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25 June 2016 - v0.2.4.4
*Fixed a game-crippling bug where some enemies would randomly become impossible to kill. 19 June 2016 - v0.2.4.3
*Various bugfixes for previous update.
*Gave the Pulsar-D aiming-down-sights functionality.
*Revenant Warden no longer hurts itself when using grenades at close range. 17 June 2016 - v0.2.4.2
*Explosive weapons are no longer ludicrously effective at head-level.
*Gave the Soul Commander a Stalker escort.
*Extra enemy variants in general have increased health and lower painchances. 16 June 2016 - v0.2.4.1
*The Tunguska Event dual-wieldable explosive revolver occasionally spawns or drops from Zombiemen.
*The GPMG is now more or less a single-use item; after emptying it, it will be dropped and removed from your inventory.
*The VSK9 and Nishimura Seven have newer sprites (Extra Weapons only)
*The Last Salvo deals more area damage in-transit.
*Enemies are somewhat more diverse - mostly just some new zombies and some extra variants of existing monsters until more interesting opponents enter the battlefield.
*Wolfenstein SS now drop the Sturmgewehr 46 (Extra Weapons only).
*Revenant missiles now home every 4 tics instead of every 2.
*Nishimura Seven now has a higher rate of fire and reduced ADS recoil during primary fire. Secondary fire has greater recoil and a longer view recovery period, but the same rate of fire as primary. Normal bullets do a little over half as much damage to compensate in order to scale the N7's damage to its ammo pool, and to make more apparent that the N7 is more a battle rifle than a sniper.
*Most enemies are vulnerable to headshots, with few exceptions. 24 May 2016 - v0.2.4
*Bullet model issues fixed. 24 May 2016 - v0.2.3
*Last Salvo now charges for a short period before firing. It is also now technically automatic for laziness purposes.
*Last Salvo gained a special mode - Overdrive, which allows for faster automatic firing and skipping the charge on follow-up shots.
*Sharpshooter Arm and Last Salvo now have greatly reduced deselect times; these are compensated for by their long select animations.
*Added the Ayanami/KSR VSK9 Thunderstrike automatic/burst-fire shotgun. 17 May 2016 - v0.2.2
*Quick melee bugs are entirely fixed, including on where Quad Damage sound effects didn't play during quick-melees.
*Enemies now chase the player much more relentlessly, and will often try to clear a line of fire before attacking to reduce the frequency of infighting over time. In addition, hitscanners can no longer infight except with non-hitscanners.
*Shotgun damage has been reduced overall - the VSK7 only deals 5d3 more damage than the vanilla shotgun, for example.
*Sharpshooter Arm now deals double damage.
*Quad Damage replaces the Blursphere again, at least until I fix Ultra Boots.
*Slot 9 weapons (Aries Sharpshooter Prosthesis, Nishimura Seven Battle Rifle) can now be scoped-in with the Zoom key.
*Player movement is now centered chiefly around forward movement - backward, leftward, or rightward movement will be noticeably slower.
*Slots have been rearranged - the M97 has moved back to Slot 3 and the Last Salvo back to Slot 5, among other things (for some reason, I put the Pulsar-D in Slot 8). The knife and Demon Blood Sword are no longer selectable weapons owing to quick melee functionality (which is a good bit more convenient than switching to either of them).
*Quick melee speed increased dramatically.
*The VSK7 Nightshade has all-new sprites. 11 May 2016 - v0.2.1
*The knife can now be used while any gun is drawn with User1.
*The Demon Blood Sword can now be used (if you have it) in the same fashion using User2. 10 May 2016 - v0.2
*Quad Damage now replaces Berserk; Berserk effect is now exclusively granted by the Demon Blood Sword.
*Dual-wielding the XM27 during Quad Damage functions properly now.
*Nishimura Seven no longer bobs during A_WeaponReady sections of its firing animation.
*Joe Nameless now has a few new attributes - lowered side-move speed, increased jump height, smaller radius, increased step height, and slightly lower gravity.
*Blursphere now replaced with Ultra Boots - grants a jump-height increase, 1.75x movement speed, and lower gravity for 60 seconds!
*Monsters can cross monster blocking lines.
*Added Zandronum version 08 May 2016 - v0.1.10
*The XM27 can now be dual-wielded. 07 May 2016 - v0.1.9
*Added the Nishimura Seven battle rifle. 06 May 2016 - v0.1.8
*Added the Francis-G8K assault rifle.
*Added the XM27 submachine gun. 01 May 2016 - v0.1.7
*Added bullet bags.
*Sokova 46 damage increased slightly. 29 April 2016 - v0.1.6
*Added a custom HUD.
*Demon Blood Sword can now reflect projectiles. 28 April 2016 - v0.1.5
*Shell drops have new sprites, and are randomized in groups of 1, 2, and 4.
*The VSK7 and M97 can now toggle extra altfires - reload switches them between explosive and slug shells.
*The M97 now has a lower rate of fire across the board. 24 April 2016 - v0.1.4
*Monster AI revamped, added cover and running states. 22 April 2016 - v0.1.3
*Surfeit Torment now deals 8d3+13d3 explosive instead of 10d3+15d3 explosive.
*VSK7 Nightshade deals 8(random(5,6))d3 instead of 8(random(6,8)).
*Sturmman M97 deals 8(random(5,7))d3 instead of 8(random(7,9)).
*Sokova 46 deals random(5,6)d3 instead of random(8,12)d3.
*Pulsar-D deals random(16,20)d3 instead of random(24,28)d3.
*GPMG deals random(20,24)d3 instead of random(32,36)d3.
*Last Salvo deals 11x(2d3+9d3 explosive)+(9d3+9d3 explosive) instead of 11x(3d3+10 explosive)+(10d3+10d3 explosive).
*Sokova 46 altfire deals 30d3+60d3 explosive instead of 30d3+100d3 explosive. 20 April 2016 - v0.1.2
*Added the Gehiron M83 General Purpose Machine Gun.
*Zombiemen and shotgunners can now refire, and will attack sooner.
*Imps, Hell Nobles, Arachnotrons, and Cacodemons react more quickly, and can attack repeatedly.
*All enemies, except for the Cyberdemon, Spider Mastermind, Lost Soul, and Wolfenstein SS, may take evasive action when shot. 17 April 2016 - v0.1.1
*Added the Aries Sharpshooter Prosthesis. 16 April 2016 - v0.1
*Last Salvo explosions should be more intuitive, but less laggy. Explosion radius reduced to 128 (equivalent to the vanilla Rocket Launcher) and overall damage reduced slightly.
*Surfeit Torment now deals more noticeable damage to groups of enemies.
*Sokova 46 ammo occasionally replaces explosive magnum bullets, in the hopes of providing more AS-46 ammo around Chaingun spawns and reducing availability of magnum bullets. AS-46 now only gives 30 bullets when first picked up - all future pickups only give 10, like the Chaingun does.
*All ammo limits except for Surfeit Torment reduced considerably.
*Explosive magnum bullets now spawn in increments of 1, 2, 3, or 6, with drops being weighted towards the first three. Players now spawn with 24 bullets instead of 36.
*VSK7 Nightshade now gives 8 shells on first pickup, and anywhere from 1 to 4 on subsequent pickups.
*Last Salvo gives 4 slugs on first pickup and 1 to 4 on future pickups. Railgun slug boxes now contain 4 slugs instead of 8.
*Sturmman M97 now gives 32 on first pickup, 16 each following.
*Pulsar-D gives 60 on first pickup, 30 each following.
*Errant Quad Damage values corrected.
*Sharpshooter Arm is now usable, though it does not spawn naturally - holding off on that until I have a better pickup sprite. 13 April 2016 - v0.x12
*Added the Quad Damage powerup.
*Added individualized weapon crosshairs.
*Ammo capacities decreased across the board. 12 April 2016 - v0.x11
*Sokova 46 now has a grenade launcher altfire.
*Revenant tracer missiles no longer spawn Bueller puffs (thank you, wildweasel and Enjay). 11 April 2016 - v0.x10
*DGA-3 sprites moved 10 pixels to the right.
*DGA-3 now has a new alternate firing mode with its own ammo type - classic plasma rifle mode.
*M97 slug damage fixed - had previously set it at double.
*Both shotguns reworked - both shoot 8 pellets per shell at higher damage instead of 12.
*M97 select animation smoothed out a little. 08 April 2016 - v0.x9
*Surfeit Torment is no longer guaranteed to one-shot a shotgunner.
*VSK7 altfire deals a lot more damage (and has a larger hazard radius).
*Last Salvo has a much larger hazard radius.
*M97 deals less damage per pellet but has a tighter spread and a slight altfire damage increase.
*AS-46 deals less damage overall.
*M97 will sometimes spawn loaded with slugs. 07 April 2016 - v0.x8
*Surfeit Torment can be fired "automatically" with altfire.
*VSK7 Nightshade can fire explosive shells, which require, well, explosive shells.
*Sturmman M97 can now fire slugs.
*Last Salvo can fire a perforated slug that spreads in five distinct directions.
*Lost Guardian can fired automatically using altfire, like the weapon Pocket Infinity from Destiny.
*Crimson Spectre can drop antimatter cores as mines - just be sure to be far away from it when you shoot it/someone else does, because the mine can damage you. 06 April 2016 - v0.x7
*Added Berserk states for both melee weapon.
*Pulsar-D gives 60 ammo on pickup instead of 24. 05 April 2016 - v0.x6
*Added the Knife Strike. 05 April 2016 - v0.x5
*Added the Demon Blood Sword.
*Pickup sprite update for the Last Salvo. 04 April 2016 - v0.x4
*Added the Last Salvo explosive railgun. 03 April 2016 - v0.x3
*Quick HUD sprite fixes. 02 April 2016 - v0.x2
*Added the Crimson Spectre antimatter cannon.
*Surfeit Torment radius/damage tweaked. 02 April 2016 - v0.x1
*Added the VSK7 Nightshade shotgun. 01 April 2016 - v0.x
*The M97 now shoots two tics faster. This doesn't sound like much, but it makes a huge difference. To compensate, it does slightly less damage and has a slightly wider spread.
*Moon clips are now guaranteed to have six bullets in them.
*The Sokova 46 now has less accuracy and more recoil (the stats were formerly identical to Helsturm's, but only when hip-fired).
*Upped the damage on the DGA-3 slightly. It's best used in groups of enemies owing to the weapon's minor ripper effect. 25 March 2016 (before release)
*The Sokova 46 is complete. It functions identically to its Helsturm counterpart, but lacks reloads, upgrades, and excess trappings - it just keeps shooting, just like the good ol' days (of FPS gaming)!
*The Pulsar-D is not far behind.
*The Surfeit Torment will be here soon (work stalled because of reload-related laziness, but The Trooper doesn't do reloads).
I am currently trying to give The Trooper a Zandronum-compatible version - if this interests you, the reader, follow either this link or this other, RDND-compatible link. The Zandronum versions are current to The Trooper 0.2, lacking zoom features and quick-melee.
The Trooper is a simpler, more relaxed project compared to Project Operation Unthinkable or Helsturm; it's not heavy on mechanics nor boasts a massive (theoretical) arsenal - it's just you and these ten guns, plus a knife and sword (which you can quick-melee with using User1 and User2, respectively):
Surfeit Torment - A powerful explosive revolver originally belonging to Unthinkable's Sergei, this thing puts down most weaker enemies in one or two shots. If you're not willing to get too close to the explosive death, altfire launches a highly accurate spread-shot. A copy of the gun exists, somewhere...and if you find it, can be dual-wielded via the Zoom function.Complete - it does almost everything!
Avtomat Sokova, model of 1946 - Lightweight, cheap, and durable, the AS-46 is a reliable workhorse weapon, suitable for most enemy types. It can also fire a highly explosive grenade. Complete, ready to lock and load!
Pulsar-D - A burst-fire weapon chambered in the heavier 6x60mm Hildebrand round, the Pulsar-D takes out enemies with greater range and precision than the AS-46. Paced bursts are ideal; rapid firing can mute the advantages of using this burst rifle. Can be aimed using the Zoom key. Complete, ready for field issue!
Gehiron M83 GPMG - A general-purpose machine gun chambered in 7.62x51mm NATO, the M83 has a reputation for both high accuracy and recoil force. It can also load armor-piercing ammunition. Complete - don't have too much fun!
Sturmman M97 - One of few in its class, the M97 is a double-barreled automatic shotgun...that is, ridiculously powerful and nearly impossible to control. Still, it offers unrivaled damage output at close range, making this a monster you'll be coming back to often. It can fire slugs as well as shells. Complete - help, it knocked me over and I can't get up!
KSR VSK7 Nightshade - A versatile, semi-automatic shotgun with considerable stopping power, superior handling, and a tight spread. Can be used to fire explosive shells. Complete, already spent all of my shells in testing.
UAC Prototype Model 302 "Last Salvo" Handheld Explosive Railgun - Exactly what it says on the tin, this weapon fires a massive explosive slug at incredible speed, carving a bloody pathway between you and your target. Can fire perforated slugs that spread after firing. Complete, just don't fire at close range, it WILL kill you.
