[WiP] Digital Weapon Mod v1.2

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KometFox
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Re: [WiP] Digital Weapon Mod v1.2

Post by KometFox »

Lopunny has shotgun wrote: Thu Jul 24, 2025 11:01 pm 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
That sounds more of a different type of mod then what I am going for. I intentionally replaced all items with money items due to the shop menu I have added myself through ZScript. As for making a different character that is self made through Blender instead of ripping off stuff well that will take a much longer time since I am not that experienced at making good looking character models myself, else I'd would have added a few more already in this mod before if I were good at it, unless people don't mind I'd just say fuck it and go for PS1/Quake 1 style low polygon models which is more doable for me to do I think. The shop menu is there because I don't like the concept that some mods uses where they add a lot of weapons but they are done through a RNG system so meaning it entirely depends on the numbers the computer spits out what kind of gear you get instead of being able to choose your own load out and I think that is the main appeal of my shop menu that I have added.

Yes I am still aware that my shop menu implementation is janky and far from being perfect. I am not that good with ZScripting to make it better. And honestly I don't want to annoy other people too much with my lack of knowledge.
BLSZDOOM wrote: Thu Jul 24, 2025 11:40 pm 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.
>optional addon to make weapons spawns in levels
hmmm, I guess I could add weapon crate spawns, so for example a shotgun crate which gives you basic shotgun weapon loadout and nothing else and same goes for other weapons. Can be done as a simple cvar toggle. As for more merc/military styled character as I have mentioned before in my other posts, I intend hopefully in the next update before I release it again to add more characters, so a few more furry girls to play as and of course some more humans to play as. I need to look through various websites like Sketchfab and Sven Coop model database to find some good looking models. Though obviously I need to do the animations of those models since they don't come with any so it will take some time before I can add some human models as playable characters. Heavy Swag persuaded to me before to remove the Doom Marine class that I had in older version of this mod

As for empty and partial reloads... Well I could do these, but it would take a long time to add those missing animations for the remaining ~33 or so weapons I have added so far, so it won't be something that can be quickly done. I can't give any estimates for that in which next update version it will have if I decide to add those.

To point it out again, I still haven't learned yet the ZGUI library script, I have it downloaded now but I need to find the documentation for it first so that I have some ideas how to utilize it, as I focused too much on adding some more weapons and trying to fix a few other issues with other weapon models. Yeah I know I can be a lazy bastard.

I will still try to push some more updates for this mod. At the very least I want to add 50 weapons in total, more characters to play as, finally learning ZGUI library and utilizing that instead of my janky GUI script that I made myself, fire modes to choose from, more ammunition types for weapons to make the weapons more versatile in general. This mod is not dead yet I won't give it up so soon. But I don't know if you guys missed the note but I suffer from some health conditions which prevents me to work harder, so I need to force myself to get things done. AI voices for taunting (this is the only part where I use AI for that, the rest is not made with AI, I have absolutely 0€ budget available to hire a voice actor instead) and some other features I forget to mention to make this mod a bit more than just a simple weapon pack. The github version should be mostly the newest version I have pushed through if you are eager to play it a bit more "dangerous" well it won't break your computer but some bugs may appear which I didn't patched it yet.

I am just a poor guy with a passion for doom modding, so I cannot afford it to spend money on this mod to add things through hired people for money.
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BLSZDOOM
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Re: [WiP] Digital Weapon Mod v1.2

Post by BLSZDOOM »

KometFox wrote: Fri Jul 25, 2025 10:20 pm
Lopunny has shotgun wrote: Thu Jul 24, 2025 11:01 pm 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
That sounds more of a different type of mod then what I am going for. I intentionally replaced all items with money items due to the shop menu I have added myself through ZScript. As for making a different character that is self made through Blender instead of ripping off stuff well that will take a much longer time since I am not that experienced at making good looking character models myself, else I'd would have added a few more already in this mod before if I were good at it, unless people don't mind I'd just say fuck it and go for PS1/Quake 1 style low polygon models which is more doable for me to do I think. The shop menu is there because I don't like the concept that some mods uses where they add a lot of weapons but they are done through a RNG system so meaning it entirely depends on the numbers the computer spits out what kind of gear you get instead of being able to choose your own load out and I think that is the main appeal of my shop menu that I have added.

Yes I am still aware that my shop menu implementation is janky and far from being perfect. I am not that good with ZScripting to make it better. And honestly I don't want to annoy other people too much with my lack of knowledge.
BLSZDOOM wrote: Thu Jul 24, 2025 11:40 pm 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.
>optional addon to make weapons spawns in levels
hmmm, I guess I could add weapon crate spawns, so for example a shotgun crate which gives you basic shotgun weapon loadout and nothing else and same goes for other weapons. Can be done as a simple cvar toggle. As for more merc/military styled character as I have mentioned before in my other posts, I intend hopefully in the next update before I release it again to add more characters, so a few more furry girls to play as and of course some more humans to play as. I need to look through various websites like Sketchfab and Sven Coop model database to find some good looking models. Though obviously I need to do the animations of those models since they don't come with any so it will take some time before I can add some human models as playable characters. Heavy Swag persuaded to me before to remove the Doom Marine class that I had in older version of this mod

As for empty and partial reloads... Well I could do these, but it would take a long time to add those missing animations for the remaining ~33 or so weapons I have added so far, so it won't be something that can be quickly done. I can't give any estimates for that in which next update version it will have if I decide to add those.

To point it out again, I still haven't learned yet the ZGUI library script, I have it downloaded now but I need to find the documentation for it first so that I have some ideas how to utilize it, as I focused too much on adding some more weapons and trying to fix a few other issues with other weapon models. Yeah I know I can be a lazy bastard.

I will still try to push some more updates for this mod. At the very least I want to add 50 weapons in total, more characters to play as, finally learning ZGUI library and utilizing that instead of my janky GUI script that I made myself, fire modes to choose from, more ammunition types for weapons to make the weapons more versatile in general. This mod is not dead yet I won't give it up so soon. But I don't know if you guys missed the note but I suffer from some health conditions which prevents me to work harder, so I need to force myself to get things done. AI voices for taunting (this is the only part where I use AI for that, the rest is not made with AI, I have absolutely 0€ budget available to hire a voice actor instead) and some other features I forget to mention to make this mod a bit more than just a simple weapon pack. The github version should be mostly the newest version I have pushed through if you are eager to play it a bit more "dangerous" well it won't break your computer but some bugs may appear which I didn't patched it yet.

I am just a poor guy with a passion for doom modding, so I cannot afford it to spend money on this mod to add things through hired people for money.
yes i second the idea of weapon crates only giving you the basic weapon this way you would be motivated to buy weapons but here is aditional sugestion:make it so the weapon you buy replace the one you have if its stronger.i will take a loo at the github version as the current version has amazing gun sounds plus i love modern weapons whenever i play the mod i always buy guns such as the mossberg,the ak and the mp5 rather than the more sci fi looking weapons.
Last edited by BLSZDOOM on Sat Jul 26, 2025 11:59 pm, edited 1 time in total.
Lopunny has shotgun
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Re: [WiP] Digital Weapon Mod v1.2

Post by Lopunny has shotgun »

I wish you luck, I'm making a hell goat class with my friend using pre-existing assets sending the sprites to edit and me sending him voice files from modnation racers to edit. He is scripting, but he needs to find out how to add a "Refuse command" to pick up a weapon or a weapon restriction. Like going to the restricted weapon will have her go "uhuh!" In a robotic voice and an angry TV sprite mugshot.
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KometFox
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Joined: Thu Nov 05, 2020 12:43 pm

Re: [WiP] Digital Weapon Mod v1.2

Post by KometFox »

BLSZDOOM wrote: Sat Jul 26, 2025 10:01 am yes i second the idea of weapon crates only giving you the basic weapon this way you would be motivated to buy weapons but here is aditional sugestion:make it so the weapon you buy replace the one you have if its stronger.i will take a loo at the github version as the current version has amazing gun sounds plus i love modern weapons whenever i play the mod i always buy guns such as the mossberg,the ak and the mp5 rather than the more sci fi looking weapons.
I am not entirely sure if weapon crates would make much sense given there is already a shop menu, I guess I could revert the ammo items to being an actual ammo items at least instead of being a few scores of gold ingots and coins. Also you can get rid of weapons you don't want to have by dropping the weapon which removes it entirely.
Lopunny has shotgun wrote: Sat Jul 26, 2025 11:19 pm I wish you luck, I'm making a hell goat class with my friend using pre-existing assets sending the sprites to edit and me sending him voice files from modnation racers to edit. He is scripting, but he needs to find out how to add a "Refuse command" to pick up a weapon or a weapon restriction. Like going to the restricted weapon will have her go "uhuh!" In a robotic voice and an angry TV sprite mugshot.
Thanks, well I wish you good look too with your mod.
Lopunny has shotgun
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Re: [WiP] Digital Weapon Mod v1.2

Post by Lopunny has shotgun »


Thanks, well I wish you good look too with your mod.
We failed, spectacularly! Hahaha!
Lopunny has shotgun
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Re: [WiP] Digital Weapon Mod v1.2

Post by Lopunny has shotgun »

Finally ayed this with a friend.

I love the weapon variation. Odd idea for one a Liquid Nitrogen Gun "Libra-7 Cryothrower.

It would freeze enemies with a nice blue tint, great for crowd control.
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