Code: Zleek Doom GZ Immersed

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kalensar
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Code: Zleek Doom GZ Immersed

Post by kalensar »



DOWNLOAD: https://www.moddb.com/mods/kals-duke3d- ... z-immersed


Just load whichever PK3 for which Source Port is Appropriate, Zandro or GZDoom along with Any FreeDoom or Doom Iwad. Works on all of them. This is NOT compatible with Cryonaut's CodeFX mod as there will be unintended graphical glitches. IF you wish to combine the mods then use the Zandronum Code Zleek Doom supplied in this zip!!!

-
GzD version is incompatible with CodeFX but Zandronum version plays nice with it. Zandronum version nerfs Archviles revives unintentionally because of tactic used for better gore. The GZD version acts as a proper vanilla replacer as was originally intended; a proper eye candy, code only Smooth Doom style mod
-
Changelog:

Jun 23/23: Made Chain Gun animation look better. Added Recoil-enhanced first person head action type animations to pistol, shotgun, ssg and chain gun. No recoil on plasma or BFG because irl they would be recoilless

I also have custom skins available for weapons and monsters that are found in some of my other mod projects that overlay with the code only weapons and monsters of this mod. D4V-RE-ZDOOM has a PRboom skin wad that works perfectly functional with this mod, and also D64ifier GL PrBoom works great as well.

D4v-Re-Zdoom
https://www.moddb.com/mods/kals-duke3d- ... 4v-rezdoom

D64ifier for GL PrBoom
https://www.moddb.com/mods/the-d64ifier ... rboomzdoom

Welcome to Code Zleek Doom updated to be Even more immersive! The main mod is the GZ Immersed file.

**Context: Code Zleek Doom is a smooth Doom inspired mod that replicates vanilla weapons and monster timings using code only techniques available with ZDoom magic.

List of Eye Candy improvements generated by Code Only means:

1.Smooth Weapon animations

2.Smooth monster animations, death animations

3.Alternative death animations by adding extreme deaths to monsters and Fire Death animations that are triggered by Plasma weapons. Chainsaw will GIB all monsters on death.

4.Blood and gore!!! Including giblets from explosion deaths

5.Water splashes and other liquid splashes all made from Code Only!( modified Splash.Pk3 by Enjay

6.Bullet Tracers from all Bullets from enemies and players!

7.Bullet casings and Shell casings from All Zombies and Player weapons.

8.Splash sounds from Splash.pk3 kept so as not to break immersion. Unfortunately Doom and FreeDoom stock assets have no good liquid type splash sounds.

**



The old Version is now archived, and this new one deserved a brand release due to the extra bang it packs. I decided to expand( and bug fix) this new version to include other open source works from other authors to make it even more fun and all without adding any single outside graphics. New additions include footsteps, tilt, better fireballs, more lights, and code only liquids. Extra sounds are included so as not to be ear jarring for the enviromental immersion. Other than that, all the special effects are code only! This is NOT compatible with Cryonaut's CodeFX mod as there will be unintended graphical glitches. IF you wish to combine the mods then use the Zandronum Code Zleek Doom supplied in this zip!!!

CREDITS

Immerse: a combined movement and camera immersive effects mutator for GZDoom

Leaning and RealAim code by Joshua Hard.(in options but not implemented- kal)


Immerse uses (a lot of) code from:
Tilt++ by Nash Muhandes
Footsteps by Benjamin Moir

It's as much their work as my own; I just stitched it all together and made them
all play nicely with one another.

--------------------------------------------------------------------------------

Footsteps Credits:

Ral22
Supplying the vast majority of default sounds

Splash.pk3 by Ejay and Modifed by Kalensar

Map name script - Kipo

CryoNaut for Better Fireballs and Better Plasmas (Via Brutal FreeDoom GZD)

Rachel for Better Liquids

Zandronum for GLDEFs.

More Lights v1.3 by SnakieJakie

For everything else there's Kalensar (Compiling creds ->(;*)

Kals Sleek Doom Weapons and Monsters by Kalensar with help of Zdoom Wiki
Last edited by kalensar on Sat Jun 24, 2023 5:43 am, edited 12 times in total.
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kalensar
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Re: Code Zleek Doom

Post by kalensar »

5-13-28---Small update. Added a Monsters only version inside of the download. Also Updated since the last post.

4/28/22--- Updated tracers, blood and gunsmoke to look even better.
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kalensar
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Re: Code Zleek Doom

Post by kalensar »

Added a small but awesome minor update.

Jun/22/22-- Added in Ammo and Shell Casings on all Bullets and Shotguns, and on all Zombie monsters. Ammo casing code modified from Single Action Revolver revolver casing from Realm667.
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kalensar
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Re: Code Only: Zleek Doom

Post by kalensar »

added gibs and better deaths to all enemies on GZD-LZD version.

Added GORE update to Zandronum working version!!! Not as pretty as GZD/LZD version but it does work!!!
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kalensar
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Re: Code Only: Zleek Doom

Post by kalensar »

New Demo video showing off the gore on most monsters.
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Re: Code Only: Zleek Doom

Post by Crudux Cruo »

Hey man, i just tried this out! this is kind of nice, just adding little tweaks here and there to add some pop.
I'll have to go through and play this some more, but how exactly is this like smoothdoom?
What exactly changes with the monsters?
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kalensar
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Re: Code Only: Zleek Doom

Post by kalensar »

Crudux Cruo wrote: Wed Aug 31, 2022 3:08 am Hey man, i just tried this out! this is kind of nice, just adding little tweaks here and there to add some pop.
I'll have to go through and play this some more, but how exactly is this like smoothdoom?
What exactly changes with the monsters?
Its like Smooth Doom in the sense that it keeps Doom intact! Everything is perfectly timed to vanilla, except death animations which are changed for pure aesthetics only. All the guns and monsters are just timed too look more smooth using only the vanilla assets. Everything going on is just pure eye candy using the power of coding script only to generate all the effects, hence its preamble of Code Only. Its the prettiest and tiniest version of a smooth doom clone that can possibly be made using code that I personally wrote 99%. The ammo case ejection code was modified by me, but everything else is my own handy work including all the gore and alternate death animations.

I could make an even prettier version using some assets I could easily borrow, but I wanted this to be predominantly a mod that I wrote 100% of from top to bottom.
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kalensar
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Re: Code: Zleek Doom now with splashes

Post by kalensar »

Updated main post and posted the new download link. Main update is a unified download for both versions of Zandro and GZD/LZD. Also added liquid splashes that are code only generated, The main caveat is that Splash sounds were left in so as not to break immersion. Doom Stock assets have no good sound effects for liquid splashes.
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kalensar
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Re: Code: Zleek Doom GZ Immersed

Post by kalensar »

New Update. Basically made an expanded update for the GZD version with expanded material. Main post is updated with the changes added. GzD version is incompatible with CodeFX but Zandronum version plays nice with it. Zandronum version nerfs Archviles revives unintentionally because of tactic used for better gore. The GZD version acts as a proper vanilla replacer as was originally intended; a proper eye candy, code only Smooth Doom style mod.
Dudejo
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Re: Code: Zleek Doom GZ Immersed

Post by Dudejo »

what version of GZDoom is this coded for? I'm using 4.8.2 and the animation for the chaingun look glitchy
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kalensar
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Re: Code: Zleek Doom GZ Immersed

Post by kalensar »

Dudejo wrote: Tue Jun 20, 2023 12:59 pm what version of GZDoom is this coded for? I'm using 4.8.2 and the animation for the chaingun look glitchy

Not glitchy. gzd 4.10 on down to LZDoom 3.88. it's mostly been run on gzd 4.10 though. Basically what you're seeing as a glitch is an off timing between the flash State and the barrel turning. I have the barrel turning slightly faster on one frame than the flat vanilla timing , and the flash times are much shorter pertaining to a realistic flash time of almost instantaneous but still visible.

All of the animations are reworked based off of the vanilla assets. There are zero added graphics. The frames are retimed to make it more smooth according to my eye specifically and to also match the vanilla shooting times as well. The same thing goes for most of the monsters as well specifically for their shooting times and walking animations. The death animations are slightly sped up to match a more realistic fall speed.

The Gz Doom version it's set to be a vanilla eye candy enhancer. The zandron version unfortunately Nerf's Arch vials because of the added Gore mechanics that I added so they cannot revive enemies if they've been burned to death or exploded in most cases. So treat the Zandronum one as more of a for fun enhancement that matches everything vanilla timing except deaths and Archvile revives.
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kalensar
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Re: Code: Zleek Doom GZ Immersed

Post by kalensar »

Updated GZ- Immersed version.

Changelog:

Jun 23/23: Made Chain Gun animation look better. Added Recoil-enhanced first person head action type animations to pistol, shotgun, ssg and chain gun. No recoil on plasma or BFG because irl they would be recoilless
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kalensar
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Re: Code: Zleek Doom GZ Immersed

Post by kalensar »

I also have custom skins available for weapons and monsters that are found in some of my other mod projects that overlay with the code only weapons and monsters of this mod. D64ifier GL PrBoom has perfectly functional with this mod



D64ifier for GL PrBoom
https://www.moddb.com/mods/the-d64ifier ... rboomzdoom
Last edited by kalensar on Wed Mar 13, 2024 4:18 am, edited 2 times in total.
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kalensar
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Re: Code: Zleek Doom GZ Immersed

Post by kalensar »

Absolutely silly minor update I somehow missed for quite awhile. -- Fixed the Baron Spawn and See states so they dont wake up automatically.
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