[GZDoom] Doom It Again

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Lioyd_Irving
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[GZDoom] Doom It Again

Post by Lioyd_Irving »

Alt title: Beautifutal Doom Enxpanced: The Retroactive Ripoff

What DIA is
Some horrible Frankenstein abomination of a weapons mod, a graphical enhancement and a self-imposed challenge.
Spoiler: Non-smartass version
What DIA isn't
Doom Enhanced.
Beautiful Doom.
Brutal Doom.
ReDoom.
Doom anything.


OK, maybe not that last one. It is Doom...sort of. This is where the 'self-imposed challenge' part kicks in : the rule was to be fresh, different and standalone while using as little lumps as possible. On some aspects, it failed miserably; on others, not so much. Along the way, I made three dear friends whose names are Offset(), Scale and Translation.

What DIA plays like
A mishmash of unrelated inspirations, some of which shifted during development. I suppose you could say it's kind of like a Doomier, less Brutal cousin to Brutal Doom, primarily governed by the Rule Of Cool.

What's in DIA (a.k.a. the part you should've skipped straight to)

Weapon buffs -- More ways to make things die faster...
Monster buffs -- ...on both sides of the equation. If they're not more powerful, they'll usually be tougher or more aggressive.
No hitscan weapons -- God bless FastProjectile.
Fixed damage values for all weapons -- Two bullets WILL kill a zombie, two rockets WILL kill a Cacodemon, and so on.
No input delay -- Click mouse, gun shoots. I never could stand input delay of any sort.
Minor monster randomization -- As far as I could go without completely breaking Doom 2 maps.
Built-in dynamic lights -- Self-explanatory.
Slightly more gore -- without a single new lump
Surprises -- which I won't spoil
Spoiler: The weapons
Lose your faith in humanity here because neither the built-in attachment manager nor the DRD filespace want anything to do with it. (I don't blame them.) I've lost a whole lot of interest in it as of now (and might in fact never finish it), but I'm leaving it out there in case the stuff inside interests anyone.
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Hellstorm Archon
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Re: [GZDoom] Doom It Again

Post by Hellstorm Archon »

Sounds interesting. I'll try it out when I get home.
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wildweasel
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Re: [GZDoom] Doom It Again

Post by wildweasel »

This actually isn't that bad. It gives the basic weapons a bit more of an interesting twist. Are the reloads only for flavor? I notice that the shotgun's reload can be interrupted before even a single shell is inserted, and the weapon behaves as if it has been fully loaded. Also, when I ran out of ammo for said shotgun, it got stuck in a loop of eternally pumping itself (thankfully I was still able to switch away).
Steve1664
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Re: [GZDoom] Doom It Again

Post by Steve1664 »

This is pretty fun, with a few little niggles. I take it the resurrecting zombies are intentional? That can get pretty annoying after a while, especially in some of the earlier maps where they're predominant. The pistol could also be a bit more accurate. Other than that, nice work.
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dljosef
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Re: [GZDoom] Doom It Again

Post by dljosef »

The superweapon the cyberdemons drop can potentially clear out entire maps of enemies with a few uses of the alt-fire. Not that I'm complaining in the case of slaughter megawads such as Sunder, mind you.
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Lioyd_Irving
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Re: [GZDoom] Doom It Again

Post by Lioyd_Irving »

wildweasel wrote:Are the reloads only for flavor? I notice that the shotgun's reload can be interrupted before even a single shell is inserted, and the weapon behaves as if it has been fully loaded.
Aye, it's a purely aesthetic little detail inspired by the pistol in Metal Slug. The assault rifle also has it, but neither actually need reloading.
Steve1664 wrote:I take it the resurrecting zombies are intentional? That can get pretty annoying after a while, especially in some of the earlier maps where they're predominant.
Yup. I lost interest right in the middle of their implementation, so there's a lot of issues (they also tend to get stuck on walls and even the player).
Spoiler: There is a little trick, though
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The Exit Switch
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Re: [GZDoom] Doom It Again

Post by The Exit Switch »

If you chainsaw a low ceiling(i.e: the first hallway in MAP01 Doom 2) you get stuck chainsawing it until you reach a higher ceiling o-o(I was looking straight up when I did this)

EDIT : Other than getting stuck chainsawing ceilings, I had fun with this :)
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Xtyfe
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Re: [GZDoom] Doom It Again

Post by Xtyfe »

Found this little gem within your mod :)
I tried everything I could with ANIMDEFS to
get rid of the default animations (which I replaced by warps),
but to my endless frustration, GZDoom refuses anything with less
than two frames and using the same frame for "range" just won't warp
for some reason. So I just said "fuck it" and went the way of brute force.

