Regiguns (1.52)

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CommanderZ
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Re: [WIP] Regiguns 1.30

Post by CommanderZ »

Yes, please.
PSD (saved with PS CS5)

I will try to improve the sphere effect, but dunno if it will be possible in pure 2D.
Is the current pain effect when unarmored alright right now?
If you mean the blood veins effect, not really. The veins are too blurry.

I guess the vignette effect is okay. I think I could get used to it.

Also, did you consider using somewhat more futuristic weapons instead of the classic "realistic" ones? It would make sense, since they all use energy as ammo. Game/movie authors usually don't hesitate to replace "realistic" projectile-based weapons with their more futuristic energy counterparts 1:1...see Star Wars - they got blaster everything - handguns, rifles, shotguns, gattling guns, crossbows (and swords when you think about it :D ). I think the handgun and sniper rifle could use the current sprites, they would only need different sounds and bullet puffs. AR and shotgun would need complete replacement (I guess there would be something suitable on R667).

EDIT: Also: Please, add an arming timer to the grenade launcher grenades, so when you pump the grenade from 1 meter to a wall, you don't die instantly. I keep pressing the secondary fire all the time (guess why).
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rollingcrow
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Re: [WIP] Regiguns 1.30

Post by rollingcrow »

I will try to improve the sphere effect, but dunno if it will be possible in pure 2D.
Thanks!
If you mean the blood veins effect, not really. The veins are too blurry.
I meant the red border effect, but about the veins, the tunnel vision is also blurry so when I layered it over the tunnel vision it looked like it would fit.
Also, did you consider using somewhat more futuristic weapons instead of the classic "realistic" ones? It would make sense, since they all use energy as ammo. Game/movie authors usually don't hesitate to replace "realistic" projectile-based weapons with their more futuristic energy counterparts 1:1...see Star Wars - they got blaster everything - handguns, rifles, shotguns, gattling guns, crossbows (and swords when you think about it :D ). I think the handgun and sniper rifle could use the current sprites, they would only need different sounds and bullet puffs. AR and shotgun would need complete replacement (I guess there would be something suitable on R667).
I have been looking for sprites for awhile now, weapons like the Blaster Rifle, Xanadu rifle from Zero Tolerance, and Susan pistol also from Zero Tolerance are ones I've been looking at for awhile, but I'll ask for permission for them soon. For sounds, I was thinking of using Mass Effect sounds or similar, but I can't find a sound pack anywhere. :|
EDIT: Also: Please, add an arming timer to the grenade launcher grenades, so when you pump the grenade from 1 meter to a wall, you don't die instantly. I keep pressing the secondary fire all the time (guess why).
Definitely adding.

EDIT - New weapon balance chart:
Chainsaw - 2-20 damage per saw, 1000+ RPM.
Pistol - 20 damage per shot, 60 if all shots connect.
Scattergun - 150 damage per shot, 1200 damage with 100 EP (8 shots).
Assault Rifle - 20 damage per shot, 640 damage with 100 EP (25+ shots).
Rifle Grenade - 250 damage on direct hit, 128 splash damage and range, 378 damage with 100 EP (1 shot).
Sniper Rifle - 1000 damage on direct hit, 256 splash damage, 128 splash range, 1500+ damage with 100 EP (1 shot).
Destabilizer - 20 damage per rail, 300 damage per projectile rip, 1000 splash damage and range, 200 tracers dealing 100 damage each, 1 shot and 100 EP, consumes health also.
Last edited by rollingcrow on Mon Apr 25, 2011 9:45 pm, edited 5 times in total.
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wildweasel
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Re: [WIP] Regiguns 1.30

Post by wildweasel »

CommanderZ wrote:
Spoiler:
The way the hexagons are distorting towards the center but not towards the corners doesn't look right at all. I assume you want this to look like a sphere surrounding the player? Think about perspective. You'll see the hexagons look normal towards the center of the screen, but progressively more distorted towards the edge/corner of the screen. Allow me to visually demonstrate:

Image
This is just an ordinary array of hexagons. I generated this using Paint Shop Pro 9's "Tiles" texture effect.

