Doosk, aka Dusk weapons rip. 5th Anniversary update available now!

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Vphurple Izumi
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by Vphurple Izumi »

AlphaEnt wrote:
Mod_till_crash wrote:OOOO YEEEEEEE
this what I ma talking about, fun stuff especially with dusk movement and mounters, (...)
small bugs,
animation for spinning the dual/akimbo shotguns is broken if you spam the spin/reload key, (...)

The zoon for the hunting/sniper rifle is kind of wonky click to zoom in another to come back out instead of hold the click to stay zoomed in unless i missed an option,
funny thing is the cigar of all thing in this mod has the zoom like that (...)
Hai, thanks for the comment and sorry for late reply, I was kinda busy being offline for a while and working irl.
You have no need to be sorry I know you got a life unlike me over here. XD
- The dual shotgun spinning animation, is often reported as broken, but it actually works as intended.
The same animation thingy happens on dusk actually, so I just ported the animation as is.
Here is a video of the spinning thingy people talk about as seen on Dusk.
How have I never noticed that in dusk, I ma starting to think I am more stupid than I have had realized. You should probably add that to the post somewhere for stupid people like me out there.
- The hunting rifle zoom different behaviour is a thing i'm aware of.
And mostly, a conscious sacrifice made by the fact that i'm making this mod with several sourceports on mind.
There are some mod's out there that allows you to hold altfire and fire at the same time, but from what i've researched, they use zscript or modern gzdoom, and considering i'm modding for old gzdoom (1.8.6), zandronum 3.0 and d-touch, that's like, a no for me.

In the case of the cigar, since it's a weapon that is only obtainable through cheats and doesn't damage monsters (using altfire zooms, but blocks your fire attacks) the fire block is mostly harmless.
So, my point of view is, the sniper rifle works akin to counter-strike, where you don't hold the altfire. (the same thing i've done for my other mod's like q4rip, blorc and titan)


If there's a way to make player hold both altfire and fire without zscripts and without generating multiplayer lag issues, then i might change that behaviour in the future or make it toggeable, if even possible.
It is very unlikely for it to happen though, considering my sourceport targets, unless you hold altfire and block your fire function, like the cigar does, which would be counter productive for a sniper rifle.
Ah so its done so we can actually play multiplayer and not teleport with a billion ping around the map, well thats a sacrifice I am willing to make, I might never get used to it but eh multiplayer is too much fun to pass over.
Thanks for clearing things up for me.
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

mamaluigisbagel wrote:(...) Is the fire rate of the dual-wielding shotguns in Doosk slower than in Dusk?
Technically speaking, it fires at the same speed the frames were recorded from dusk, so "theorically" it should match the speed.

That being said, weapons could be faster or slower in doosk (or any of my other mod's), because of the hardcoded limitation of programming at 35/36fps.

Example: dual shotgun.
In dusk, each shot takes 639 milliseconds.
But since each frame in doom is about 28 ms, the ms on doosk would be either 616 (faster) or 644 (slower)

While checking the code during this reply, i noticed i had an extra frame on the fire state, so it should be 644ms, instead of 672ms as before. (Which is still slower than og, but still as close as it gets)

Also, be sure you have the latest version of the mod, as both the feb'20 and apr'20 had slower versions of the dual sg (yes, old version were even slower.)
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mamaluigisbagel
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by mamaluigisbagel »

I definitely have the latest version (Feb 21) but I didn't know about the limitation. Thanks for clearing that up
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MrRumbleRoses
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by MrRumbleRoses »

i don't know if anyone has brought this up. but it seems that when using DUSK enemies. the Cyberdemon & Spidermastermind replacements, don't end the levels like there suppose to. i tried Tower Of Babel & the final level of episode 4. and the levels didn't end, and even on episode 4. the thing that lowers down didn't do anything at all
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

MrRumbleRoses wrote:i don't know if anyone has brought this up. but it seems that when using DUSK enemies. the Cyberdemon & Spidermastermind replacements, don't end the levels like there suppose to. i tried Tower Of Babel & the final level of episode 4. and the levels didn't end, and even on episode 4. the thing that lowers down didn't do anything at all
Which versions of dusk monsters are you talking about, the regular version included on the mod that only works with doosk or the standalone monsters version that works with anything else?

Haven't found that issue, but i'll double check it regardless.
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MrRumbleRoses
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by MrRumbleRoses »

AlphaEnt wrote:
MrRumbleRoses wrote:i don't know if anyone has brought this up. but it seems that when using DUSK enemies. the Cyberdemon & Spidermastermind replacements, don't end the levels like there suppose to. i tried Tower Of Babel & the final level of episode 4. and the levels didn't end, and even on episode 4. the thing that lowers down didn't do anything at all
Which versions of dusk monsters are you talking about, the regular version included on the mod that only works with doosk or the standalone monsters version that works with anything else?

Haven't found that issue, but i'll double check it regardless.
both. i tried both versions, and any bosses that replace the Cyberdemon & Spider Mastermind, don't trigger things like there suppose to. i tried everything i had with OG Doom maps, and even with mods and such
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

MrRumbleRoses wrote:
AlphaEnt wrote: Which versions of dusk monsters are you talking about?
both.
Ok, so i've double checked the monsters and realized this issue was present on both versions of the monsters.

I guess i have tested them too many times on vanilla doom 2 and heretic, but not on doom 1.

This is already solved, but a sacrificed had to be made, the bosses no longer spawn at random.

Replaced spidermastermind with 2nd experiment, as mama is not as visual appealing, since it's a larger bulletsponge version of a cowgirl.
And cyberdemon is currently replaced by guardian, therefore keeping bigjohn as an exclusive for the upcoming singleplayer campaign.
There is even one bigger john after all :P

The monster randomizer kinda messed up something and that prevented the actual monster to be detected by the code.

So, this.

Now, the mod was supposed to be updated on april 1st as a joke, but an issue on my monitor made me unable to update it in time, i can't access my own files and can't upload anything until i get a new monitor, so idk when i'll be back into modding.

Just letting you know. All progress on all of my mod's (currently working on 6 of them) are halted at the moment.

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MrRumbleRoses
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by MrRumbleRoses »

well, i will say that i am glad a solution is found & fixed. i've been playing Doosk quite a bit over on my Twitch channel. and combining it with other Megawads to. and i've noticed often that SpiderMasterminds & Cyberdemons that are suppose to end levels don't do it. as i play a lot of Doom mods, specially combining mods together. i've been thinking of ideas for what i could do with Doosk. like for example. having a mod friendly version of Ashes 2063 with Doosk & using the DUSK enemies as well
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

Hai, sorry for the long silence. As you may know, i was without a monitor for almost 2 months, but i've got a borrowed one from someone and now i can continue on my projects.

I have updated Doosk yesterday, mostly a manteinance update (the update that was meant to be on april 1st)
Since I was days away to april when my monitor broke, i've decided to take 5 days before sharing this delayed update.

Just so you know, this update is nothing fancy, but that big report i've got about monsters breaking on certain maps with special actions is now fixed.
Also tweaked chomper's damage and improved mutators menu navigation.
Speaking of mutators, added 2 new mutators. An "outdated mortar" that makes the mortar behave like the 2016 counterpart and the "kitchen gun", so you can say, "goodbye dirt!"
The last mutator would had been funnier if the update was released on april, as intended :P

If it weren't because of last monsters issues report I wouldn't be updating the mod, considering not much was changed, but monsters breaking maps, that was worth updating, even if it was subtle enough.

I was working on a dehacked version of the mod as a joke, but that is also delayed to 2022, if not cancelled later on.
The dehacked version works quite well on gzdoom, zandronum and other zdoom-like sourceports, but they don't work as well on more classic sourceports, so i don't find that funny that a dehacked mod works on certain sourceports when it should work on most of them.

And maps, worked on few of them but i'll consider the chance of finding someone else to make them for me.
Although capable, i'm not sure i'm that skilled enough to do it on my own. And if so, then it would take me hell of a time.

That's it for today. Sorry for long wall of text, but I thought it was good to share the update news and some info about delays and stuff.
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Vphurple Izumi
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by Vphurple Izumi »

Ah come on no need to be sorry about this get a monitor right now must have been a pain due to Covid and such, no one is gonna blame ya, we are glad to have you back.
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

Oh hai, people. How's going?

First, sorry for the long silence. I've been busy with a bunch of projects (basically updated several mod's this year, one of them being Blorc and also been working hard on "project hellsinger")
And as some of you may be aware, i've been offline since march 2020, so I barely have any access to internet service where I live.


