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Before introducing this mod, you must recognize that this mod has to be played through GZDOOM which uses OPENGL. of course, you have to use the most recent version.
camera script is enhanced much better, more smooth and stable! I had arduous work to fix camera problems for my millitary service time.(Thank you ZombieKiller, this work was largely credited to you!)
2. the aiming point of third person's viewing.
you will be able to aim at all targets accurately , at target's crosshair dead center, which was not realized at the version 0.16
3. the change of musics is progressed to 95%.
the remain to change is only 1 music! all will be changed to the musics I have created soon!
4.frenzy code is changed.
at past time, when slowmotion was nearly finished, activating frenzy skill stopped sound playing and attempting to use the slowmotion again was impossible. at this time, this problem is solved. regardless of the use of frenzy skill,
regardless of the time of using this skill, even when using slowmotion, activating skill will be going well up to the length of sound play time and playing sound will work well.
and another problem that when you turned off night vision and turn on this again, red screen is unlocked is fixed
5.you will be able to get ammos from all enemies(except boss).
ammos you will be able to get are different for each enemies. moreover, if some ammos of weapons were difficult to get at the past version, at this version getting these ammos will be frequent a little more. so you will be able to use these weapons mainly, which were not usable for main combat because of the deficiency of ammo at the past version! (except for rare weapon)
6.revision of auto defender.
1)as the interface adequate for this was absent , players could not know how much time the durability would be hold
2)according to the ballistic vest or the armor you are wearing, the class of objects auto defender can defend and the durability of auto defender is determinded.
ex)for the case of heavy armor and titan armor, these have the most wide class these can defend so when you wear one of these two armor, you will be safe from explosion damage.
3)Lightning upgrade is added. this patch is that auto defender can give Lightning damages against enemies at certain domain but whenever giving Lightning damage, the durability of autodefender will decrease. moreover, the max durability of autodefender will decrease by 50%. autodefender's Lightning attack will be charged automatically when attacking, and when charging is completed , a big and beautiful Lightning will be shot!
4)when the autodefender is destroyed, this will explode EMP so that player can obtain more time to survive from drones, wasps (and even from exterminators!)
7.the revision of interface
when you pick up weapons, the game screen will show you the weapon graphics you have picked up.
and when slot is filled with some items , screen will show you what slots are filled completely with each slot numbers so you will be able to find the cause of the impossibility of picking weapons or items up more. at the past version, this fundamental system was not realized so many players complained of inconvenience.
8.some changes of some sprites and special effects.
unnatural graphics of blood spattering and weapon sprites are changed. but player sprites are not changed yet. player and monster sprites will be created awesome at next time.
9.fundamental key setting is applyed.
from this time, fundamental key setting will be automatically constructed. like WASD keyboard, key setting will be constructed to enable you to play my mod without inconvenience. to my regret, you have to set mouse alwayslook on passively. except for mouse, you can play the game with automatically constructed key setting.
10.the change of game menu design
design is changed more modern and all fonts are also!
I have wanted to show a new playing style different from other Doom mods. my aim is to develop the third person viewing mod like Deadspace or Gears of war of which another called class is TPS game.
[Game play]
rolling, sliding , special skills and slow motion will be supported for a way of a new playing style and these funny functions will enable you to kill enemies, as you will be able to be constantly avoiding enemie's bullets
moreover, all of these actions will be shown through third person viewing !
not only you can fight enemies but also sometimes you can infiltrate enemies camp.
but the number of the weapons which can be used for this strategy is only two so I am sorry for this restrictively extended playing style. ex) a gun with a silencer and a blade
this part will be continuously developed.
[Gameplay videos]
Spoiler: Gzdoom Mod Black Warrior Test video
Spoiler: BlackWarrior Mod + Reshade(Betterdoom V1.2)+ Hell on Earth Starterpack Gameplay
[Story]
background is not earth. the protagonist of this mod is also not an earthian!
the protagonist's native place is Trinity planet and the whole story line of this mod tells us that he starts his journey for retaking his homeland occupied by the race of which name is darknebular
the story of season 1 is not completely constructed. construction is ongoing, 70%.
the mod of the present version, at least arcade mod, is not related with the story. play with no serious idea.
Spoiler: Blackwarrior VS DarkNebulars
Blackwarrior VS DarkNebulars
[Extra Stage]
there are Blackwarrior's own additional stages! there is map 30 and if you clear map 30, you will be able to play map 999!