Image
And this came from the Lens Distortion filter, set to "Pincushion" and set to maximum strength. You can see the hexagons remain normal towards the center, but are pulled towards the edges/corners as if they are applied to a round surface - in our case, the inside of an energy sphere.
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CommanderZ
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Re: [WIP] Regiguns 1.30

Post by CommanderZ »

The Lens effect indeed works much better in this case.

PSD
Spoiler:
For sounds, I was thinking of using Mass Effect sounds or similar, but I can't find a sound pack anywhere.
You should be able to extract them from the game files.

See the fourth post.

EDIT:

And here is the transparent PNG, in case you can't open the PSD.
Spoiler:
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rollingcrow
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Re: [WIP] Regiguns 1.40

Post by rollingcrow »

@CommanderZ If possible, can you please make the the color on the edges of the effect for pronounced?

Updated. Weapon balance should be a little better now and CommanderZ's damage graphic has been implemented.

Download Link

Changes: v1.40 (03/24/2011)
- Added a key pickup sound.
- Added a new raise sound for the Pistol.
- Added a new shield damage graphic.
- Added a new sprite for the Scattergun.
- Aggressiveness maximized for all difficulty levels.
- Assault Rifle spread increased.
- Beefed up the Destabilizer.
- BRIGHTness on exploding barrels removed.
- Chainsaw attacks faster.
- Changed unarmored pain graphic to a recolored shield damage graphic.
- Descreased pistol damage to 20.
- Destabilizer saps 25 HP.
- Destabilizer splash damage no longer hurts the user.
- Enemies infinitely respawn on Another difficulty every 45 seconds.
- Fixed energy pickups for weapons replacements not being the pickup version.
- Grenades arm after flying a set distance, otherwise they will hit the target without exploding but dealing direct hit damage.
- Grenades consume more energy.
- Grenades deal 128 less splash damage.
- Health canteen capacity reduced to 100 HP.
- Increased Cacodemon health to 400.
- Increased Pistol recoil.
- Increased Pistol shot spread.
- Increased Revenant health to 400.
- Increased Sniper Rifle direct hit damage to 1000.
- Repositioned backup health bar on HUD.
- Scattergun can fire up to 8 shots at 100 EP.
- Scattergun deals up to 150 damage when all pellets are absorbed. Seven close shots will kill a Baron of Hell.
- Spectres have 200 HP.
- Sniper Rifle slugs spawn smoke on impact.
- Pistol fires in three round bursts.
- Pistol fires tracers.
- Reduced chance of health canteens spawning.
- Regeneration wait times reduced.
Last edited by rollingcrow on Tue Apr 26, 2011 10:41 am, edited 1 time in total.
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CommanderZ
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Re: [WIP] Regiguns 1.40

Post by CommanderZ »

I increased the opacity a bit.
Spoiler:
The new shotgun looks nice. That's about all I can say right now, I played the new version for like a minute only.
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rollingcrow
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Re: [WIP] Regiguns 1.40

Post by rollingcrow »

CommanderZ wrote:I increased the opacity a bit.
Spoiler:
The new shotgun looks nice. That's about all I can say right now, I played the new version for like a minute only.
Thanks, looks much better now! :D
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Marisa the Magician
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Re: [WIP] Regiguns 1.40

Post by Marisa the Magician »

That hexagon thing reminds me of Crysis... SO MUCH
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rollingcrow
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Re: [WIP] Regiguns 1.50

Post by rollingcrow »

Updated. The new HUD has been implemented, and classic mode is available, where weapons draw from their own pool.

