[1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

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AliciaPendragon
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Been back in a survival horror mood

Any reccomended maps for this? I'm aware to keep away from slaughtermaps, but I wanna know what maps I should play this with

And any reccomended monster mods?

Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
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Re: [1.3c] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

It has been a while.
I don't have much to show for that time, mainly minor bug fixes and some requested additions for addon creation.
But hey, an update is an update.
Spoiler: [UPDATE]
Wivicer wrote: Wed Jan 24, 2024 9:10 pm Regarding shellboxes: I've noticed that if I have a shellbox that has one type of shell in it, I can combine another type of shell with it and it converts the entire box to to that second type. I'm assuming this is unintentional?
That is indeed unintentional and now fixed.
AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
I was thinking about including that as an option, but it would overcomplicate things and be prone to breaking. It would also go against my original idea for the mod.
Besides all the code for it is already in the mod, it would just require modifying all the weapons and ammo items, so I left it up to an addon if someone really wants it.



I must admit I wanted to finally get this update off my chest so I can start working on something entirely new, something involving mechs.
But, I also wanted to experiment with something, namely a discord server.
I will put a link to it here, if it doesn't work then chances are I realised this was a mistake and deleted it, but for now it should work:
[DISCORD]
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

New update.
Spoiler: [UPDATE]
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AliciaPendragon
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Been back in a survival horror mood

Any reccomended maps for this? I'm aware to keep away from slaughtermaps, but I wanna know what maps I should play this with

And any reccomended monster mods?

Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
repinging this after the recent update. Would be nice to have an option to eschew having mags to load in favor of a direct ammo system even if it means I cant load SMG mags into the pistol anymore, if only to be able to make the inventory less cluttered. Shells could still be loaded in directly tho
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Not without reprogramming the entire weapons roster, I imagine.
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

AliciaPendragon wrote: Sun Dec 01, 2024 10:38 pm repinging this after the recent update. Would be nice to have an option to eschew having mags to load in favor of a direct ammo system even if it means I cant load SMG mags into the pistol anymore, if only to be able to make the inventory less cluttered. Shells could still be loaded in directly tho
Jarewill wrote: Sat May 04, 2024 7:21 am
AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
I was thinking about including that as an option, but it would overcomplicate things and be prone to breaking. It would also go against my original idea for the mod.
Besides all the code for it is already in the mod, it would just require modifying all the weapons and ammo items, so I left it up to an addon if someone really wants it.
My stance on this still hasn't changed. :wink:
Doing it as an option that dynamically changes every weapon, addons included, is very likely to not work correctly and I don't particularly want to pour much effort into making it work.
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Dikiy Zver
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Dikiy Zver »

The mod came out cool. Explicit inspiration Resident Evil: Survivor.
There is one interesting point. In that game, the crosshair was not recorded in the center of the screen, as in most shooters, but as if swimming within a certain area, imitating aiming from a light-gun. The same aiming mechanics was in Arma Cold War Assault.
However, I do not know whether it is possible to recreate this in GZDOOM.
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Free aim mechanics are possible to do, an easy example being Doomshock, but I don't think that's what Dwelling Sin is aiming for.
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Enjay »

Topic moved to Abandoned/Dead Projects at author's request.

And restored.
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Hello.

It has been a while since I was last here, and since I removed the mod from public.
I do wish to properly explain what lead me to that decision, but I do not wish to get into the details of it.
I can't exactly pinpoint when it started, so I will just say about a year ago a lot of things have started to pile on me between family, work and eventually even the Doom community.
It was really just a bunch of events being unfortunately timed and it did lead me to quite a breakdown, and my breakdowns tend to be rather self-destructive. It wouldn't be the first time I tried to go scorched earth and leave a community.
At first I simply privated all my mods, but after a bit of time I decided to restore them. The only exception was this mod, as it was the one that broke through the wall I suppose.
I had a lot of frustrations with it and they wouldn't go away, so I went ahead and deleted it completely.

So why am I back here with it?
It's been a few months and I had plenty of time to think about it and it really just felt wrong of me to delete it.
Thankfully, I did save the mod before removing it. I did spend months on it and I refused to make it a waste of time.
At that, I managed to dig out all versions of it I could find.

Here's the download link: Download
Notes for the version:
v0 - Seems to be a prototype of the mod, I'd guess it's the first batch of progress I saved on my drive.
v1 - This one I dug out of my messages with Zik, it's the first playable version I sent over to him for feedback.
v2 - If I remember right, it's the first public release.
v3 - I have absolutely no clue.
v4 - This is the latest version, might even be more recent than 1.3d, but I am not too certain.

As for the future of the mod and my stay here.
I don't think I'll be returning to the forums or modding any time soon. I am still very soured after what has happened earlier this year, and with my new job I am quite fed up with coding of any kind.
But I will not speak with finality as I know things can change and I did manage to get over my old ires, even if it took years.
However, even if I do return, I will not touch this mod again. This is final.

Lastly, I wish to extend apologies to everyone who enjoyed the mod.
It was a very asshole-ish move of me to try and remove the mod from the public.
And I am especially sorry to you Zik. If you happen upon this post, I am very sorry for trying to get rid of all the help you have given me. Know that you are a really cool dude.



Tl;dr: The mod is back.
Download
Still dead though.

Sidenote: I was logged out after finishing this post and it was gone after logging back in. I am thankful for my habit of saving progress.
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ZikShadow
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

It's no biggie, man. I'm thankful for you doing this mod in the first place! Sorting out IRL rigmaroles will always be more important than everything else. Take all the time you need.
I've had tons of fun playing Dwelling Sin then and I will continue enjoying it now, so don't worry about it. Thanks for keeping the lights up for other folks.
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Dr_Cosmobyte »

I'm so happy to see you again.
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LossForWords
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by LossForWords »

Thank you for everything, man.
Good luck in all your future endeavors.
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AliciaPendragon
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

I'm glad to to see the mod is back up.

Any chance you'll give permission for it to be forked in case someone decides to take up the mantle and develop this mod?
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

AliciaPendragon wrote: Fri Oct 17, 2025 7:50 pm I'm glad to to see the mod is back up.

Any chance you'll give permission for it to be forked in case someone decides to take up the mantle and develop this mod?
If anyone wants to tackle this mod, they are free to do so.
Same goes for all my other mods.
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