[Released] Rollennian Tweaks v4a (new/old weapons and more!)

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wolfboyft
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[Released] Rollennian Tweaks v4a (new/old weapons and more!)

Post by wolfboyft »

Rollennian Tweaks! A mod in which every single classic doom weapon has been modified, plenty have been added and a whole lot more!

The name's origin is just a word that I can use to tag along with me. Don't worry about it :P

(This mod contains some net (where necessary) ACS scripts along with their sources.)

DOWNLOAD: v4a @ https://www.dropbox.com/s/n7u8wn7r7x2mv ... a.pk3?dl=1 "It's been too long! I've just commented-out code for weapons that sully the mod before they get reworked and added back in and stuff... I don't know."

OLD VERSIONS:
Spoiler:
Possibly not quite accurate changes: (Maybe I'll add pictures.)

Note: Rockets can be detonated with a key you can set in the controls menu, so can BFG Balls.

Note: Hitscan enemies-- the humanoid ones, at least-- now either spend 7 or 8 tics aiming before they fire, and when they do, they fire where they were looking. Circle-strafing is now highly effective, certainly on the single-shot humanoids.

Note: For bullet weapons and shotguns, the faster they go, the less damage they deal. If you're low on ammo, but can withstand dealing a low amount of pain/speed-of-fire, go for a slow weapon like the revolver or super shotgun.

Added: Railgun
Sprites from Skulltag's Railgun.
Uses 20 plasma ammo per shot to shoot a light-speed slug that pierces up to 32 enemies. Hit your zoom key to zoom in. Ejects spent cells.

Modified: The BFG9000
Uses 100 plasma ammo per shot to shoot a fast, giant ball of green plasma that not only explodes on contact, but releases deadly rays that can kill enemies around the place where it detonated (not the player, this has been changed.) Ejects spent cell packs. Alternative fire shoots a rather large collection of 30 red plasma balls for 60 plasma.

Modified: Chainsaw
Deals a lot more damage and can freeze players in multiplayer with pain as though they were monsters.

Modified: Fists
Primary fire to throw a slow but powerful punch that deals even more damage when the puncher has a berserk pack. Secondary fire to throw a slow punch that grabs and turns you towards your enemy that deals even more damage when the puncher has a berserk pack. Hold to start punching faster-- punches that are unaffected by berserk.

Modified: Minigun (formerly Chaingun)
Now has an animation that better uses the two frames-- shows both frames per shot in half as much time as each shot, each. Lets you shoot only one or some other odd number of rounds when you feel the need to not shoot an even number-- the original "Chaingun" always shot two bullets every Fire: or A_ReFire. (Basically every time it asked your fire button if you were still holding it.) Ejects spent bullets.

Modified: Arachnotron's Plasma Ball
Blue, like the original player ones.

Added: Split Plasma Balls
Green plasma balls with a quarter of the worth of a standard blue plasma ball.

Modified: Players
As it has been said in the Chainsaw entry, chainsaws or the saws from "MarinePainsaw" monsters can paralyse the player for 6 seconds with a chance of 236/255. Not only that, players can throw grenades with a key that you set in the controls menu. On a normal or high (the loud scream-- in-between the gib and the normal) death has a 128/255 chance of showing an old alpha/beta death animation where the player does not grab their neck as they fall. Custom skin and custom colour compatible as it uses the PLAY sprites. Check Rollennian_Tweaks_v4a.pk3's sprites folder for PLAY?0.lmp files. These are the ones you'll need to look at.

Modified: The Spider Mastermind
Uses the normal bullet sound. Ejects spent casings.

Added: Grenade
A grenade that uses skulltag sprites. Doesn't detonate on any contact, only after a timer stops.

Added: Revolver
A truly custom-made weapon. Original sprites! Ejects spent casings. The slowest bullet weapon in the mod. Dropped by revolver guys.

Modified: Pistol
Ejects spent casings. The second slowest-firing bullet weapon in the game. Dropped by zombie men pistol guys.

Modified: Rocket
Deals more damage in the form of six (4 * random(1, 8) iterations added together, to simulate six micro missiles, a currently . More blast radius (be careful) and a bigger explosion.

Modified: Revenant
No longer bleeds. Now shoots a burst of two Revenant tracers.

Modified: Revenant Tracer
No longer chases the target.

Added: Rifle
The third slowest bullet weapon in the game. Ejects spent casings. You can zoom with this weapon with your zoom key. Uses the sprites of the grey alpha/beta rifle.

Added: Machine Gun
The fourth slowest bullet weapon in the game. Ejects spent casings. You can zoom with this weapon with your zoom key. Uses the sprites of the alpha/beta machine gun. Extreme recoil on both axes.