Download Link

New Screenshots:
ImageImageImageImageImage

Changes: v1.50 (04/01/2011)
- Added a draw animation to the Pistol.
- Added a fading effect to unarmed rifle grenades.
- Added a new HUD. The red bar is health, blue bar is energy, purple bar is overcharge energy, gold bar is seperate energy, and the mugshot is also in.
- Added a semi-automatic trigger to dryfire states.
- Added a slightly different draw sound to the Scattergun.
- Added an extra tunnel vision when below 75 HP.
- Added BRIGHTness to hitscan sparks.
- Added Regiguns Classic mode, where weapons draw from a seperate pool rather than armor.
- Added increased energy drops to certain enemies.
- Added light changes to Destabilizer.
- Added sparks to Destabilizer.
- Added sparks to projectile bullets.
- Added yellow sparks to bullet puffs.
- All explosions are rendered translucent.
- Arch-Viles no longer 'fidget' when not alarmed.
- Cyberdemons and Spiderdemons no longer suffer splash damage.
- Changed Nazi bullet puff to the plasma bullet puff.
- Destabilizer is always rendered BRIGHT.
- Edited chainsaw to spawn sparks when hitting bloodless objects.
- Explosive barrels completely stop while exploding.
- Health canteens can save you from death.
- Health canteens heal in whole rather than serving as a second health bar.
- Increased amount of sparks spawned by puffs.
- Increased holstering speeds of all weapons.
- Increased player health to 75 HP.
- Increased recoil of the Assault Rifle.
- Increased recoil of the Pistol.
- Increased recoil of the Rifle Grenade.
- Increased recoil of the Scattergun.
- Increased ricochet sound volume.
- Increased recovery from Bulk Energy Cells to 200 EP.
- Increased recovery from Energy Cells to 20 EP.
- Increased strength of pain shake.
- Reduced Arch-Vile explosion height.
- Reduced burst delay of the Pistol.
- Reduced Cacodemon health to 300 HP.
- Redcued damage of the Pistol to 15.
- Reduced draw speed of Destabilizer.
- Redcued Health Canteen capacity to 3.
- Reduced health regeneration delay.
- Reduced Nazi health to 50 HP.
- Reduced Revenant health to 300 HP.
- Reduced size of blood splatters.
- Reduced viewing height of the player, but shots still align to the crosshair.
- Removed all Doom 64 sprites.
- Removed health damage caused by Destabilizer.
- Replaced the current damage effect with a more opaque one.
- Zombies fire tracers much higher.
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CommanderZ
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Re: [WIP] Regiguns 1.50

Post by CommanderZ »

After quick test
- whoah, the AR has quite some recoil now
- why do I get the "shield hit" screen together with the blood screen when I have no shield?
- the doom guy head is a little too big, the HUD eats quite a bit of space from the screen
- I think there should be more contrast between the full and empty part on the energy meter. Other than these two points, the new HUD looks great.
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rollingcrow
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Re: [WIP] Regiguns 1.50

Post by rollingcrow »

- why do I get the "shield hit" screen together with the blood screen when I have no shield?
It's a red recolor of your graphic, and doesn't really make sense - I might change it back.
- the doom guy head is a little too big, the HUD eats quite a bit of space from the screen
I'll scale down the head, but not too sure about the rest.
- I think there should be more contrast between the full and empty part on the energy meter.
Done.
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rollingcrow
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Re: [WIP] Regiguns 1.50 (Paused for now)

Post by rollingcrow »

Regiguns will be going on a pause for now, currently working on a new project, Riccola names "Resonance." I will still be uploading bug fixes or small updates during this pause.
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Viscra Maelstrom
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Re: [WIP] Regiguns 1.50 (Paused for now)

Post by Viscra Maelstrom »

Just wanted to say that I recently played you mod, and by my god, I love the flow of its gameplay. Everything goes so smooth and well I was honestly quite taken by it. So far I've found no bugs or balancing flaws yet and it feels pretty polished, but I'll see if I can find anything that irks me soon enough. Right now I'm playing through Vela Pax with it and loved every second of it so far.
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rollingcrow
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Re: [WIP] Regiguns 1.51

Post by rollingcrow »

Thanks. :D

Updated, might be the last one for awhile.

Download Link

Changes: v1.51 (04/05/2011)
- Altered the duration of the pain flashes.
- Differences between the background and filled portion of HUD bars stand out more.
- Raised the health canteen count on the HUD slightly.
- Scattergun draw sounds are played slightly later.
Last edited by rollingcrow on Tue Oct 11, 2011 10:56 pm, edited 1 time in total.
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rollingcrow
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Re: Regiguns 1.52

Post by rollingcrow »

Updated. Possibly the last one. Link to download previous versions is below the main download link. New project under the temporary titled 'Black and Grey' coming eventually.

Download Link
All previous versions here.

Changes: v1.52 (06/10/2011)
- Added damage type specific pain flashes, update to the latest SVN!
- Removed the shield flash effect when no shields remain.
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