So, I have good and bad news to share:

The good one: I've been working on an update, with bunch of bugfixes, several weapon mutators, and finally added the all-time requested dusk ammotype.
Plus, two new weapons from "old dusk alpha" versions
and a pack of Dusk textures, for those who wants to create their own maps with them =P

I was originally aiming to update the mod today because of dusk's anniversary, but I'll have to delay it to february 14th, as this month I'll be focusing on Titan, which is also another mod of mine, that mod will be updated on xmas after a 2 years break.
Also I thought it would be cool to update the doosk mod with some big stuff on its second anniversary. (yeah, the mod will become two years old soon.)

This update will also include some maps that will make use of the texturepack included on the mod. More info below.





Now, the bad one:
Since I took so long to give you all an update on the current state of the project, I'll be full transparent about the current state of the singleplayer mapset.

It is delayed for an unknown amount of time.
Don't get me wrong, singleplayer maps will happen eventually, but I don't trust my own mapping skills (i'm good at gameplay feel, but not at enviroment design), and I haven't found any mapper for the project yet.
So, I kinda want to have a mapset that matches the quality of the weapon and monsters rips, which is why I rejected most of the maps i've did at the moment, including the one from the video i've shared above.
If I can't find anyone to join the project by mid 2022, then yeah, I'll make the maps myself, but maps quality will be subpar to the rest of the mod.
There's no magic wand to increase mapping skill overnight =P


That being said, i've decided to practice some mapping by recreating some multiplayer maps from other games and some favourite skulltag levels of mine, with hopes on improving on layout and texturing skills, while also making homage to those maps I like.
So far, i have made 4 multiplayer maps, out of planned 10 for next update.
On the spirit of the mod, the maps will have funny names, but they will be obvious enough to understand the maps where I took inspiration from.

There, have some screenshots of the maps i've done so far.
Spoiler:
I have plans on recreating more maps later next month, but until now, I think that was cool to show for now.

So, yeah. Second anniversary of the mod looking kinda promising, i guess?
No singleplayer maps yet, but there will be some multiplayer ones at least. =P
- AlphaEnt

PS 1: Sorry for the long text of wall.
I took so long to give you all an update that I thought i should at least give an explanation about it.


PS 2: Don't
JohnnyTheWolf
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by JohnnyTheWolf »

I did not know DUSK had cut weapons. What would they be, if you do not mind me asking?
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Post by AlphaEnt »

JohnnyTheWolf wrote:I did not know DUSK had cut weapons. What would they be, if you do not mind me asking?
Dusk has several weapons cut through development.
I've managed to rip two of them so far: The Buzzsaw and the Totem.
Buzzsaw is a basic weapon that allows you to throw buzzsaw projectiles that bounces on the wall for nearby 4 seconds.
Then, the totem, which is a projectile weapon that bounces 4 times on walls and auto regenerates its ammo.
Then there are alternate old skins for current dusk weapons, so I won't mention them all.
There was an old version of the regular shotgun that i've added as an optional mutator though.

Other cut weapons were a hammer, a chainsaw and the dark claw, which was pretty much the same as the totem, but with a different design.

These weapons are accesible to the public now on the recently released goodies dlc. I had access to some of these files before they released it to the public, but the problem with these old dusk files is that HUD can't be taken away, so parts of the weapon would be hidden by the hud.
Then, even older versions had forced low res filter, so that makes the alternate skins not so good enough to rip them.

I'll try to add some of the weapons. So, it is very difficult, if not impossible. Forced hud and low res filter makes them very unusable.
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Multiplayer maps coming soo

Post by AlphaEnt »

Just wanted to share footage of one of the 5 multiplayer maps this mod will include on next update (my original plans were 10 maps, but i've got a job, plus the hellslinger demo i've got requested and my mapping spare time decreased exponentially)

This video is unlisted as of today, it will be public at later date, but thought it was cool to share.

A recreation of skulltag's iconic d2dm8 power mill.



5 maps are planned for february. Another 5 maps will be done later this year. Then, the singleplayer maps, hopefully :P
Last edited by AlphaEnt on Wed Feb 14, 2024 1:50 pm, edited 1 time in total.
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Re: Doosk, aka Dusk weapons rip. Multiplayer maps coming soo

Post by AlphaEnt »

So, i'm preparing an update for valentine's day and I made a little video about it, showcasing some of the new stuff.
A bunch of the stuff was already mentioned on previous posts, so i'm not gonna repeat the new stuff.

I've did a multiplayer demake of night of the dead though, which is something i didn't mentioned before.
And added a beta supershotgun on multiplayer mutators, which I think I haven''t mentioned yet.

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