Lost Guardian DGA-3 - A prototype design, this directed energy weapon fires seven powerful beams in quick succession. Best used at close to medium range, as the beams lose coherence at longer ranges. With the right battery, it can be configured to fire single beams that maintain coherence much more properly... Complete, does need a new muzzle flash, though.
Aries Sharpshooter Prosthesis - The literal arm of an alien machine, this powerful beam rifle deals massive damage at any range. Kicks like a bionic mule. Can be scoped-in with the Zoom key. Complete, could do with a more effective explosive radius...or a smaller explosion.
Crimson Spectre - A massive antimatter cannon with no apparent function or purpose other than pure, unadulterated destruction. IFF tags of unknown manufacture prevent this beast from vaporizing its wielder via collateral damage from its main blast, though the leftover bursts of matter annihilation can't be good for you. I wouldn't fire this thing while standing on any sort of narrow platform, if I were you. It can also turn its antimatter cores into shootable mines - just remember that the mines don't care if you're friendly. Complete - that humming sound it makes, that's completely normal.
Extra weapons - sometimes you need a little more gun:
Spoiler:
XM27 - A lightweight submachine gun with an obnoxiously high rate of fire, nothing sends lead faster than the XM27. This automatic weapon can also fire 5-round bursts using altfire. If you pick up a second one, you can dual-wield it! Complete - lead is my bread!
Ayanami/KSR VSK9 Thunderstrike - The successor model to the VSK7, the Thunderstrike is an automatic/burst-fire shotgun that fires in a tighter spread. Its true-inline stock makes it more controllable in any firing mode than any comparable weapon. Like the VSK7, the Thunderstrike can fire both slugs and explosive shells, switchable via the reload function, but can also switch between burst-fire and full-auto with Zoom. Complete - Overkill Grade: Vodka Blood.
Nishimura Seven - The mass-production variant of the M0 Garand, this semi-automatic battle rifle has pinpoint accuracy and deals incredible damage to match. Altfire takes advantage of the N7's signature feature - the ability to fire bullets with an antimatter payload, annihilating anything its sights are fixed on. Can be scoped-in with the Zoom key. Complete - peace through superior firepower!
CREDITS ARE IMPORTANT, TOO:
DoomNukem: Surfeit Torment base, firing sounds, and ammo pickups, Sturmman drum, Pulsar-D base, GPMG sight
PillowBlaster: Various sounds, some code references (too many to list)
Sgt. Shivers: GPMG HUD sprites, Sokova 46 reload sprites, base for Nishimura Seven sprites
wildweasel: Various code references, some sounds (also too many to list), Revenant tracer fix
zrrion: Lost Guardian, Sharpshooter arm, muzzle flashes
Seidolon: New Lost Guardian pickup, voxel pickups
Enjay: Revenant tracer fix (code)
Neccronixis: New Last Salvo and Sharpshooter Arm sprites
HazeBandicoot: Crosshairs
Blox: Shiny shiny Nishimura Seven sprite
Carbine Dioxide: Considerable testing and feedback, base for GPMG pickup
Albertoni: Zandronum version testing and feedback
Glaice: Gameplay video
Robinson Brewery: logo base
If I'm forgetting to credit anyone for anything, please let me know and I will promptly rectify the issue.
*The Sokova 46 is complete. It functions identically to its Helsturm counterpart, but lacks reloads, upgrades, and excess trappings - it just keeps shooting, just like the good ol' days (of FPS gaming)!
*The Pulsar-D is not far behind.
*The Surfeit Torment will be here soon (work stalled because of reload-related laziness, but The Trooper doesn't do reloads).
Expect a WIP release on or before March 31st. I may even make a gameplay video...?
Carrascado wrote:This mod looks nice, waiting for a download link
One will magically appear sometime before the stroke of midnight tonight, so you won't be waiting TOO long. That said, it won't be complete by any means, but I'll do the best I can.
The Surfeit Torment explosive revolver is finished, though the recoil frames are modified from Guncaster's Longhorn, and thus, while structurally identical to the idle frame, do not share the same artistic style - they more or less provide the gist of the final animation. Still, the ST is my favorite weapon so far, for reasons you may discover for yourself...
In the meantime, I'll try to get the M97 done and the Pulsar-D finished before midnight. I may remove the AS-46 and Pulsar-D's ADS functionality, as it honestly just doesn't seem very useful in testing compared to, say Helsturm's. The Sharpshooter Arm, however, will have to wait for a better sprite base - as messed up as the DGA-3's angle is, the ASP is nearly fucking horizontal.