Modified: Super Shotgun
Secondary fire to shoot both barrels in a wide-spread blast. Primary fire to fire individual barrels. Reload to reload when there is only one light on the back of the shotgun (these lights show you the number of shells loaded.) Deals less damage. Much slower to reload, but is still pretty useful in a pinch. Ejects one to two spent shells.

Modified: Shotgun
Fires a higher-spread, higher-number-of-pellets, lower-damage shell. Faster to fire. Ejects spent shells.

Modified: Archvile
Is no longer able to resurrect dead monsters.

Modified: Cacodemon
Has blue ZDoom blood. Health lowered to 550 to accommodate the nerfed shotguns a bit more.

Modified: Hell Knight
Dark green blood.

Modified: Baron of Hell
Dark green blood.

Modified: Lost Soul
Far less health at 25. Doesn't bleed. More of a nuisance when Pain Elementals spout these in great quantities rather than an infuriating ordeal.

Modified: Zombie Men
Has 10 more health, toting up at 50. Drops pistols now. Ejects spent casings.

Modified: Shotgun Guy
Shoots 5 pellets, each dealing random(1, 3) damage. Ejects spent shells.

Added: Rifle Guy
A grey and brown Zombie Man with a rifle. Drops rifles.

Added: Revolver Guy
A red Zombie Man with a revolver.

Added: Railgun Guy
A green and brown Shotgun Guy with a railgun. Deals 20 damage with his light-speed slugs. Ejects spent cells.

Modified: Minigun Guy (formerly: Chaingun Guy)
Has 100 health. Uses the standard bullet sound-- making far more sense-- when he fires. Ejects spent casings.

Modified: Wolfenstein SS
Has 60 health. Drops a machine gun on death.

Probably more than is listed here.

Credits:
The people on the #zamapping on Zandronum's IRC network for helping with different things. Realm667 for providing certain resources.
Last edited by wolfboyft on Thu Jan 04, 2018 8:13 am, edited 13 times in total.
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Velaron
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by Velaron »

Wish I could release such simple mods in 2k16.
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wolfboyft
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by wolfboyft »

Mars873 wrote:Wish I could release such simple mods in 2k16.
I don't understand, what's stopping you?
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dljosef
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by dljosef »

Love the shotty's altfire. I can now use it as a sniper rifle. The double shotty's altfire isn't as reliable, though.

As for the rifle and railgun, how would they be able to drop in-game without summoning them?
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wolfboyft
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by wolfboyft »

dljosef wrote:Love the shotty's altfire. I can now use it as a sniper rifle. The double shotty's altfire isn't as reliable, though.

As for the rifle and railgun, how would they be able to drop in-game without summoning them?
They are not dropped. You have to make maps for them, or have me figure out a way to make them optionally drop instead of certain weapons, or make certain bad guys spawn that use these weapons.
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Velaron
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by Velaron »

wolfboyft wrote:
Mars873 wrote:Wish I could release such simple mods in 2k16.
I don't understand, what's stopping you?
Probably everyone would say I am a noob.
wolfboyft wrote:
dljosef wrote:Love the shotty's altfire. I can now use it as a sniper rifle. The double shotty's altfire isn't as reliable, though.

As for the rifle and railgun, how would they be able to drop in-game without summoning them?
They are not dropped. You have to make maps for them, or have me figure out a way to make them optionally drop instead of certain weapons, or make certain bad guys spawn that use these weapons.
Try RandomSpawners.
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wolfboyft
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by wolfboyft »

Updated VERY MUCH SO to v2a!!

Enjoy, if you feel it's good :D
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NullWire
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by NullWire »

What about to add some kind of grenade launcher?
For the plasma gun I think could be better add the heath wave upgrade from D4, looks more nice.
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Ethril
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Re: [Released] Rollennian Tweaks (new/old weapons and more!)

Post by Ethril »

technically, the spider mastermind making shotgun noises when it fires actually made sense; its attack was literally the same thing as the shotgun guy's. :P
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wolfboyft
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Re: [Released] Rollennian Tweaks v3a (new/old weapons and mo

Post by wolfboyft »

V3A released. Have fun with it :D
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wolfboyft
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Re: [Released] Rollennian Tweaks v3c (new/old weapons and mo

Post by wolfboyft »

All the way over to V3D. Fixes galore.
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wolfboyft
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Re: [Released] Rollennian Tweaks v3e (new/old weapons and mo

Post by wolfboyft »

v4a. It's been a long time since I worked on this mod, and even longer since I made a release. So... I don't remember that much. I'm sure that some of the listed changes are wrong or something... and almost certain that I've missed at least one change I made. One should just enjoy the mod.
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