Lowtech Remake (Updated 22/02/17)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Lowtech mod Remake (Updated July, 14) Check this out!
I really like this mod. However my only complaint is not being able to reload at will. You have to wait till you run out of ammo. Other then that, this is on point. Good work.
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Lowtech mod Remake (Updated July, 14) Check this out!
Actually almost of weapons can be reloaded at your will. But like i said, except crossbow.
And breaking news: Tommy gun cannot be reloaded at will when aimed.
And breaking news: Tommy gun cannot be reloaded at will when aimed.
- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 14) Check this out!
Thanks for the feedback J!!!



It caused some reloading bugs in the past but i've unlocked it again. Reloading unlocked! (You might get some visual issues only.)

Also, you might haven't noticed but, the altfire doesn't combo when in berserk. Fixed That, and changed kick sprites with old brutal doom kick sprites. I also added another combo and visual recoil
Discarded shell fixed.
About fuel consuming: The chainsaw does not have a reloading state. And, if you take another look, taking fuel during a looping 2-tick state would take fuel too fast, just like the flamethrower main firing mode. I just thought it would break balance by making the player choose between the flamer or the saw, which, of course, would make the flamer a way better choice.
Thanks man. Tell me if you find anything else.
You guessed right! It was meant to raise precision just by a bit, and to kill silently, which can change gameplay ways. But still i took some ticks off to make it by a tiny bit faster.Glock 21's silencer equipping animation is kinda slow, also i can't fire it faster either. Balancing, i guess?
Kinda fixed. You have to press the reload key twice, but at least the command responds better.And breaking news: Tommy gun cannot be reloaded at will when aimed.

Quake has many overused stuffs, i sometimes just forget about it. Changed. Swapped for MoH: AA and Killing Floor now.Ammo box pickup sound effects uses Quake 1 one. It's a minor gripe, but can you make it... You know, updated?

Totally Agree. fixed everything. Raised 20 damage points. Makes it useful.Mancubus' Arm cannon's smoke is devours my screen when firing. Also its altfire is literally useless; the projectile is weaker and take much time to fire again.
Fixed. The files were inside the game and i didn't realized.It's awkward because Tommy gun's empty magazine's bouncing sound effect uses glock one. Since you'll probably know where the glock one were taken from, it'll be neat if you can take rifle magazine bouncing sounds from the same game for its empty magazine.

Fixed sound channel.Crossbow's fire sound effect gets cut off by arrow loading sound.
It's about the Crossbow again, i can't reload it whatever i want unlike other weapons.
It caused some reloading bugs in the past but i've unlocked it again. Reloading unlocked! (You might get some visual issues only.)
I have no idea on what to do with it...And its arrow projectile just disappears with no effects when it hits the wall, pretty boring to look at.

Fixed. four sprites had the same name. I don't know why.When i swing my fists, somehow they flickers. I guess they has non-existing sprite frames.
Also, you might haven't noticed but, the altfire doesn't combo when in berserk. Fixed That, and changed kick sprites with old brutal doom kick sprites. I also added another combo and visual recoil

It was meant to be a seeker missile (i know, dumb idea) with half speed and damage. Does not work well.Panzerfaust's primary fire and altfire seems same. What's the difference, if i ask? And its discarded shell floats when you fly or in the air or something and its fire sound has casing bouncing sound effect, too.
Discarded shell fixed.
The quitting bug happens because it must go to a state where it redirects to the normal firing state instead of a ready state. I'll solve it.When i alt attack with a chansaw while keep pressing the button, it somehow quits and goes to primary attack. And it's pretty bizarre that it spends 10 fuels when you attack in few seconds, not more like spending 1 fuel in each second. Intentional?
About fuel consuming: The chainsaw does not have a reloading state. And, if you take another look, taking fuel during a looping 2-tick state would take fuel too fast, just like the flamethrower main firing mode. I just thought it would break balance by making the player choose between the flamer or the saw, which, of course, would make the flamer a way better choice.
Thanks man. Tell me if you find anything else.

- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 14) Check this out!
Game updated!
- Fists Greatly updated! a new combo, new kicking sprites, visual recoil and beefier damage!
- Changed Glock and Sniper Rifle Sounds.
- Sniper Rifle's Damage between scoped mode and normal is the same, to avoid quickscoping.
- Changed startup sound.
- Glock silencer animations faster!
- Tommygun can answer reloading command during ADS.
- Ammo sounds changed
- Mancubus Arm beefed, so as the alternate fire damage and speed.
- Tommygun magazine sound changed.
- Crossbow firing sound doesn't get cut anymore.
- Crossbow can reload at will now.
- Panzerfaust spent casing bug fixed.
- Chainsaw alternate fire bug fixed.
- Chainsaw alternate firing sound a little tweaked.
- Fixed panzerfaust reloading states.
- Changed sounds for pistol and shotgun wielding.
- Took doors sounds out for compatibility issues.
Check download link and get psyched!
- Fists Greatly updated! a new combo, new kicking sprites, visual recoil and beefier damage!
- Changed Glock and Sniper Rifle Sounds.
- Sniper Rifle's Damage between scoped mode and normal is the same, to avoid quickscoping.
- Changed startup sound.
- Glock silencer animations faster!
- Tommygun can answer reloading command during ADS.
- Ammo sounds changed
- Mancubus Arm beefed, so as the alternate fire damage and speed.
- Tommygun magazine sound changed.
- Crossbow firing sound doesn't get cut anymore.
- Crossbow can reload at will now.
- Panzerfaust spent casing bug fixed.
- Chainsaw alternate fire bug fixed.
- Chainsaw alternate firing sound a little tweaked.
- Fixed panzerfaust reloading states.
- Changed sounds for pistol and shotgun wielding.
- Took doors sounds out for compatibility issues.
Check download link and get psyched!
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Lowtech mod Remake (Updated July, 14) Check this out!
Neat fixes and thanks for replying and understanding. U R the best!
Then why don't you make it stay much longer when it hits the wall? I know it'll still float when it's stuck in the elevator or something, but at least this is the solution i can think of.GAA1992 wrote:I have no idea on what to do with it...
- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 15) Check this out!
Well, i just found some flaws again. Expect another update tonight guys!
Re: Lowtech mod Remake (Updated July, 15) Check this out!
i tested your last build ... some like old revolver can be nice, to have it arsenal
-
- Posts: 136
- Joined: Mon Dec 28, 2015 7:04 pm
Re: Lowtech mod Remake (Updated July, 15) Check this out!
this work in zandronum? 

Re: Lowtech mod Remake (Updated July, 15) Check this out!
Nice updates. Great improvement compared to the original version. I love the new fists, and the new panzerfaust weapon is really interesting. I can't wait to see what you add next. 

- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 14) Check this out!
If problems like this one persist, see if you got any keys bound to your reloads. I've sure made the weapons ready for thatJimpArgon wrote:I really like this mod. However my only complaint is not being able to reload at will. You have to wait till you run out of ammo. Other then that, this is on point. Good work.

