[WiP] Digital Weapon Mod v1.2
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Please read the full rules for more details.
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.
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Re: [WiP] Digital Weapon Mod v1.1
Good mod, but is there any way to turn off weapon recoil, because it's quite embarrassing.
- Matt Eldrydge
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Re: [WiP] Digital Weapon Mod v1.1
Just so you know, it appears HeavySwag basically stole your mod and is effectively passing it off as his own since you're not credited as []Dot anywhere from what I've seen.
He's kinda known for this sort of behavior, but since he doesn't frequent the ZDoom Forums or Doomworld it's all too easy to let it go unnoticed.
He's kinda known for this sort of behavior, but since he doesn't frequent the ZDoom Forums or Doomworld it's all too easy to let it go unnoticed.
Re: [WiP] Digital Weapon Mod v1.1
Spoiler:
I added in Sumitomo 62 MG, IMI Uzi, ASMD Shock Rifle and Baikal Izh 81 weapons. I still have to do models of people request so those will come in there too soon. Some additional graphical changes by Heavy Swag which I backported from his fork. Sorry for the slow update folks, but I am not feeling well. I am doing right now just things which I am familiar with, once that stuff is done I will see if I can tackle on the more difficult ones such as GUI refactor through using the ZGUI library mod so that I can add more features via GUI systems. So that means for now I will work on the weapons first then I will see if I can add more features.
What I want to implement is digievolutions, so that you can play as Taomon and Kyubimon with respective power abilities, same goes for Renamon with her abilities which I have yet to add, it only got so delayed so much because I need something which lets the player easily swap abilty mode something like Project Brutality does with its weapon mode switch. I am sorry for the lack of big updates but my current mental health causes me trouble.
Other plans also are to add in all weapons from UT2004 and from C&C Renegade FPS games, I will be making my own models of those instead of ripping them directly off, so it won't be a 1:1 copy. Making a whole weapon doesn't take me long, maybe about 4-5 hours or so in totally from modelling it from scratch into to getting the weapon ingame working.
How is it embarrassing exactly? Well I can see if I can add a cvar toggle for it. My recoil system is a bit rough because I haven't figured out yet a system where the recoil goes more smooth instead of being harsh.Dolphinboy86 wrote: ↑Wed Apr 16, 2025 2:56 pm Good mod, but is there any way to turn off weapon recoil, because it's quite embarrassing.
He didn't stole anything from me, he did credited me as "KometFox" which is my alt name. I am talking to him via Discord and he requested me a few models which I will get around doing soon and other requests too.Matt Eldrydge wrote: ↑Thu Apr 17, 2025 5:52 am Just so you know, it appears HeavySwag basically stole your mod and is effectively passing it off as his own since you're not credited as []Dot anywhere from what I've seen.
He's kinda known for this sort of behavior, but since he doesn't frequent the ZDoom Forums or Doomworld it's all too easy to let it go unnoticed.
Well it's just more of a plain basic weapon pack mod I made for myself and others to enjoy if they like such type of mods. I added Renamon because I wanted to play as her.
I also have some issues with getting the IQM model format to work, so I can't add yet a feature where the FPS hand model gets dynamically swapped, it's mostly of the issue my models uses 2 armature bones and the IQM format supports only one armature per one object
btw if you see somewhere "KometFox" that's just my name alt, I haven't gotten around yet asking a ZDoom moderator to change my name here.
Re: [WiP] Digital Weapon Mod v1.1
First preview video of what I have made so far, more videos will be made later once I have added more content to show off.
Re: [WiP] Digital Weapon Mod v1.1
Spoiler:New Ingram Mac 10 weapon, made on behalf for Android Ferret.
Edit 1: Added Plasma AVRIL
Edit 2: Modelled Viking Eagle pistol
Re: [WiP] Digital Weapon Mod v1.1
Released version 1.2 for now. Mostly new weapon updates, few bug fixes and other minor additions. Sadly most feature I have planned didn't made the cut yet.
Download Link
I am sorry it took so long to publish a new release, but I hoped I could add a few more major features. Well that is not the case for this version release yet. Version 1.3 is planned next.
