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Spoiler:
So, I've been experimenting with Helsturm a good bit in the past few weeks, and I'm starting to like what I see - hence, I offer this experimental version of Helsturm, with the following changes:
*General tidying-up, removing errors and such. Nightmare+ mode fixed.
*Assault Rifles have entirely new and simplified recoil effects; angle and pitch adjustments are now more straightforwardly predictable.
*Assault Rifle upgrades function somewhat differently.
*Low-level enemies now spawn in packs, with chances to spawn elite or champion-grade monsters.
*Difficulty alters the amount of ammo, health, and armor the player can have and gain per pickup.
*M81 given AK-based sprites, M81A3 given M16-based sprites, Kaiserli 61 replaced with the Ayanami-S Carbine (has no reload animation!).
*Headshots inflict greater damage than body shots (currently, only on zombies, imps, hell nobles, revenants, archviles, and mancubi, does not function in Nightmare+ for same reason as above Nightmare actors inherit from normal, so headshots are applied to them anyway).
*Super boots!
*Most hitscan-based projectiles have been replaced with FastProjectiles.
*Zombies can now shoot through each other, and no longer infight with each other (they still infight with other types of enemies, however)
*Fixed the performance problem - headshot actors were spawning every spawn loop.
*Linear spawning positioning reduces the number of enemies spawned into walls.
*Functional but not aesthetically complete Marksman Rifle.
I've put a lot of love into X-Weapon from the start, and while that start wasn't pretty, I'm happy with what it has become. Not SATISFIED, mind you - that's saved for more bug fixing, rebalancing, and new content, and so on. However, with a greater proliferation of high-quality angled spritesets, I feel compelled to work on X-Weapon's successor, which will carry the Helsturm title. This, along with Project Operation Unthinkable, will see X-Weapon's updates diminishing in frequency; however, until work actually begins on either Helsturm or POU, I will be refining what I've got right now, in the hopes that my future projects will have an exceptional standard to live up to and grow from.
Anyone looking for the most recent Helsturm transitional build should direct their full attention to clicking on this discolored text...unless you're looking for the newer experimental build, in which case the discolored text you seek is at the bottom of the spoiler above. The normal build of Helsturm is non-functional for reasons I have yet to understand - the experimental build is currently the only working Helsturm build.
A few things before you go on a murderous rampage:
*This mod was designed for GZDoom. It CAN be run in ZDoom, but the visual presentation of the mod will likely suffer for it.
*Reload system is clip-based.
*Every weapon has a rare, upgraded counterpart, which replaces the normal version upon pickup.
*The Doom monsters you all know and love have been given a few much-needed boosts, and a number of them use the same weapons you do!
*That's pretty much it. Get to killing!
X-Weapon screenshots and info:
Spoiler:
Iron sights for pistols:
New handguns - the Fatman and the Bluetail:
The Nighthawk upgrade:
This beefed-up shotgun:
This fancier-looking assault rifle:
Higher-yield Phasic Launcher:
Safer, more powerful Demontech upgrade:
This triple-chaingun monstrosity:
All these weapons, just lying around on the ground:
The Designated Marksman Rifle - lower ROF and ammo capacity than the assault rifle, but much higher damage and accuracy.
The Light Machine Gun - highest ammo capacity, best for suppressive fire or larger monsters in dire need of pain-locking. Now with improved HUD sprites.
The Automatic Shotgun - for when everything absolutely needs to die.
The Cluster Torpedo Launcher (working title, I'll fix it later) - uses Phasic Launcher mags as ammo. Alt-fire switches between low-yield (red) and high-yield (yellow). The weapon was designed around its sprites and not the other way around.
The, erm,...fuck, "Dual Neutron Disruptor" jumped to mind when I saw the sprites for it, but then again, what do neutrons have to do with plasma? Auto-loads Demontech magazines to maintain a high ROF.
The BFS (Big Fucking Shotgun) and BFGG (Big Fucking Gatling Gun). Both use BFG cells and rain green, plasma-y death on everything before you.
The Soul Commander spawns Lost Souls at a frightening rate, and spawns Watchers and Magmatic Cacodemons, too.
THE BOX.
When used, The Box will spawn an array of things before you, usually special, unique weapons and ammo. Health, armor, and other neat stuff spawns too.
The Box can also spawn an array of pissed off demons to smash your face in. You might get one Imp, or three Cyber Barons and a Demon Medic. It's a chance you have the option to take.
Helsturm changelog:
Spoiler:
//02-26-16//
*Assault Rifles have entirely new and simplified recoil effects; angle and pitch adjustments are now more straightforwardly predictable.
*Assault Rifle upgrades function somewhat differently.
*Low-level enemies now spawn in packs, with chances to spawn elite or champion-grade monsters.
