[DeusDoom: Weapons] adding Deus Ex weapons to Doom

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Cyber_Morda
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by Cyber_Morda »

Hi, i really want play this mod but cant run weapons mod (i try few Gzdoom versions) :(
I get error:
Spoiler:
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wildweasel
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by wildweasel »

It looks like you are loading the files in the wrong order; DeusDoom Core needs to be loaded first.
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Cyber_Morda wrote: Fri Dec 16, 2022 6:55 am Hi, i really want play this mod but cant run weapons mod (i try few Gzdoom versions) :(
Yes, just as wildweasel said, you have to load the core mod first.
Bobby
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by Bobby »

Just out of curiosity, do you plan on making other Deus Ex feature mods like this in the future?
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Bobby wrote: Wed May 17, 2023 8:49 pm Just out of curiosity, do you plan on making other Deus Ex feature mods like this in the future?
Yes, I planned to make a few: items, health system and enemies.
But considering any lack of success with these two mods - can't say I will begin working on them anytime soon. Just small bugfixes.
Starman the Blaziken
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by Starman the Blaziken »

cyber_cool wrote: Fri May 19, 2023 7:13 am
Bobby wrote: Wed May 17, 2023 8:49 pm Just out of curiosity, do you plan on making other Deus Ex feature mods like this in the future?
Yes, I planned to make a few: items, health system and enemies.
But considering any lack of success with these two mods - can't say I will begin working on them anytime soon. Just small bugfixes.
Heck I love the progression you made on it; it just does not have enough attention and free advertising.
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Good news! Despite the fact I rage deleted all my mods, I dug up old versions of them (thanks to VitSm).
Today I have almost restored all updates off my memory, so, if you still care, stay tuned.
I will at least get the repos back by tomorrow.
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Repos are up. Downloads links are working aswell.
The mods should be less stable than before until I iron all the bugs.
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Updated the mod with new features:
  • Hotbar now pops up when you pick up a new weapon
  • Weapons can be unloaded now
  • Now shotguns have a minimum spread
  • Weapon's skill now affects it's switch speed
  • Added pumping sound to sawed off shotgun (suggestion by Yholl)
  • Various balance changes
Starman the Blaziken
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by Starman the Blaziken »

Nice to see that this is back, and the weapons are proving to be an interesting sort to play with.
Although I got to ask about the mod's dynamic crosshair. It seems to be placed generally underneath where the center point of firing actually is (generally as I checked the in-engine crosshair when enabled, including the laser sight attachment), is there an adjustment for that sort of thing or is it possibly an issue for displays/HUD scaling?

Actually, never mind as I edit this, I have to switch HUD styles to the secondary- less detailed one. Are you planning on the use of a custom HUD at some point in the case of keeping a better track visually?
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Sun Oct 22, 2023 10:00 pm Nice to see that this is back, and the weapons are proving to be an interesting sort to play with.
Although I got to ask about the mod's dynamic crosshair. It seems to be placed generally underneath where the center point of firing actually is (generally as I checked the in-engine crosshair when enabled, including the laser sight attachment), is there an adjustment for that sort of thing or is it possibly an issue for displays/HUD scaling?

Actually, never mind as I edit this, I have to switch HUD styles to the secondary- less detailed one. Are you planning on the use of a custom HUD at some point in the case of keeping a better track visually?
It's a couple pixels off the default crosshair, so there is still a bit of a scaling issue, since HUD is virtually rendered in 320x200 resoultion.
Using custom HUD might be complicated, since I want my mods to be independent from each other. But I might make a copy of vanilla fullscreen HUD without the ammo counter and put it in the weapons mod.
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Updated the trailer for the mod! It's finally up-to-date with all mechanics changes and re-balances.
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by Arkouchie »

Is anyone else having an issue where the auto-reticle is offset from where the gun actually shoots from vertically by like a lot? I couldn't find a way to adjust the reticle's offset, either.
I've enjoyed what I've played, especially with an AI tweak to make stealth more viable
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cyber_cool
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by cyber_cool »

Arkouchie wrote: Sat Nov 04, 2023 1:08 pm Is anyone else having an issue where the auto-reticle is offset from where the gun actually shoots from vertically by like a lot? I couldn't find a way to adjust the reticle's offset, either.
If you mean the center reticle, it's accurate when you are using fullscreen HUD (the one without player's mugshot). I didn't write my custom HUD and instead just draw is as an overlay.
Hopefully I will find a solution to this problem sooner or later.
Arkouchie wrote: Sat Nov 04, 2023 1:08 pm I've enjoyed what I've played, especially with an AI tweak to make stealth more viable
Thanks, I appreciate it! I didn't tweak the AI, though, it's just that all melee weapons and certain long-range weapons (mini-crossbow, stealth pistol, or sniper rifle / assault rifle with silencer upgrades) do not alert monsters.
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StroggVorbis
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Re: [DeusDoom: Weapons] adding Deus Ex weapons to Doom

Post by StroggVorbis »

If you try to change the ammo type of a weapon you don't have equipped via the inventory screen, the game will crash.

Only loaded core + weapons, but not augmentations if that turns out to be crucial.
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