* Armor: An interesting system for certain! Being able to uniquely equip body armor, headwear, and boots which all boost your armor rating is definitely a neat thing, and I feel it has a LOT of potential. Special boots to help you wade through damaging floors, helmets with built in targeting systems to increase your accuracy, body armor with pouches to boost your carrying capacity, tons of different things you can do with it! I look forward to seeing what you do with this.

* Item Condition: A lot of people out there complain about how stupid item degradation is in games, and I mostly disagree with them? If your gear degrades too quickly it can be frustrating, but here it's fine! Weapons and armor hold their condition pretty well and don't need to be repaired too frequently, and repair kits are in ready supply, so it's never a detriment in my opinion. I know that armor with lower condition will protect you less and less, but how does it affect weapons and backpacks?

* RPG System: I ain't got too much to say here, since its presence is kind of a light one it feels. I'm just a little bit unsure as to what the heck the Charisma stat does, as well as what leveling up your weapons stats does for you. I can understand being able to heal more with a higher healing skill, but does a high small guns skill affect accuracy? Damage? What does it do? And the pickpocket skill, is that supposed to be the stealth skill to boost how good at sneaking and back stabbing you are?

* Corpse looting: A nifty concept and one that works pretty well for the most part! Two things I wanna bring up though. For one, it'd be nice if I could use items out of a zombie's inventory. Find a stimpack and wanna immediately use it, ya gotta put it in your inventory first and then either press the hotkey button for it or close out of the loot menu and into your own inventory to use it. Two, it'd be nice to have the ability to move and drag corpses around. Often times corpses will be sat on top of one another and this makes it incredibly difficult to try to loot every one of them.

Overall, nice work man. This feels like a proof of concept, and that concept has been proven. I'm gonna be closely following this mod to see how it develops over time, and am excited to see how you improve it over time! Keep up the good work!
Woodpecker Bird
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Re: O.G.R. Doom

Post by Woodpecker Bird »

CaptainNurbles, thank you very much for such a detailed review, and for your approval, this is important for me as an author.

Speed. Yes, the speed of the player is unusual for Doom, but one of the main ideas was to turn the "fast" gameplay of Doom into a leisurely and thoughtful, immersing the player in the struggle for survival. I thought a lot about how to beat obstacles like MAP06, that's why I turned the blue bottles that are ubiquitous in Doom into "energy", but they are clearly not enough. Most likely, according to your advice, I will use the same mechanism as in Hidden Destructor - I will increase the sprint speed and stamina consumption for it. However, the temptation to leave everything as it is is great - this is after one or two unsuccessful passes with the need to enter idclip, makes you always be ready for such obstacles.

Weapon. Yes, I haven't really finalized it. I added almost all the available arsenal to the alpha version of the mod about 5-6 years ago and then the quality seemed satisfactory to me. Now I see how bad it looks, I will definitely refine it.
Also, the box with 9mm cartridges really says 9x18, because in my country it is a "native" caliber for short-barreled weapons; I will replace it in the next version. Fists are really inbalance, it definitely needs to be fixed.

Slots. To be honest, I was once very influenced by Minecraft with its very simple inventory and resident Evil 1-2-3, for this reason I don't really want to implement quick access cells, besides the first 10 slots of the backpack bind to numeric keys. However, I fully agree with the idea that fists should be chosen not only by throwing weapons. I implement such a mechanism - when you click on an empty slot, the weapon should be removed and the player will get the opportunity to fight in close combat, if the inventory is full, you have to throw the gun away.

Inventory. As the player's level increases, more capacious backpacks will spawn. The biggest one adds 15 cells and it will definitely provide you with overload, because greed will make you fill it to the limit =) At the early levels, the restrictions on the volume of inventory are due to my desire to keep the player before choosing what to take with him and what to leave. However, if this causes such problems, I am ready to adjust the balance in favor of the player, making it possible to get the first pouch from the first zombie.

Monsters. Yes, monsters that have a demonic nature are still native, but I want to make 2-3 more brutal versions for each of them, which will occur with the growth of the player's level. The variety of zombies is due to the fact that I had to somehow introduce many types of weapons into the game. The sounds of shooting and the appearance of zombies really has a problem, well, another item in the to-do list. Zombies with shotguns and automatic rifles appear after the player reaches level 16.

Armor. Bulletproof vests with pouches are a great idea, it's strange that I didn't get to it myself. Thank you, I will definitely do it. There are already "rubber boots" that protect against damage floors, but I want to divide them into "asbestos boots" that protect only from lava and magma, actually "rubber" that protect against acid and "universal boots". I planned helmets with built-in flashlights and night vision devices.
And some types of clothing will affect the S.P.E.C.I.A.L.

The condition of the item. Weapons in poor condition shoot less accurately and can wedge. When 0% is reached, it falls apart in the hands of the player. The backpack breaks when completely destroyed and all its contents fall out, however, I think to realize the chance of accidental loss of an item from a badly damaged backpack.

RPG. Charisma is a "reserve" for the social role system of interaction with NPCs. But it won't be soon. At this stage, I want to make the "souls" disappear after a while. Charisma will affect the time until they disappear, and at high rates, souls will be attracted to the player. If the value is higher than 9, there will be some chance of imps switching to the player's side.
The skill of firearms affects the accuracy, recoil force, firing speed of non-automatic weapons and reloading of pump- or lever-driven weapons. Over time, this will also affect the reloading of the magazine for all weapons. The pickpocket skill still works like a pickpocket skill - you can sneak up on a zombie from behind and steal something from his inventory or discharge his weapon. Stealth and backstabbing are in the plans.

Looting. Yes, I have scolded myself many times for not having made it possible to use items from the loot window until now. I will do it. I'm not sure about dragging corpses, although there is now an opportunity to implement it.
CaptainNurbles
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Re: O.G.R. Doom

Post by CaptainNurbles »

Speed: I do understand the reasoning behind why you want the player slowed down (heck, in my mod the player's speed is cranked down to almost half vanilla!), but IMO it would be best to be able to natively be able to beat those speed/platforming challenges without having to rely on having those items on hand, especially since not every map will have Berserk Packs or the blue bottles (which I love the fact that it's amphetamine lol)

Inventory: To be honest that doesn't sound too much different from just throwing the weapon on the ground and picking it up later.

Monsters: I really do like the scaling difficulty that's going on. I can't wait to see the monster roster be improved upon and see what neat critters you can throw at players late game!

The more I play this, the more I love it :D

Ninja Edit: Batteries have differing voltages and capacities. I've been using the Plasmatic Rifle a bit and after firing a bit the battery still has plenty of charge, but the voltage is too low for it to fire. What do you do about that?

Bug: Unloading a flamethrower eats the ammo. The gun's tank is emptied and you're left with no spare gas.

Hunter boots have the label "Small Ammo Belt" and cannot be repaired. Edit: Wrong. They CAN be repaired, but for some reason I wasn't able to until another map transition. This might be a general issue with the repair system rather than just the boots though, might be worth looking into.

I've also seen a case of picking up some armor I found on the ground only to get the "leather armor" pickup message and then nothing in my inventory.
Keldian
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Re: O.G.R. Doom

Post by Keldian »

How do I take items out of a monster's inventory? I've already tried all the buttons - it doesn't work.
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