*Difficulty alters the amount of ammo, health, and armor the player can have and gain per pickup.
*M81 given AK-based sprites, M81A3 given M16-based sprites, Kaiserli 61 replaced with the Ayanami-S Carbine (has no reload animation!).
*Nightmare+ has not been updated with enemy-specific changes, and duplicate WorfCounter actors exist - be ready for red errors, nothing actually effecting gameplay.
//01-08-15//
*Added the slot 7 Pulse Cannon. It's ammunition replaces large cell pickups.
*New sounds for the SSG, along with a much needed damage increase.
*Sounds for the X-Weapon ASG have been removed entirely; I intend to replace it soon.
//10-31-14//
*Two new upgrades added for the M81A3: one for stability, and the other for ammo capacity and ROF
*One new upgrade added for the LLR: stability, mainly
*The first of the Nighthawk Magnum's upgrades: automatic fire
//10-30-14//
*Test versions of the M81A3's ammo + ROF upgrade and the Nighthawk Magnum's automatic fire implemented
X-Weapon changelog:
Spoiler:
//12-13-14//
*Legion Light Rifle added to X-Weapon
*Altfire and Zoom functions switched
*AR and SAR now match Helsturm counterparts in damage and ROF
//08-25-14//
*Test weapon has been disabled
*LMG Zombie has been removed
*Projectile shootability has been reconfigured; demon plasma cannot be shot down, but enemy explosives can
*X-Enemies has been updated to match changes to X-Weapon
//07-02-14//
*Voxels removed for now
*LMG removed
*QSG re-rehanded
//04-03-14//
*Crosshairs removed from all ADS states
*Players no longer start with full clips
*HUD armor indicators added
//04-02-14//
*Fireballs aesthetically improved - Imp fireballs now slightly slower
*Pinky demons and Spectres only spawn in the place of their vanilla counterparts
*DamageFactors for enemies updated
*Added Anadposinanis (flying Mancubus variant)
*Demontech projectile looks a million times cooler now
*Upgraded shotgun no longer uses two shells
*Enemy speeds reworked
*Mancubi now have a modified variant of their normal Doom 2 attack sequence, firing two angled projectiles from each cannon to the left and right of the player between normal, more accurate salvos
//04-01-14//
*BARRELS
*All non-grenade projectiles are now FastProjectiles, and spawn prettier trails
*X-Enemies updated to current version of X-Weapon
//03-31-14//
*Added new voxels
*Rebalanced enemy speeds
*New armors!
//10-28-13//
*Rehanded Assault Rifles and Shotguns
*Remade the Marksman Rifle's reload animation
//10-27-13//
*Added Grenade Cannon
*Updated Revenant Warden's Death Animation
*Fixed infighting issues across the board
*Added The Box to the NM version
//10-25-13//
*Added Cyberdemon
*Added Spider Mastermind
*Added Revenant Warden
//10-24-13//
*Added Demon Medic and Soul Commander
*Added The Box
//10-22-13//
*New SSG-slot unique weapon (Automatic Shotgun)
*Big Fucking Shotgun and Big Fucking Gatling Gun added
*Automatic Rifle added
*LMG added
*Cluster Torpedo Launcher added
*Dual Neutron Disruptor added
*Magmatic Caco, Watcher, Baby Caco, and Helemental buffed
*Demonic enemies (all non-zombie enemies) given various degrees of vulnerability to the Magmatic Caco's explosion
*Replaced Demon and Spectre
//09-28-13//
*New sprites for Zombies
*Nerfed monsters all across the board
*Replaced Arachnotron, Cacodemon, Lost Soul, and Mancubus
*Added normal Imp and reduced spawn requency of Imp Gunners
*Fixed bug with Rifle Zombie drops
*Added a no-monsters version
//09-27-13//
*Zombieman replaced with Pistol Zombies
*Sergeant replaced with better Shotgun Zombies
*Commando replaced with Assault Zombie
*Imp replaced with Imp Gunner
*Hell Knight replaced with Phasic Knight
*Baron of Hell replaced with Cyber Baron
*Number of pellets for upgrades shotgun decreased to 9
*Shotgun reload pump bug fixed
//09-25-13//
*Added Tactical Shotgun
*Fatman damage increased to 40
*SG and SSG pellet damage decreased to 6
*Upgraded SG, Quad SG, and Tactical SG pellet damage decreased to 7
*Tactical SG slug damage decreased to 75
*AR damage decreased to 6
*Upgraded AR damage decreased to 8
*Upgraded Phasic Launcher damage decreased to 40+216 blast
*Upgraded Demontech blast damage decreased to 6
*BFG damage decreased to 150d4 + 256 blast + fifty BFG sprays dealing 10-50 damage each
*Upgraded BFG damage decreased to 200d4 + 384 blast + sixty BFG sprays dealing 20-60 damage each
//09-24-13//
*Demontech rifle now holds 40 rounds instead of 50
*Special BFG player-damage radius reduced
*Upgraded versions of all weapons
*Added altfires to Demontech, Special Phasic Launcher, and Special BFG
*Added Fatman and Bluetail pistols
*Implemented improved weapon spawning code
*Added new sprites for upgraded weapons
*In case of nitpicking, the BFG projectile has A_BFGSpray, as opposed to AtM's A_Explode
*Threw in Doom player sprites and sounds, to ensure that they carry over to other games
*Slightly increased Super Shotgun spread
*Added...the Triple Chaingun
To-do - Helsturm:
*Polish SSG ADS sprites
*Sprites and new code for shotguns, remaining super shotguns, explosive weapons, energy weapons, and triple chaingun
*Sprites for third pistol
*Possibly new enemies?
