Lowtech Remake (Updated 22/02/17)

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NantoCodd
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Re: Lowtech mod Remake (Updated July, 16)

Post by NantoCodd »

Loving the mod so far, the idea of lack of techy weapons is nice! But the dynamite, I think they are a bit slow both the animation and projectile speed. That combined with erratic movement of Doom monsters make the dynamite tad to miss and bounce harmlessly to the background...

How about making them a bit like dynamites from Blood? The character strap a dynamite and a lighter, then light the fuse, and as long the mouse is not clicked the dynamite stays in player grasp. Or maybe just speed them up and decrease the bounciness
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Dr_Cosmobyte
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Re: Lowtech mod Remake (Updated July, 16)

Post by Dr_Cosmobyte »

Thanks for playing! I'm unfortunately not smart enough at the point of coding "cookable" TNT's. So, i've followed your advice.

The animations have changed. They'll look a little bit slower, but the projectile is faster and bounces less.

Check out next changelog for update lists!
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Re: Lowtech mod Remake (Updated July, 17)

Post by Dr_Cosmobyte »

Game Updated!!!

- changed actor names for rifle ammo (7.92 Mauser instead of 7.62)
- changed Panzerfaust to slot 8.
- added deselect sound to all weapons.
- tweaked voxel sizes.
- added a little sfx to the bolt death.
- shrunk power orbs a bit.
- new shotgun wielding sound.
- new kar98 reloaing finish sound.
- new cigarette pickup sound.
- new ammo1 sound.
- new secret sound.
- new dynamite throwing animations. A little slower, but smooth.
- decreased bouncing factors and raised TNT's speed.

Heretic patch ain't ready yet, but i'll try my best for the next update!
Miguel371xd
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Re: Lowtech mod Remake (Updated July, 17)

Post by Miguel371xd »

download link not work D:

Edit:Now work xD THX for fix :D
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Re: Lowtech mod Remake (Updated July, 17)

Post by Dr_Cosmobyte »

You probably got me during the upload :D

Did you tested it on Zandronum? Any bugs you wish to report? Feel free buddy.
Miguel371xd
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Re: Lowtech mod Remake (Updated July, 17)

Post by Miguel371xd »

Oh I not had time but now I try :D

Edit:only it works with zandronum 3.0 because I tried on 2.1.2 but not work
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Dr_Cosmobyte
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Re: Lowtech mod Remake (Updated July, 16)

Post by Dr_Cosmobyte »

Miguel371xd wrote:Oh I not had time but now I try :D

Edit:only it works with zandronum 3.0 because I tried on 2.1.2 but not work

I didn't had the time to test zandronum builds, but...

Game updated!!!

Changelog 19/07:

- corrected panzerfaust altfire kick offsets.
- tnt's are now cookable!!! It means you can hold them while the button is pressed, but for a limited time. After
it runs out, you automatically launch it to avoid exploding yourself ;)
- added A_WeaponReady during reload states, which means weapon won't stop if you keep reload button pressed.
- Added a little Zoom to panzerfaust state.
- In the previous patch, i believe i forgot to mention that i replaced the casing sounds. All of them by Alvin Lin.
- Heretic patch!!! Not everything was replaced, but i expect your help on this one, since i'm not a good heretic player.
- changed player sounds to something from Diablo 2 Druid.

Get it now!
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Captain J
 
 
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by Captain J »

Hooray for able to play this mod with heretic!! But can i tell you a little bit of gripes?
1.PNG
This skull icon seems big for heretic HUD, to be honest. Can you shrink it a little?
2.PNG
No, I don't think they're .45 Round.
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Dr_Cosmobyte
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by Dr_Cosmobyte »

You got me :lol:

Those are the caltrops from Shadow Warrior.
I just didn't wanted to use Doom's vanilla boxes or Blood's ugly one.

Tomorrow night i'll be able to change those little icons for every bullet type and that voxel, i know i con do something on myself :p

Thanks for being around J. ;)
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NantoCodd
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by NantoCodd »

Thanks for the dynamite-cooking addition! Now dynamite is more effective in downing larger enemies!
Deii
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by Deii »

I have been following the updates on this for a little while, and I have to say that the choice for weapons is pretty good.

The only thing I would suggest is maybe adding some sort of pump-action shotgun, maybe as a replacement for the BFG or plasma rifle? While I do like the double barreled shotty, reloading it takes a bit of a while and generally makes it a bit less useful in close quarters (which might be what you intended, I don't know).
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Zhs2
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by Zhs2 »

Everyone's over there regarding D44M4DooM as the coming of the second Jesus, and I'm just over here going "Lowtech Remake is pretty cool". Good work on this thing, although I would say the rifle is both slow and niche because you rarely have ammo for it...
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Re: Lowtech mod Remake (Updated July, 19) Heretic patch!!!

Post by Dr_Cosmobyte »

Deii wrote:I have been following the updates on this for a little while, and I have to say that the choice for weapons is pretty good.
Zhs2 wrote:Everyone's over there regarding D44M4DooM as the coming of the second Jesus, and I'm just over here going "Lowtech Remake is pretty cool". Good work on this thing
It's really amazing to come back from work and read this, you guys just don't know how good it is! Thanks you both!

Deii wrote:The only thing I would suggest is maybe adding some sort of pump-action shotgun, maybe as a replacement for the BFG or plasma rifle? While I do like the double barreled shotty, reloading it takes a bit of a while and generally makes it a bit less useful in close quarters (which might be what you intended, I don't know).
Well, first things first. In my vision, pump action shotties on any new doom mods (guess we could say many games in general), are no less than death machines. fast and easy to reload, strong, bulky and good fellas. Add that to the fact that shotgun ammo is generous in doom and this usually becomes the player's choice the whole game.

My objective wasn't only remaking the stuff, but making weapons more situational (at least, in my head every weapon has its proper use). The sawnoff may look slow, but it's a very efficient weapon against small zombieguys groups due to the pellets amount, lone cacos, demons/spectres, and even, some hell knights/Barons if you're plenty of room to move.

Do you think it isn't strong enough, or maybe pellets aren't spreading well, or even reload time is not good enough? I'm open to feedback.

But.

Adding new weapons is something i tell me everyday. The thing is i just don't want to touch spawners and ammos anymore. I sure got plans for an alternate weapon pack once this is basically complete, but i'm looking for some good sprites before i ask other creators. The weapons shouldn't be a mistery: i wanted since the first versions to use the revolver as the pistol replacement, a uzi as the machinegun, molotov's instead of tnt's, and a pump action as the game's shotty, and so on.

Don't get me wrong, i just think that this build fits.

Zhs2 wrote:although I would say the rifle is both slow and niche because you rarely have ammo for it...
Hmmm... i agree about scarce ammo. I played through maps of chaos and had to go easy to not go out of rifle ammo. i'm going to raise it some bullets. What about 35/70? I think 40/80 it's too much (and the same as the sawnoff).

about being slow, well, the only slow thing on it to me is the reloading, which i can surely tweak to be faster. But for any other animations, making them faster would compromise smoothness. Which part you refer to?

I'll update and upload it here very soon. Thanks for feedbacking guys!
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Re: Lowtech mod Remake (Updated July, 20) Heretic patch!

Post by Dr_Cosmobyte »

Game updated!!!

Changelog:

20/07
- Fixed Bolt box voxel that looked wrong on mirroring
- changed 45 acp box voxel for anoother one edited from a hacx 9mm pickup.
- New explosion sprites for TNT.
- switched barrel explosion sprites for old tnt ones.
- tommygun has a new reloading system: if you reload while there's still bullets on the drum, you won't pull the
pin, since you already have a bullet ready on the gun (courtesy of LedIris). You can also load 51 bullets.
- tommygun reloading animations are much faster now.
- tweaked tommygun reload offsets.
- corrected tommygun clip in sound.
- karabiner reloading faster.
- increased rifle shell limits from 25/50 to 35/70.
- took out that skull icon while i don't find some good ammo icons.
Deii
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Re: Lowtech mod Remake (Updated July, 20) Heretic patch!

Post by Deii »

I think I noticed why I was thinking the sawn off didn't really feel that good, and that was because I was just playing it with Doom 2. Tried playing through the first two levels of Plutonia and TNT, and I noticed the changes to gameplay some more sooo yeah.

One change I think would be nice (and kinda realistic, in a sense) would be making the shells be extracted automatically by it whenever you reload. This is more of a gripe, I guess, since extractors that only pop out half of the shells for the user to grab and replace them.

Also about the pump action shotgun, I totally see your point. It's kind of a action hero stereotype, but I was speaking from a more civilian point of view you know? Shotguns are pretty versatile weapons for your average Joe and they do pack a punch, while being relatively easy to use - hence the possibility of it replacing the BFG. It's just a suggestion, after all.

P.S.: More of a side note than anything, but Forgotten Weapons generally is a good channel to watch if you wanna see some interesting, rather old-timey guns. The vid below is a double barrel shotgun that is certainly unusual.

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