Doom 3 Weapons MOD[Update:08/14/06][Download Pg. 1]
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact:
I've got some good news, I found enough free time to completely finish the wad. I have uploaded two versions, one for GZDoom, the other for 96x. The only difference between the two is that the GZDoom one, actually features a working flashlight through dynamic lights, as well as an ALTHUDCFG lump to remove the defaul icons from the alt hud. You can find them respectivaley here.
http://chaoscentral.biz/downloads
http://chaoscentral.biz/downloads
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
These sprites of the Doom3 guns are converted very well. Too bad my labtop's graphics card isn't supported, or I'd be shooting some doom3 baddies right now =(. Anyway, I found several bugs in the mod that I'm not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet.
1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).
2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot.
3) BFG 9000 sprites dont' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.
4) I'm not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time.
5) Also, i'm not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off.
6) Didn't the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short. The same with the Chaingun. The 60 bullets runs out very fast.
--------------------------------------------------------------------------------------
Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^
1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).
2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot.
3) BFG 9000 sprites dont' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.
4) I'm not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time.
5) Also, i'm not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off.
6) Didn't the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short. The same with the Chaingun. The 60 bullets runs out very fast.
--------------------------------------------------------------------------------------
Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Fine for me in GZDoom. My main issue with those two weapons is that they do far too little damage (taking almost an entire clip to kill a Zombie with the pistol, for example).Eriance wrote:These sprites of the Doom3 guns are converted very well. Too bad my labtop's graphics card isn't supported, or I'd be shooting some doom3 baddies right now =(. Anyway, I found several bugs in the mod that I'm not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet.
1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).
Didn't notice myself, because I never have been the type to play with a weapon's wind-up animation.2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot.
Didn't notice - particularly not in GZDoom.3) BFG 9000 sprites dont' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.
Didn't notice with the pistol, but I did notice with the machine gun. The power can be kept the same by reducing it to 1 bullet and doubling both the fire rate and clip size (to be closer to Doom 3's, mainly).4) I'm not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time.
I guess it just has a large splash damage. It's about as powerful as the IWBG in ww-xm.wad, I suppose.5) Also, i'm not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off.
Doom 3's plasmagun did indeed have 50 cells per clip. The Chaingun is only supposed to have 60 rounds per clip, but its rounds are spent slower and with far greater power (each one is about equivalent to 2.5 pistol rounds).6) Didn't the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short. The same with the Chaingun. The 60 bullets runs out very fast.
I thought the shotgun was a bit clunky myself, but it does have a good bit of power. On with my personal criticisms, which I hope will be fixed before I start reviewing...Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^
- The shotgun's reload sequence is too slow, which will most likely result in one's death in the middle of a firefight.
- The frame sequence used in the shotgun's reload makes the shotgun suddenly jump from "closed" to "open" state when the hand first moves to insert shells, and back again before the doomguy cocks it at the end.
- The reload animations in general seem slow and choppy.
- The pistol is WAY too weak. Same with the fists. This makes quite a number of maps extremely difficult to start without cheating.
- For the fists' attack sequence, it'd be better to use the A_Jump codepointer instead of seperating the attacks into Fire and Hold states. It doesn't feel right to have Doomguy lead with a left hook, then switch exclusively to right hooks until he stops attacking.
- Various reload sequences (the chaingun among them) will cause the weapon to switch away if there is not enough reserve ammo to fill the clip. Example: Reload an empty chaingun with only 20 chaingun bullets left.
- Modify your weapon.selectionorder numbers so the fist isn't picked as a priority when a weapon runs dry.
- In the GZDoom version, add an FSGLOBAL lump (you may use the one in ww-stranger.wad as a base) so the player doesn't need to cheat for his initial equipment.
- The flashlight refuses to work reliably in the GZDoom version, likely due to your usage of a very fast projectile as a light source. Replace this projectile with a hitscan attack with perfect accuracy and no damage, and then add a dynamic light to the puff (with puffonactors added to either the light puff or the flashlight definition, I can't remember which).
- The BFG's charging sound continues playing after the bolt is fired. To fix this, don't give the projectile a SeeSound. Instead, play the charging sound with A_PlayWeaponSound, and then at the moment the gun fires, use another A_PlayWeaponSound command to play the sound of the bolt firing so that it stops the charging sound.
- Change your "Holder" ammo definitions so their icon is the weapon's pickup sprite rather than the ammo's. This will make it a little easier to tell which number represents the ammo in the gun, and which represents the reserve.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
I noticed everything Eriance did except the ammo usage and BFG problem and the problems Weasel pointed out. Other issue is the chainsaw (It's firing animation is a bit uniform for the weapon) and the BFG's projectile sprite being unscaled.
BTW, didn't the D3 BFG hold 4 blasts worth of ammo?