To-do - X-Weapon:
*Add CVARS allowing players to select what sets of weapons spawn (normal, upgraded, or unique, or combinations of the three) - sometime soon, I hope
*Balance following user feedback - ongoing
*Sweet-ass altfire for the Explosive Fist - next update
*Configure replacements for other games - update after next
*Give the Tactical SG iron sights - someday
This mod uses a lot of resources from other modders' works - I can only hope that I can do their time and effort justice by using them well. Credit goes out to:
*Wildweasel (the bulk of the mod takes from Accessories to Murder)
*DoomNukem (resources from AtM)
*Voxelbro (voxel casings, assault rifles)
*Eriance (Super Shotgun sprites, sprite base for Tactical Shotgun, Mancubus and Caco sprites, all varieties)
*Slax (base for Magnum sprite work)
*JoeyTD (handless sprites for Tactical Shotgun)
*PillowBlaster (code, hitpuffs from Russian Overkill, BFG selection sound)
*Doomer1 (Nighthawk pistol)
*Mike12 (Demontech Rifle)
*Zrrion (Phasic Launcher, BFG)
*TorridGristle (Explosive Fist)
*IMX (Baby Cacodemon)
*Bane (Quad Shotgun, upgraded BFG)
*MagSigmaX (Altfire select sound)
*BlueShadow (pointer about using NoDelay flag)
*Id Software
*Banjo Software
If you see any resources in this mod that I didn't give proper credit for, let me know and I'll promptly rectify the issue.
HUD credits go to Esselfortium (original BTSX HUD), Blackfish (code base, HUD structure), and Lippeth (secondary ammo counter line). The No-HUD version of this mod is no longer offered, as I do not wish to support four separate versions of this mod.
Honesty is the best policy here, I don't disagree with the "A mod shoddily cobbled together from stuff" line, it is a real hatchet job but I do have nice things to say about it too.
I really like the desert eagle, feels quite satisfying to shoot. The rocket launcher that shoots the red stuff looks pretty fucking cool too and the gun fist thing very cool, overall its fairly fun lots of nice stuff the ar's fire rate slowing down in ads mode is a nice touch. does Eriance have a pack with all his guns? I really like the ssg, really well done, if anything I do have a complaint with the inconsistency with hands, but you've already stated you'd fix that. could use a fair bit of polish but not bad so far.
*Currently, GZDoom will display a warning message stating that "DoomPlayer" is referenced more than once. This is because, despite my best efforts, I can't get the mod to work properly without DoomPlayer being the player class (as opposed to a player that replaces DoomPlayer).
Not wanna sound like an ass, but it feels like reskin of Weasel's mod (Heck, shotgun and rifle are completely the same). I realise it can be hard to be original with gun design these days, but you could at least bother to alter it a bit more... I mean, it feels like copy-paste of the guns decorate Weasel made, recolored copy-paste of effects I made for Weasel, altered damage values, and that's pretty much all of the mod. I like the fact you did something of your own in terms of fist or demontech rifle, as they truly have their own behaviour, and I suggest figuring something like that with the rest.
Also, you can of course use the stuff I wrote, but I have one request - could you put this in decorate files for effects I did?
Spoiler:
/*
PILLOW'S SHAMELESSLY BASED ON KEKSDOSE'S PARTICLE EFFECT BUILDING METHOD!
Use as you wish, as long as you credit the fellas below.
Coded by PillowBlaster, graphics by KeksDose and DukeNukem.
*/
And I recently realised from where were the explosions I used in RO - just credit Epic Games for those, as they're from Unreal. Thanks in advance.