Thanks a million!Captain J wrote:Neat fixes and thanks for replying and understanding. U R the best!
I prefer the powerslave revolver lots over my glock sprite, sometimes i just think on swapping them, renaming it "S&W 625" and calling it a day. But just ONE thing holds me: The only altFire i can think at the moment is a fan, like on westerns, and since i don't know how to use textures lump, it would be living hell for me to sprite...wolf00 wrote:i tested your last build ... some like old revolver can be nice, to have it arsenal
Haven't tested yet buddy, so i can't guarantee any perfection. Hope you have fun!Miguel371xd wrote:this work in zandronum?
Thanks a lot man! If you are curious for the next changelog, then check out the next post!LedIris wrote:Nice updates. Great improvement compared to the original version. I love the new fists, and the new panzerfaust weapon is really interesting. I can't wait to see what you add next.
- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 15) Check this out!
Update!
- fixed rifle ammogive1 : it was givin' not only the 762 ammo, but the reload as well.
- swapped the panzer altfire for a kick. Not original, but keeps a reliable attack while holding such a dangerous weapon, right?
- added a lot of new combos, tweaked coding and added left kicks!
- painkiller and rifle shells voxel shrunk a bit.
- swapped water voxels for cigarettes, made by voxelbro.
- reduced smoke during flamethrower shots.
- changed tommygun clipout sound.
- changed tommygun magazine drop sounds, made by lord mordecai.
- reduced almost 1MB by changing only a set of explosion sprites!
- took out the NOAUTOFIRE flag from fists.
- fixed rifle box voxel that had a mirroring.
- fixed arrows: they stay for 10 seconds on walls! J would like this one!
Check download link guys!
For the next update, i'll try to fix the rifle ammo name (7.92 actually, my bad.) and an heretic compatibility patch!
- fixed rifle ammogive1 : it was givin' not only the 762 ammo, but the reload as well.
- swapped the panzer altfire for a kick. Not original, but keeps a reliable attack while holding such a dangerous weapon, right?
- added a lot of new combos, tweaked coding and added left kicks!
- painkiller and rifle shells voxel shrunk a bit.
- swapped water voxels for cigarettes, made by voxelbro.
- reduced smoke during flamethrower shots.
- changed tommygun clipout sound.
- changed tommygun magazine drop sounds, made by lord mordecai.
- reduced almost 1MB by changing only a set of explosion sprites!
- took out the NOAUTOFIRE flag from fists.
- fixed rifle box voxel that had a mirroring.
- fixed arrows: they stay for 10 seconds on walls! J would like this one!
Check download link guys!
For the next update, i'll try to fix the rifle ammo name (7.92 actually, my bad.) and an heretic compatibility patch!
Re: Lowtech mod Remake (Updated July, 16)
nagant 7.62 revolver, this one can use silencer ... so altfire can be with silencer atached on gun ... http://world.guns.ru/handguns/double-ac ... 195-e.html
Re: Lowtech mod Remake (Updated July, 16)
I played through TVR with this mod and Ketchup v5. It was very fun! Weapons are pretty well balanced, are satisfying to fire and overall just very nice! The new voxels are very well done, too. Great job!
One suggestion:
-Panzerfaust has kick function, but other weapons do not. Perhaps make it consistent across all weapons? (Maybe a quick kick function for all weapons?)
I'll come back when I have more ideas/bugs.

One suggestion:
-Panzerfaust has kick function, but other weapons do not. Perhaps make it consistent across all weapons? (Maybe a quick kick function for all weapons?)
I'll come back when I have more ideas/bugs.

-
- Posts: 14
- Joined: Sat Jan 03, 2004 3:14 am
Re: Lowtech mod Remake (Updated July, 16)
I knew if I just waited long enough someone would do the remake for me and here we are, 11 short years later 
Good job BTW

Good job BTW
- Dr_Cosmobyte
- Posts: 2848
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Lowtech mod Remake (Updated July, 16)
Thanks a million!LedIris wrote:I played through TVR with this mod and Ketchup v5. It was very fun! Weapons are pretty well balanced, are satisfying to fire and overall just very nice! The new voxels are very well done, too. Great job!![]()
One suggestion:
-Panzerfaust has kick function, but other weapons do not. Perhaps make it consistent across all weapons? (Maybe a quick kick function for all weapons?)
I'll come back when I have more ideas/bugs.
You know what were my thoughts? The original Mod had a powerslave machete instead of a chainsaw. I thought on removing the random chance on kicks, leaving left/right clicks for punching and add two new keys: one for BD style kicking and another for a fast machete attack, Just like Dino Crisis 2, you know?
If i update into this... The only ideas that come into my mind for a panzerfaust alternate attack would be an exclusive melee attack, or throwing spent panzerfausts at the enemy just for lolz. I need to think about this.
Congratulated from the man himself. I think i achieved my objective!!! Thanks a lot man!Captain Red wrote:I knew if I just waited long enough someone would do the remake for me and here we are, 11 short years later
Good job BTW
Since you had the original concept, you can suggest things as you like, pretty much like everyone, after all, this is a reworking on your ideas.

Thanks guys.