If there's a reliable way to get rid of the anims without replacing the textures,
by all means tell me. As of now, wads that replace them with their own
are pretty much half-fucked because of this and it bugs the living hell out of me.
I have a solution for this:

Code: Select all

flat optional BLOOD1
	pic BLOOD1 tics 1
	pic BLOOD1 tics 1

flat optional BLOOD2
	pic BLOOD1 tics 1
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flat optional BLOOD3
	pic BLOOD1 tics 1
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flat optional FWATER1
	pic FWATER1 tics 1
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flat optional FWATER2
	pic FWATER1 tics 1
	pic FWATER1 tics 1

flat optional FWATER3
	pic FWATER1 tics 1
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flat optional FWATER4
	pic FWATER1 tics 1
	pic FWATER1 tics 1

flat optional LAVA1
	pic LAVA1 tics 1
	pic LAVA1 tics 1

flat optional LAVA2
	pic LAVA1 tics 1
	pic LAVA1 tics 1

flat optional LAVA3
	pic LAVA1 tics 1
	pic LAVA1 tics 1

flat optional LAVA4
	pic LAVA1 tics 1
	pic LAVA1 tics 1

flat optional NUKAGE1
	pic NUKAGE1 tics 1
	pic NUKAGE1 tics 1

flat optional NUKAGE2
	pic NUKAGE1 tics 1
	pic NUKAGE1 tics 1

flat optional NUKAGE3
	pic NUKAGE1 tics 1
	pic NUKAGE1 tics 1

flat optional SLIME01
	pic SLIME01 tics 1
	pic SLIME01 tics 1

flat optional SLIME02
	pic SLIME02 tics 1
	pic SLIME02 tics 1

flat optional SLIME03
	pic SLIME03 tics 1
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flat optional SLIME04
	pic SLIME04 tics 1
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flat optional SLIME05
	pic SLIME05 tics 1
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flat optional SLIME06
	pic SLIME06 tics 1
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flat optional SLIME07
	pic SLIME07 tics 1
	pic SLIME07 tics 1

flat optional SLIME08
	pic SLIME08 tics 1
	pic SLIME08 tics 1
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Lioyd_Irving
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Re: [GZDoom] Doom It Again

Post by Lioyd_Irving »

Holy tits, it worked! Thanks lots. :D
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Doomer_1996
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Re: [GZDoom] Doom It Again

Post by Doomer_1996 »

Well, i played this for like ten minutes, but it's a quite fair mod.Still needs to have some minor improvements of course, but so far, so good :)
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BouncyTEM
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Re: [GZDoom] Doom It Again

Post by BouncyTEM »

This is really, really fun! Nice job!

However, can we seriously have other ways to gib the zombies? It's a serious problem when you can't even run INTO a chainsaw for a good, good while. ._.
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Lioyd_Irving
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Re: [GZDoom] Doom It Again

Post by Lioyd_Irving »

The rocket launcher works fine too. Of note is that the zombies are still really badly balanced because of an earlier, unrelated decision of halving the ammo they dropped to solve an ammo balance issue. It became irrelevant when I introduced unarmed zombies into the mix, but I didn't bother changing the values back.

Fortunately(?) though, you're encouraged to dive into the code and change whatever you see fit, since I more or less gave up on the whole thing.
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Project_Hellbane
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Re: [GZDoom] Doom It Again

Post by Project_Hellbane »

Berserk fist gibs as well. :)
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Lioyd_Irving
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F**K YEAH NECROMANCY

Post by Lioyd_Irving »

Right, so in the same line of thought that caused me to get rid of reloading mechanics ("F**k realism" -- ironic given that "I'd like more realism" was the thought that got the whole thing started in the first place back in 2007), I decided to make zombies randomly drop bullets and shells.

Turns out it's a blast! So I'll just leave this here and never look back. (Probably.)

I'm also trying out some fancy new effects while I'm at it. Try shooting at slime or lava! :mrgreen:
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.ex.inferis.
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Re: [GZDoom] Doom It Again

Post by .ex.inferis. »

I'm having tons of fun with this. I love what you did with the weapons, especially the rocket launcher and plasma rifle. The railgun altfire can be very useful in certain situations (map23 in kama Sutra becomes quite more manageable!). Great work!
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