Okay, uh, yeah, not cool. I don't mind if you want to borrow things from mods I've made, and kudos at least for giving credit in your post, but I generally would appreciate it if you'd ask first, and a lot of stuff seems to just be ripped wholesale (the Shotgun, AR, Rocket Launcher, BFG) with not much else except aesthetic changes. I generally don't like seeing bits of mods I've made being put into other weapon mods, to be honest.
wildweasel wrote:I generally don't like seeing bits of mods I've made being put into other weapon mods, to be honest.
Quite frankly, I don't either. It looks to me like most of this stuff was ripped straight from wildweasel's mod. Some of the weapons even have the exact same sounds. No thanks.
wildweasel wrote:Okay, uh, yeah, not cool. I don't mind if you want to borrow things from mods I've made, and kudos at least for giving credit in your post, but I generally would appreciate it if you'd ask first, and a lot of stuff seems to just be ripped wholesale (the Shotgun, AR, Rocket Launcher, BFG) with not much else except aesthetic changes. I generally don't like seeing bits of mods I've made being put into other weapon mods, to be honest.
I understand your positions on this. To be honest, the reasoning behind putting this out there in the first place was that I happened to enjoy it, and that maybe someone else might too. Still, you're right, I really didn't change much (damage/balance changes and not much else). With this in mind, I might just pull the file and the post - no sense keeping it up in that regard.
PillowBlaster wrote:Also, you can of course use the stuff I wrote, but I have one request - could you put this in decorate files for effects I did?
Spoiler:
/*
PILLOW'S SHAMELESSLY BASED ON KEKSDOSE'S PARTICLE EFFECT BUILDING METHOD!
Use as you wish, as long as you credit the fellas below.
Coded by PillowBlaster, graphics by KeksDose and DukeNukem.
*/
And I recently realised from where were the explosions I used in RO - just credit Epic Games for those, as they're from Unreal. Thanks in advance.
I'll add this to the credits page.
Last edited by TheRailgunner on Mon Oct 28, 2013 12:05 pm, edited 1 time in total.
Yeah, removing the mod link wasn't really necessary, and it seemed like you've got some really original ideas. You can reupload the link, and build on it as your DECORATE skills improve. Also, if you want, you can try asking me if you want some of the weapons further edited to make this mod less like Accessories to Murder.
wildweasel wrote:I would at least like to see you expand on what you've got here. The unique weapons are actually not bad; I'd just like to see more of them.
I'm putting up a version with just the unique weapons - I'll update the first post appropriately.
Hellstorm Archon wrote:Yeah, removing the mod link wasn't really necessary, and it seemed like you've got some really original ideas. You can reupload the link, and build on it as your DECORATE skills improve. Also, if you want, you can try asking me if you want some of the weapons further edited to make this mod less like Accessories to Murder.
To be honest, the reason I imported so many of the AtM weapons was because I was too lazy to resprite and recode original replacements for the shotguns, chaingun, rocket launcher, and BFG (there's really only so many ways one can make an M4/M16-like assault rifle, for example - AtM's AR feels like a beefier version of the Brutal Doom AR in-game.). That said, I will eventually add replacements for those weapons. It's really a matter of acquiring original-looking sprites for them (I can do the DECORATE myself, that's no problem).
EDIT/BUMP: A few new things on the way:
UPGRADES!
Each weapon will have a rare, more powerful version, with higher ammo capacity, damage, and rate of fire, as well as alt-fires for a few:
*The Nighthawk Pistol upgrades to a blue handgun with increased damage, higher accuracy, slightly improved reload speed and ROF, and a clip increase from 7 to 10.
*The Shotgun upgrades to an all-black shotgun with higher damage, ROF, clip size (from 6 to 8), and a wider, more horizontally oriented spread.
*The Super Shotgun upgrades to a quad-barreled shotgun, with increased spread and damage.
*The AR/Chaingun replacement upgrades to an all-black, blue-scoped AR with higher ROF, damage, and a clip size increase from 30 to 40.
*The Phasic Launcher upgrades to a gray launcher with higher-damage yellow-orange projectiles, slightly decreased ROF, a clip size decrease from 8 to 4, and a burst-fire mode.
*The Demontech Rifle upgrades to a stabilized demon-plasma rifle, with two alt-fires (burst and assault, which sacrifices accuracy for ROF), no damage to the wielder, and a clip size increase from 40 to 60.
*The BFG upgrades to a prototype plasma cannon, launching the familiar green energy balls we know and love, and sports a spread-fire alternate firing mode, as well as increased damage. To compensate for the ridiculous amount of damage it does, it hurts the shooter, unlike the normal BFG - use with caution.
While the upgraded weapons are all complete, a few of their basic counterparts still need differentiation from the AtM weapons on which they were based. Furthermore, both BFGs might be too powerful even for, well, Big Fucking Guns. In addition, I'm taking the time to ensure that all of the extra sprites used are safe to use before another release.