And the weapons statistics, Resi 4 style:
Firepower - Firepower compared to Doom pistol, which is 1.0
Firing Speed - Time it takes for fire 1 shot in seconds
Reload Speed - Time it takes for a full reload in seconds
Capacity - How much the weapon holds
Flashlight:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.57
Reload Speed - N/A
Capacity - N/A
Fists:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.57
Reload Speed - N/A
Capacity - N/A
Chainsaw:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.09
Reload Speed - N/A
Capacity - N/A
Pistol:
Firepower - 0.8
Firing Speed - 0.53
Reload Speed - 1.03
Capacity - 16
Shotgun:
Firepower - 19.2
Firing Speed - 0.8
Reload Speed - 3.83
Capacity - 8
Machine Gun:
Firepower - 1.6
Firing Speed - 0.11
Reload Speed - 1.91
Capacity - 30
Chain Gun:
Firepower - 1.6
Firing Speed - 0.14
Reload Speed - 1.91
Capacity - 60
Rocket Launcher:
Firepower - 42.8
Firing Speed - 1.0
Reload Speed - 1.46
Capacity - 5
Plasma Gun:
Firepower - 2.25
Firing Speed - 0.11
Reload Speed - 2.11
Capacity - 32
Big Farking Gun 9000:
Firepower - 459.5
Firing Speed - 3.23
Reload Speed - 2.34
Capacity - 30
BTW, didn't the D3 BFG hold 4 blasts worth of ammo?
And the weapons statistics, Resi 4 style:
Firepower - Firepower compared to Doom pistol, which is 1.0
Firing Speed - Time it takes for fire 1 shot in seconds
Reload Speed - Time it takes for a full reload in seconds
Capacity - How much the weapon holds
Flashlight:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.57
Reload Speed - N/A
Capacity - N/A
Fists:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.57
Reload Speed - N/A
Capacity - N/A
Chainsaw:
Firepower - N/A (the norandom argument code confuses me)
Firing Speed - 0.09
Reload Speed - N/A
Capacity - N/A
Pistol:
Firepower - 0.8
Firing Speed - 0.53
Reload Speed - 1.03
Capacity - 16
Shotgun:
Firepower - 19.2
Firing Speed - 0.8
Reload Speed - 3.83
Capacity - 8
Machine Gun:
Firepower - 1.6
Firing Speed - 0.11
Reload Speed - 1.91
Capacity - 30
Chain Gun:
Firepower - 1.6
Firing Speed - 0.14
Reload Speed - 1.91
Capacity - 60
Rocket Launcher:
Firepower - 42.8
Firing Speed - 1.0
Reload Speed - 1.46
Capacity - 5
Plasma Gun:
Firepower - 2.25
Firing Speed - 0.11
Reload Speed - 2.11
Capacity - 32
Big Farking Gun 9000:
Firepower - 459.5
Firing Speed - 3.23
Reload Speed - 2.34
Capacity - 30
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact:
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact:
Sorry for the double post... but here we go, the supposidly final final version of the Doom 3 Weapons MOD...... I pretty much reworked the Reloading system, so it doesnt play the animation if you have a full clip. Also added for the shotgun is the ability to interupt the loading process, to shoot. so if someone is attacking, then you can just press the fire button, and it will shoot, then you can resume reloading if you want. Another thing, is the increased capacity of the Plasma and BFG Clips... BFG is now 4 shots, and Plasma is 60. You can find the entire changelog in the zip file. So without further adu(I think thats spelled right)
GZDoom
ZDoom 96x
GZDoom
ZDoom 96x
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Unfortunately, there are still some major flaws...
- Attempting to reload the shotgun with less than the required amount to fill it will still end up filling it. For example, if your shotgun is empty and you have one shell left, hitting the altfire key will still load 8 shells even though you would have run out.
- Doing the same on other weapons, the Pistol in particular, causes the weapon to disarm instead; switching the player to whatever's left. It does still reload, but you have to switch back to that weapon manually.
- It is still necessary to cheat for one's starting equipment - even in GZDoom. Try adding this to a lump called FSGLOBAL in the GZDoom version of the wad:
Spoiler:
I have one suggestion, regarding the GZDoom flashlight: Basically, if you can, instead of just having a little dynamic light where the "beam" hits the wall (no matter the distance), and a larger light at the location of the player, if possible, instead have the flashlight give off a series of dynamic lights at a short range, going from a small bright light at the player, to a larger, dimmer light, a short distance from the player, with a sort of gradient of lights inbetween. This would give a more realistic (and useful) flashlight. Because as it is, it isn't very useful in dark areas.
Oh, and if possible, make it so that when you're aiming at an enemy with the flashlight, the enemy doesn't start spraying blood. Unless they're weak to light or something. Or if it's some sort of crazy ultra-bright and focused light that's burning them.
Oh, and if possible, make it so that when you're aiming at an enemy with the flashlight, the enemy doesn't start spraying blood. Unless they're weak to light or something. Or if it's some sort of crazy ultra-bright and focused light that's burning them.
- Caligari87
- Admin
- Posts: 6233
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
- Contact:
I think the shotgun should load one shell at a time; meaning like the guns in Raven Shield where you have to menually load it shell by shell. I think this can cut back the reload time and give the player more control over how much to reload in a tight fight. Also, i think it would get rid of the strange animation of loading 8 shells when you only have 1. I think this can easily be accomplished?
-
- Posts: 26
- Joined: Mon Jul 17, 2006 3:16 pm
- chaoscentral
- Posts: 677
- Joined: Sun Feb 27, 2005 4:32 pm
- Location: Revere, MA
- Contact: