[Re-Finished] Final Mildoom - a US Marines styled weapons+enemies mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
kalensar
Posts: 473
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Update] Mildoom 3

Post by kalensar »

OMG! I'm in tears from the laughter. This is an excellent mod!!! Its like Hideous Destructor on the harder classes and difficulties but with way less bad mojo mechanics againtst the player. The guns are satisfying in sound and feel. The animations are very classic vanilla styled which adds to the charm factor by oodles!

@Author--- Feel free to plunder this mod of mine so you can pretty this mod up even more!

https://www.moddb.com/mods/kals-duke3d- ... numzdoom28
cosmos10040
Posts: 190
Joined: Mon Dec 20, 2021 6:16 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Update] Mildoom 3

Post by cosmos10040 »

Looks good but you should update some stuff here like add bullet tracers and improve the hit spark and explosions sprites.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [Update] Mildoom 3

Post by grotski »

tracers are already in, weird that you might not be seeing them. I quite like the bullet puff+sparks. The explosions could be more doomy.
cosmos10040
Posts: 190
Joined: Mon Dec 20, 2021 6:16 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Update] Mildoom 3

Post by cosmos10040 »

I see the Tracers from the gun but not from enemies, I thought the enemies are supposed to look different, I see undead marines and regular enemies. Must be some interference with another mod
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [Update] Mildoom 3

Post by grotski »

Oh yeah, still working on the enemies. Just the archvile and demon need to be replaced as of right now. vile will probably be a mortar guy and the demon a riot shielder. Probably make 3d models of them or something. Not sure how I want to do it right now. Suppose I could put out what I've got so far. MilDoom: OpFor Alpha 1
cosmos10040
Posts: 190
Joined: Mon Dec 20, 2021 6:16 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [Update] Mildoom 3

Post by cosmos10040 »

grotski wrote: Wed Dec 07, 2022 9:24 pm Oh yeah, still working on the enemies. Just the archvile and demon need to be replaced as of right now. vile will probably be a mortar guy and the demon a riot shielder. Probably make 3d models of them or something. Not sure how I want to do it right now. Suppose I could put out what I've got so far. MilDoom: OpFor Alpha 1
I've not been able to get through enemies to work. But one thing I noticed running with mod with relighting everything slows down after a few gun fights.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [Update] Mildoom 3 + OpFor WIP

Post by grotski »

Load the enemies before the weapons mod. The enemies have redundant assets for compatibility and I think it's goofing things up. Might need to turn off "Pickup Shadows" in relighting. There are a lot of models floating around with the hit sparks and tracers, I don't believe relighting cleans up after itself perfectly just yet. (An amazing mod by the way.)
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC1] Final Mildoom - a modern US Marines styled Doom mod

Post by grotski »

Help with bugs is welcome! Final Mildoom RC1
User avatar
DELTAtheDboi005
Posts: 219
Joined: Tue Apr 05, 2022 3:43 am
Preferred Pronouns: He/Him

Re: [RC1] Final Mildoom - a US Marines styled weapons+enemies mod

Post by DELTAtheDboi005 »

Is it just me or would this mod be an absolute killer to play with hideous destructor?
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC1] Final Mildoom - a US Marines styled weapons+enemies mod

Post by grotski »

DELTAtheDboi005 wrote: Fri Jan 06, 2023 3:29 am Is it just me or would this mod be an absolute killer to play with hideous destructor?
I wonder how hard it would be to make that happen. Might make a patch, don't hold your breath though :lol: Everybody has my blessing if they want to use resources from here however.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC1] Final Mildoom - a US Marines styled weapons+enemies mod

Post by grotski »

Screwed up, fixed some bugs. Vile calls in friends properly now, changed some decorate so it actually functions now.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC2] Final Mildoom - a US Marines styled weapons+enemies mod

Post by grotski »

Pretty much at the end here. RC2 has various bug fixes, reworked sprites for the colt 9mm and EBR. Changed the way doomslayer class's colt 9mm works, no longer as overpowered has a sort of overheat mechanic/auto reload for some semblance of balancing, DS is op anyway. Lastly changed the filenames to facilitate load order. >>>Download RC2<<<
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC2] Final Mildoom - a US Marines styled weapons+enemies mod

Post by grotski »

>>>Download RC3<<<

RC3 has some minor housekeeping, class info in-game, sprite alterations and some additions to Op-for.
User avatar
grotski
Posts: 57
Joined: Mon May 27, 2019 5:32 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [RC3] Final Mildoom - a US Marines styled weapons+enemies mod

Post by grotski »

I'll be silent updating the download link with bug fixes until release, check back often if you find something that really irks you.
User avatar
RastaManGames
Posts: 378
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: [RC3] Final Mildoom - a US Marines styled weapons+enemies mod

Post by RastaManGames »

I wish that it can have separate enemy pack & weapon pack, so I can have some fun with "Scavvers Paradise" or "Soldier Z"/"Feet On The Ground"...

Return to “Gameplay Mods”