[WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

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zrrion the insect
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[WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

Image

64K+ Started out as an enhancer but has now grown to encompass some additional features and tweaks. Weapons have been rebalanced, the gore is gorier, you can't pick up health or ammo you don't have room for and when you pick anything up the pickup message tell you how much you received from the pickup, lots of things have particle effects, and there's a whole suite of mapping resources, new decorations, and a few new monsters. Movement is less slippery too which is nice, it can be disabled from the menu if you want but it doesn't work correctly ATM and why would you ever want to turn it off anyway?





Yer guns:
Spoiler:
Weapons are going to be where you feel the biggest changes as a player, everything has been adjusted so that all weapons have a role that they fill and stay useful no matter what other weapons you have, the pistol doesn't get outclassed by the chaingun, the shotgun doesn't get outclassed by the SSG, that sort of thing. Beyond rebalancing weapons also switch faster, some animations are smoother and there's a quick melee attack.

Yer (new) Enemies:
Spoiler:
Enemy changes to retail enemies are pretty minor but I have added some new enemies to use in levels designed around this mod, I've resisted the temptation to add every enemy under the sun here and only included enemies that fill a niche in the enemy roster that isn't filled by another enemy. So yeah I could include all 10 flavors of dark imp and a new zombie for every weapon in the arsenal but those enemies don't let mappers do anything interesting when building encounters. Instead I've kept it to a handful of enemies that are all reasonable distinct from both each other and from vanilla enemies so that their inclusion has a meaningful and interesting impact on the flow of combat. There's a few more things I'd like to add eventually if I ever get around to it.
For the retail enemies there is a toggle in the menu for enabling tweaked behavior. Doing so will cause mancubi to randomize their firing pattern, the cyberdemon will shoot way more than 3 rockets at a time, and the spider mastermind shoots plasma instead of a hitscan attack. Other than that the only thing that has changed is the archvile who can now resurrect decorative enemy corpses and there's an XRaise state to go with the XDeath state which means the resurrection animation is now consistent w/ how the enemy died.

Props and tools:
Spoiler:
In addition to adding particle effects and the like to existing props There's also a whole suite of new props and other assorted mapping tools which make decorating and structuring maps easier.

Changelog:
Spoiler:
Download:
Het it here. It's Github so you can pull the source and load that into gzdoom directly or you can look at one of the releases but those won't necessarily be cutting edge.
Last edited by zrrion the insect on Thu Jul 18, 2024 12:05 pm, edited 18 times in total.
Deii
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Re: [WIP][Gameplay Mod] 64k +

Post by Deii »

Yeah, this is pretty good! Haven't had the chance to use it for a specifically long amount of time but so far, no complaints for me.

Also, any chance of implementing the unmaker in the future?

EDIT: What are the map packs used in the screenshots? They look a bit interesting.
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

I would like to add an unmaker to this, but I haven't been able to get doom64s unmaker sprites to jive stylistically with vanilla dooms art style. If I can ever get those sprites to work I have an idea as to how I could add it.

The first 2 screenshots are of Perditions Gate, the 3rd is Nullspace, 4th is Vrack2b, and the last one is one of the maps from Alien Vendetta.

The link in the first post should be updated to include smart scavenger-esk ammo pickups that won't let you pick them up if you don't have room for them. This only applies to ammo, weapons, backpacks, and health will still be picked up like normal.
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JimpArgon
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Re: [WIP][Gameplay Mod] 64k +

Post by JimpArgon »

My only real complaint with this is the quick melee attack.

In my opinion, it takes too long to use. Like a .02 or 03 second delay. Basically you have to pre click and run up on someone to use it effectively. Also, I feel that the damage is rather low. 3 to 4 hits to bring down a zombie gunner.

I know its a situational use sort of thing... But I feel it should pack more of a punch, and if the delay is intentional. At least have some sort of push back. Like keeping Pinkies from cornering you and giving you just enough room after the punch to squeeze out to safety.

Other then the melee thing, I really like the feel of the rest of the weps. The chaingun animation and the Doom 64 shotguns are a nice touch.
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

The quick melee is about the same as the vanilla fist in terms of speed and damage, but a little push-back would probably be something that would work. I'll have to mess around with it.
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dljosef
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Re: [WIP][Gameplay Mod] 64k +

Post by dljosef »

I noticed that the berserk fist can practically one shot every enemy, though it's very risky in the case of cyberdemons.
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

That doesn't sound like intended behaviour. I'll have to check that out when I get to my PC.
EDIT: It was not intended, I left a line in from a test of the glorykill stuff. Re-download and it should be fixed.
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

Image
The smart ammo system has been implemented and now I'm working on a doom-alpha/beta inspired HUD.
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Re: [WIP][Gameplay Mod] 64k +

Post by SuperSomariDX »

I loooooove that hud. Please tell me there will be a standalone version as well. ;w;
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

The weapon indicator in the middle is done in a way that makes it a little difficult to make standalone, but when I get the next update out people are free to do whatever with it.
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Re: [WIP][Gameplay Mod] 64k +

Post by Captain J »

Looks very. VERY interesting! Gonna play and prepare some feedback!

EDIT: I see no problems, i guess. Nevermind!
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Captain J
 
 
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Re: [WIP][Gameplay Mod] 64k +

Post by Captain J »

Oh wait and wait, it actually has some problems...
Spoiler: And the good thing is i'm already prepared for some feedback!
There you go!
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k +

Post by zrrion the insect »

* The no decals thing is an oversight as I play with decals off. I can fix that pretty easily.
* The clip thing is something that I'm working on, but I currently hit a roadblock where a clip cannot tell that it was dropped, so I can't do anything about that when it is picked up. I can make a temp fix in the mean time.
* I fixed that, whoops.
* I moved it down.

* also fixed keys not being multiplayer friendly.
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zrrion the insect
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Re: [WIP][Gameplay Mod] 64k + [0.2]

Post by zrrion the insect »

I've been working pretty hard at this the past few days and I have added a few things in this update, namely:

*I've added cool smoke effects that only show up if the player has the Rocket trails setting set to Sprites or Sprites & Particles.
*Quite a few effects have their sprites rotated randomly every frame to add a bit of cheap visual variety
*Extra frames for the bullet puff and explosive barrel
*A handful of miscellaneous new sprites
*More XDeath gore
*Tweaked quick melee timing. It is now much easier to use effectively
*I think I messed with the SSG, but cannot recall how
*zombiemen drop clips with appropriate amount of ammo

Known Issues with 0.2:
*XDeath gore does not match monster blood color. I am stumped as to why this is.
*Message for opening a large container of ammo is shown after the first ammo pickup you get from the container. (not a bug, just annoying to me) fixed now
*nazis do drop too much ammo (this won't change as the nazis are being left alone for dehacked reasons)

Planned non-cosmetic features:
*Make bullet weapons fire in a circular spread pattern
*Add small display to plasmagun and make it track plasma ammo (the display on the bfg would also track ammo) this looked bad, not happening
*Miscellaneous tweaks
*Toggleable Enemy behavior changes
Last edited by zrrion the insect on Wed Oct 05, 2016 5:25 pm, edited 1 time in total.
ThrashfanBert1994
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Re: [WIP][Gameplay Mod] 64k +

Post by ThrashfanBert1994 »

i wonder if the hud is out?

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