Download Link
I am sorry it took so long to publish a new release, but I hoped I could add a few more major features. Well that is not the case for this version release yet. Version 1.3 is planned next.
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Re: [WiP] Digital Weapon Mod v1.2
thank you good sir
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Re: [WiP] Digital Weapon Mod v1.2
Can we get a Delta Touch Friendly Version Excuse me for the pun, but a... "Digital Downgrade" Version? I also wanna have a upgrade mechanic oddly enough, like upgrading the shotgun to it's fullest would make it a "Ballroom Blitz Canon"
Re: [WiP] Digital Weapon Mod v1.2
Enjoy the mod.
The mod should work with delta touch, for now you need to use the keyboard to interact with the shop menu.Lopunny has shotgun wrote: ↑Tue Jun 24, 2025 11:44 pm Can we get a Delta Touch Friendly Version Excuse me for the pun, but a... "Digital Downgrade" Version? I also wanna have a upgrade mechanic oddly enough, like upgrading the shotgun to it's fullest would make it a "Ballroom Blitz Canon"
>upgrades
Hmmm. Well I do want to add more features instead of just a pure weapon dump. So I do want to add things like switchable ammo, more items for combat, digievolutions (become Taomon or Kyubimon with special powers) and powers for Renamon. immersive model animations. But I am not skilled enough in ZScript to add those features in, I would need some help with that.
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Re: [WiP] Digital Weapon Mod v1.2
KometFox wrote:
> [quote=Nasser_basto post_id=1261127 time=1750789130 user_id=41418]
> thank you good sir
> [/quote]
> Enjoy the mod.
>
> [quote="Lopunny has shotgun" post_id=1261138 time=1750830254 user_id=41456]
> Can we get a Delta Touch Friendly Version Excuse me for the pun, but a...
> "Digital Downgrade" Version? I also wanna have a upgrade mechanic oddly
> enough, like upgrading the shotgun to it's fullest would make it a "Ballroom
> Blitz Canon"
> [/quote]
> The mod should work with delta touch, for now you need to use the keyboard to
> interact with the shop menu.
> >upgrades
> Hmmm. Well I do want to add more features instead of just a pure weapon dump. So I do
> want to add things like switchable ammo, more items for combat, digievolutions
> (become Taomon or Kyubimon with special powers) and powers for Renamon. immersive
> model animations. But I am not skilled enough in ZScript to add those features in, I
> would need some help with that.
Well, I can offer a suggestion for upgrades and I could scout around for people to help code with it
The upgrade suggestion sounds silly, but maybe hide a Impmon Shopkeeper with some No more Herpes like music?
> [quote=Nasser_basto post_id=1261127 time=1750789130 user_id=41418]
> thank you good sir
> [/quote]
> Enjoy the mod.
>
> [quote="Lopunny has shotgun" post_id=1261138 time=1750830254 user_id=41456]
> Can we get a Delta Touch Friendly Version Excuse me for the pun, but a...
> "Digital Downgrade" Version? I also wanna have a upgrade mechanic oddly
> enough, like upgrading the shotgun to it's fullest would make it a "Ballroom
> Blitz Canon"
> [/quote]
> The mod should work with delta touch, for now you need to use the keyboard to
> interact with the shop menu.
> >upgrades
> Hmmm. Well I do want to add more features instead of just a pure weapon dump. So I do
> want to add things like switchable ammo, more items for combat, digievolutions
> (become Taomon or Kyubimon with special powers) and powers for Renamon. immersive
> model animations. But I am not skilled enough in ZScript to add those features in, I
> would need some help with that.
Well, I can offer a suggestion for upgrades and I could scout around for people to help code with it
The upgrade suggestion sounds silly, but maybe hide a Impmon Shopkeeper with some No more Herpes like music?
Re: [WiP] Digital Weapon Mod v1.2
Spoiler:Added Kriss Vector and XM-29 OICW
Well tell me then if you found any people willing to help me out with. I won't be adding any forms of upgrades for now until I found a way being able to save arbitrary data permanently which GZDoom doesn't let me do that easily.Lopunny has shotgun wrote: ↑Sat Jun 28, 2025 8:47 pm Well, I can offer a suggestion for upgrades and I could scout around for people to help code with it
The upgrade suggestion sounds silly, but maybe hide a Impmon Shopkeeper with some No more Herpes like music?
