(First Mod) Doom64 Weapons in Doom2

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TheLegend27
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(First Mod) Doom64 Weapons in Doom2

Post by TheLegend27 »

"Doom 64 Weapons for Doom 2" v1.1
Github: https://github.com/Electron7-7/Doom64WeaponsForDoom2
ModDB: https://www.moddb.com/mods/doom64-weapons-for-doom-2

Update: Version 1.1 is here! The Unmaker is fixed!! After weeks of going INSANE I've fixed those damned lasers! You can see a full list of changes as well as some screenshots and a gif in the ModDB update article. As always, feedback is much appreciated and I hope you enjoy! :3:

(And, as usual, I'll put the patch notes from my Github in a reply)

---

For my first ever Doom mod, I decided to try something a bit ambitious, but fairly straightforward: re-creating every weapon from Doom64 in Doom2. Honestly, it actually was pretty easy and a decently good way to learn ZScript! The Unmaker, however, made me tear my fuckin' hair out because I waaay overcomplicated the solution to those sprite-based lasers. I'm considering making a YouTube video going in-depth on my process while making this mod if that sounds appealing.

Heads Up: This mod is "finished" and while I'm happy with the end results, the code is fucking atrocious. It's not gonna chug (at least, I'm 90% certain it's not), but it looks like shit and probably smells bad, too. I'll be optimizing it in a future update probably very soon.

Quick Tip: There's a custom options menu for the mod! One of the options toggles whether or not the default weapons of Doom 2 get replaced by the Doom 64 ones. If you toggle it mid-level, your inventory weapons will change but weapon pickups can only be changed when the level first loads (so you'll have to restart/finish the level if you want them replaced as well).

Mappers!: Use this in your maps! I've assigned the proper tags to the weapons and the demon keys and they work like a charm! You might have to fiddle with the demon keys as I think they might be affected by gravity and if you want to disable the ability for the player to replace all classic weapons with Doom64 ones (and vice versa), you'll have to remove the last few bits of code that handle that in the ZScript file, get rid of the MENUDEF lump, and tweak the PlayerController at the top of the ZScript file to have the proper starting weapons (and also delete that function that overrides them).

I'll be polishing this little guy up over the next few weeks or so since I've still got the Doom Modding Bug so if you have feedback, leave it down asasp!

Lastly, have fun! :3:
Attachments
Cool cover I "made" from the Doom 1, 2, & 64 logos :P
Cool cover I "made" from the Doom 1, 2, & 64 logos :P
cover.png (13.68 KiB) Viewed 1810 times
Screenshot of the Unmaker! Send them back to hell with... whatever this thing is!
Screenshot of the Unmaker! Send them back to hell with... whatever this thing is!
Screenshot of the new and improved chainsaw! It's twice as fast, twice as deadly... and twice as loud!
Screenshot of the new and improved chainsaw! It's twice as fast, twice as deadly... and twice as loud!
Last edited by TheLegend27 on Mon May 13, 2024 5:22 pm, edited 1 time in total.
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TheLegend27
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Re: (First Mod) Doom64 Weapons in Doom2

Post by TheLegend27 »

Here are the patch notes for Version 1.0, copied from the Github:

Updates
Used the LANGUAGE lump for things like weapon pickup messages
Cleaned up code
Removed unnecessary arguments from weapon attack calls
Changed damage calculation for most weapons, making them more accurate to Doom 64
Cleaned up comments
Removed unnecessary details
Replaced multiple single-line comments with one multi-line comment
Changed weapon state timings
Fixed Chaingun kick and recoil
Added horizontal offset hack to projectiles (Rocket, PlasmaBall, and BFGBall)
Added the Plasma Rifle's idle buzzing sound
Added an option to enable/disable the Plasma Rifle's idle buzzing sound in the mod options menu
Fixed BFG tracers spawning incorrectly (they now spawn in the center of the hit enemy)
Added Demon Key pickup messages (preserved "canonical" order of Orange first, Purple second, and Cyan third)
Fixed projectiles not using ZDoom enhanced transparency effects when they should
Might have fixed chainsaw hit sound not sounding right but getting the sounds right has proven to be a bit tricky

Known Issues
Unmaker laser effect is not 100% accurate when using freelook
(cope: it's technically more accurate to Doom 64 since Doom 64 didn't have freelook, but I don't like that it breaks so I'll still try to find a solution soon)
Code is messy and sloppy (I will be fixing this as it irks me personally)

Planned Changes/Additions
Have the weapon replacement setting replace all weapon pickups when toggled (without requiring a map reload/change)
Code optimization
Add Doom 64 ammo types with sprites and tag names (for mapping programs :D)
Potentially have Doom 64 weapons rely on Doom 64 ammo only (perhaps with toggleable setting?)
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TheLegend27
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Re: (First Mod) Doom64 Weapons in Doom2

Post by TheLegend27 »

Version 1.1 Changelog:

Updates
- Fixed Unmaker laser bug and completely re-wrote the code for firing the Unmaker
- Wasted more than 24 hours combined in Desmos (because I'm a nerd)
- Re-learned Trigonometry
- Lasers now follow auto-aim when it's active
- Added custom obituary to the Unmaker (with colored text!)
- Removed some... choice words from the code comments (I was a *little* tired when I wrote them)
- Code optimization (mainly for the Unmaker)

Known Issues
- If the Unmaker laser is fired past a lower hanging ceiling and passes close to it, there will be a gap in the laser. This is due to a fix for a previous bug relating to the laser trying to clip past the ceiling.

Planned Changes/Additions
- Have the weapon replacement setting replace all weapon pickups when toggled (without requiring a map reload/change)
- Code optimization
- Add Doom 64 ammo types with sprites and tag names (for mapping programs :D)
- Potentially have Doom 64 weapons rely on Doom 64 ammo only (perhaps with toggleable setting?)
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