Spoiler: Black Warrior GamePlay (Arcade Mode MAP30 Bossfight)
[ This mod is just an alpha version!]
as I am developing this mod only on my own, there may be several things to be improved.
therefore, there are bugs to be fixed. improving this mod has to be constantly progressed. if players send me these things, I will improve them according to their requirements in my best(especially bugs)
below are my email, Tumblr blog and youtube. thankyou for your interests!
some of music contained in my mod are not created by myself so I specified the source of them in the game credits in my mod.
updating this mod, all of the sounds used in this mod will be completed changed to sounds created by only myself(in this moment changing was almost completed)
moreover, sound effects are created by myself and sprites and graphics used in this game are drawn by myself.
when the version of this mod is upgraded to 0.5, almost all of these parts will be completed
if you want to use the contents I had created, under specifing the creator of them, you can use them as much as you like!
Spoiler: Black Warrior MOD OST- The Fallen Army
[Last words]
in this moment, the version of my mod is 0.16 yet. although there are some shortages, I will do my best in developing this mod. the process of development will be posted in tumblr and youtube and enhancement will be constantly worked in these places.
ah! if you are interested in developing mods, please contact me through below contact informations!
I've been following this mod since I saw gameplay footage of it on YouTube and I'm a huge fan of it. I'm happy to see it finally make its way to the ZDoom forums.
This is actually really cool, although I noticed a few issues, both with the supplied exe+config and with my own gzdoom (very latest version compiled from git) install:
- I can't seem to pick up certain weapons, mostly shotgun-types and the sniper rifles, but I can cheat them in and they work. Is this intentional or an oversight?
- I can't seem to be able to interact with the large tubes that I assume are shops. Is this not implemented yet or a bug?
- Story mode does the *pretty cool* intro, but music stops right at the start and then it just stays static after the skull zooms out. Is this because it's not complete yet?
- The player sprites are really cool, but they are really jittery, which is a bit distracting. This seems to be more of a limitation of the engine than a bug, though. But if there's anything that can be done about it, it'll really improve the presentation.
- What triggers slow-motion mode exactly? I seem to get it to happen completely at random. It's cool as it gets, but I feel I don't get any control over it. (Not talking about the slo-mo slide, but during firefights)
- Since there doesn't seem to be a reloading animation yet, it'd be nice to have some sort of interface clue when a weapon is unable to fire, like coloring the weapon icon in red or something.
Other than those rough edges, this seems to be really promising and cool. Movement feels really good with the dashing and sliding, the visual presentation is really cool and fancy, the side switching for the player sprite actually works pretty well most of the time without having to change it manually, the special effects and sound effects are pretty good, and less importantly but still nice is the main menu replacement. Overall, it's pure action flick stuff and I really like it.
I look forward to seeing how this evolves. Great work so far.
Hetdegon wrote:
- I can't seem to pick up certain weapons, mostly shotgun-types and the sniper rifles, but I can cheat them in and they work. Is this intentional or an oversight?
- I can't seem to be able to interact with the large tubes that I assume are shops. Is this not implemented yet or a bug?
- Story mode does the *pretty cool* intro, but music stops right at the start and then it just stays static after the skull zooms out. Is this because it's not complete yet?
- The player sprites are really cool, but they are really jittery, which is a bit distracting. This seems to be more of a limitation of the engine than a bug, though. But if there's anything that can be done about it, it'll really improve the presentation.
- What triggers slow-motion mode exactly? I seem to get it to happen completely at random. It's cool as it gets, but I feel I don't get any control over it. (Not talking about the slo-mo slide, but during firefights)
- Since there doesn't seem to be a reloading animation yet, it'd be nice to have some sort of interface clue when a weapon is unable to fire, like coloring the weapon icon in red or something.
1.Way to pickup the item or interact with something just press the "use" key it will work.
2. It's the same way press the "use" key
3.That intro map is just a test map for cutscene so that's the reason why you can't do anything.
4. Jittery issue...it's really annoying to me actually..
So im gonna change my player code to 'Quake 3-style multi-part player' code someday.(A_Warp funtion can solve jittery issue)
5. Slomo is randomly cause when you hit the enemy successfully
GreenLegacy wrote:
1.Way to pickup the item or interact with something just press the "use" key it will work.
2. It's the same way press the "use" key
3.That intro map is just a test map for cutscene so that's the reason why you can't do anything.
4. Jittery issue...it's really annoying to me actually..
So im gonna change my player code to 'Quake 3-style multi-part player' code someday.(A_Warp funtion can solve jittery issue)
5. Slomo is randomly cause when you hit the enemy successfully
1. Yeah, I was able to pick up other weapons (and the interface tells you when you can "press use to loot", so it's hard to miss, really) although those weapons I can't pick up say "press use to " instead.
2. I tried, but nothing happens at all. I try when they are fully opened.
3. Gotcha.
4. I'll try what Weasel suggested and see if it helps until then.
5. Oh I see, good to know!
You'll need to use WARPF_COPYINTERPOLATION with the player being the actor to teleport to in order to solve the jittering. You may need to play around with putting the player's velocity in the x/y offset arguments too.
If you get it right, you'll get something nice and smooth like this: http://webmshare.com/qD5W0