It is also possible to subscribe to my Github mod page via RSS so if you use a RSS program you can get notified of any latest commit without having to manually check in.
Re: [WiP] Digital Weapon Mod v1.2
hey there,what is difference beetwen this version and that heavy swag guy's version?
Re: [WiP] Digital Weapon Mod v1.2
Heavy Swag changes:
-Some weapons have different colors/skins
-Different sound effects
-Overall less mag capacity for weapons
-Some more Renamon related graphics
-Minor HUD alterations
That's from the top of my head, I don't know the other changes he did, he doesn't keep a history of older changelog on the Itch page it seems.
For next update there are some weapons that I want to remove due to poor design: M-25 Assault Rifle, E-12 Plasma Rifle, Chaingun, Kestrel Grenade Launcher and Molotov Cocktail
I am not really happy with those model designs. So I will try to find other sources for weapon references that I can easily make a 3D model out of it. I am not a professional blender artist by any means, if anything more as a amateur, so those weapon spots will be replaced with something else instead. Renamon hand texture will be replaced again with a generic one too, in place to allow the player to play as different characters.
Planned playable characters: Krystal, Marine, NATO Soldier, Lucario, Gardevoir, Braixen
Those characters will be added soon when I can get a 3D model of it which takes some digging through google, I'll try to make sure those models are at least CC licensed.
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Re: [WiP] Digital Weapon Mod v1.2
"> Planned playable characters: Krystal, Marine, NATO Soldier, Lucario,
> Gardevoir, Braixen
> Those characters will be added soon when I can get a 3D model of it which
> takes some digging through google, I'll try to make sure those models are
> at least CC licensed."
Idea for a character, his design, and his sorta gameplay loop
Perro, an Explosives and Pyro weapons only rat. He can use his flamethrower "The slowburner," an ATM(Anti Tank Missile)-47, and a Napalm Nuke (please wear a hazard suit to nullify the damage).
He looks like a grey version of Reggie, with a Wolfenstein soldier helmet, tact vest, boots and gloves, with a torn cape, and a gas mask that gives his voice a radio effect.
Instead of using the money to buy stuff, he gets sent on a "collection run." You collect money they leave, start with full armor, but don't pick it up in the stage and any weapon you pick up is yours to keep. Collect it all, and you get a promotion (More ammo to eventually infinite ammo). Kill all the enemies for more health and armor restored.
I just like telling ideas, and I looooove Pyro and explosives. Kinda wish there was a Ryno as a bfg
> Gardevoir, Braixen
> Those characters will be added soon when I can get a 3D model of it which
> takes some digging through google, I'll try to make sure those models are
> at least CC licensed."
Idea for a character, his design, and his sorta gameplay loop
Perro, an Explosives and Pyro weapons only rat. He can use his flamethrower "The slowburner," an ATM(Anti Tank Missile)-47, and a Napalm Nuke (please wear a hazard suit to nullify the damage).
He looks like a grey version of Reggie, with a Wolfenstein soldier helmet, tact vest, boots and gloves, with a torn cape, and a gas mask that gives his voice a radio effect.
Instead of using the money to buy stuff, he gets sent on a "collection run." You collect money they leave, start with full armor, but don't pick it up in the stage and any weapon you pick up is yours to keep. Collect it all, and you get a promotion (More ammo to eventually infinite ammo). Kill all the enemies for more health and armor restored.
I just like telling ideas, and I looooove Pyro and explosives. Kinda wish there was a Ryno as a bfg
Re: [WiP] Digital Weapon Mod v1.2
i played the mod today and i had a blast,i did not remenber these weapons being so punchy and so satisfying so say are you gonna do a optional addon that makes weapons spawn in the level or would you be willing to make another mod but with a more merc/military esque character?these weapons mesh well with hell from earth but renamon does feels rather out of place.lastly consider doing partial and empty reloads in the far future.