Angled Doom TRIPLE UPDATE is out!

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PRIMEVAL
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Re: Angled Doom v0.3 available!

Post by PRIMEVAL »

Personally I like less hand on the SSG lol. I grew up playing more Quake than Doom and was used to seeing weapons with no hand (besides the axe, of course). However, what you have there doesn't look too bad!
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jdredalert
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Re: Angled Doom v0.3 available!

Post by jdredalert »

Thank you Primeval. After yesterday feedback and the recently added new animations for SSG (it won't cross the screen from right to left anymore), the slight change on the hand was necessary.
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DoomedFox
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Re: Angled Doom v0.3 available!

Post by DoomedFox »

Really loving this mod! Especially how the plasma rifle looks. Only complaints is that the plasma rifle doesn't seem to have any visual indicator of kicking back to cool off and the fist animation kinda looks janky. But other than those this is a very promising vanilla enhancement mod!
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jdredalert
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Angled Doom v0.4 is out! Updated 11/09/2019

Post by jdredalert »

Angled Doom v0.4 is available to download!

I'm back with another update. This time i have replaced both shotgun and Super Shotgun reload frames with angled ones, and tried my best to give a smooth animation for both. Also, i have expanded a lot on the new difficulty mode, Ultra Violence +. At first, it was nothing more than Nightmare but without the respawns; Now it plays on it's own set of rules. I've altered enemy behavior to fit the new challenge, with a slight increase in damage output and speed of the enemies, and even added special attacks to most of them. Ultra Violence + is a fully optional difficulty setting, it won't replace any of vanilla Doom difficulties and is here as a bonus challenge for those like me who are hardened by years (sometimes even decades) of regular Ultra Violence play and want something fresh and a little bit more difficult.

Now, let's answer the feedback:
DoomedFox wrote:Really loving this mod! Especially how the plasma rifle looks. Only complaints is that the plasma rifle doesn't seem to have any visual indicator of kicking back to cool off and the fist animation kinda looks janky. But other than those this is a very promising vanilla enhancement mod!
Adding a kickback animation for the Plasma Rifle is a must now. I'm gonna do some experiments and see if i can come up with something good looking. I tried to make the smoke that comes out of the barrel as the indicator of the cooldown, but now that i think about it, every single weapon in the mod smokes, so... yeah, that wasn't really effective. Now regarding the fist, i didn't see that coming. I thought that the punch looked ok. Of course, i can try improve it to the next release, don't worry.

Also, i think now the mod is stable enough to get it's first addon. My next update will probably come with a custom optional file with some not-so-vanilla weapons like the Skulltag Railgun. I'm also thinking about doing my own gore enhancer addon for Angled Doom, since i noticed that people usually combine many mods with things like Nash Gore and so on.
Thorogrimm
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by Thorogrimm »

Hey man, I'm loving the new swapped sprites for the shotguns. I thought it was a nice and necessary touch! Glad to see you're keeping up the quality and staying true to the angled vanilla aesthetic
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EddieMann
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by EddieMann »

There's a bug - switching from the SSG to shotgun after using it back to SSG results in a weird animation where it doesn't fully cycle like normal. Same could be said for the shotgun as well.
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DoomedFox
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by DoomedFox »

I like the new shotty animations! SSG's reloading animation looks kickass. I have a suggestion for the shotgun, maybe have it alternate between the new pump animation and the vanilla pump animation randomly after each shot? I remember seeing a similar mod do that and thought it added some neat visual variety.
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jdredalert
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by jdredalert »

EddieMann wrote:There's a bug - switching from the SSG to shotgun after using it back to SSG results in a weird animation where it doesn't fully cycle like normal. Same could be said for the shotgun as well.
Can you elaborate a little more? That never happened with me.

(Although i know that if you pull the console and type "give shotgun" or "give supershotgun" GZDoom will give you the original weapon instead of the modded one - which inherits from the original, btw. Since some of the frames are named the same, anomalies would occur on screen. Oddly enough, "give all" gives you the right weapons".)

Thorogrimm wrote:Hey man, I'm loving the new swapped sprites for the shotguns. I thought it was a nice and necessary touch! Glad to see you're keeping up the quality and staying true to the angled vanilla aesthetic
Thanks, i'm glad to know you liked it. :D

DoomedFox wrote:I like the new shotty animations! SSG's reloading animation looks kickass. I have a suggestion for the shotgun, maybe have it alternate between the new pump animation and the vanilla pump animation randomly after each shot? I remember seeing a similar mod do that and thought it added some neat visual variety.

Those frames were made by JoeyTD, and he's well know to do some really good stuff here. I was surprised to see how good they were. Thanks to BROS_ETT_311 for sending me those via PM.
Now, i could make use of both animations, but i think i'll pass. The point of adding the new, angled reload/pump frames was to avoid the cross-screen effect of shooting at the right side and moving to the left. I can, however, keep looking for new reloads and add them alongside the ones i already have if they look nice.
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Dawn111
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by Dawn111 »

I'm really loving this mod! I really like how the weapons are viewed right side instead of center, yet still maintain the vanilla feel. The sprites look great as well.

Some issues I have right now are the Super Shotgun feels a bit slower than its vanilla counterpart, and the Plasma Rifle doesn't have its kickback animation yet (like DoomedFox said). Can you make the SSG fire a bit faster?

Other than that, this is a really good mod!
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jdredalert
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by jdredalert »

Hello Dawn111, welcome to my thread. I'm glad you're enjoying the Angled Doom experience.

Like was told before, it will be just a matter of time until the Plasma Rifle gets it's own kickback animation. It is one of my priority updates for the next version, so rest assured that i'll be lifting that gun a lot in a not so distant future. Now, about the SSG rate of fire... i double checked the code and noticed that the animation was indeed slower by a tic (or 1/35 fraction of second). It's already fixed in my end, so don't worry about it.

Thanks for your feedback, i hope you keep enjoying my mod!
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StroggVorbis
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by StroggVorbis »

Are the weapons supposed to be vanilla accurate? Because the chaingun has a small time frame during its wind down animation where tapping the fire button doesn't register. Also firing seems to be delayed in general, unlike vanilla which is instantaneous.
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jdredalert
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Re: Angled Doom v0.4 is out! Updated 11/09/2019

Post by jdredalert »

Hello StroggVorbis, thank you for commenting.

I checked the code again, just to make sure i didn't screwed up the wind down animation of the chaingun and all the frames are set to refire as soon as you pull the trigger, meaning that they are there only to be a visual upgrade with no impact on gameplay. Turns out that i found a blind spot in my code:
Spoiler: Angled Doom Chaingun
ZDoom's chaingun fires two shots with one single trigger press, each one being fired during a 4 tic long frame, and after that you're free to fire again. Angled Doom's chaingun respects that 4 tic window by breaking the animation into four 1 tic long frames where the first is the actual shot and the other three are the barrels spinning. When you release the trigger and enters the wind down animation, every frame is set with A_ReFire so it would act as the original chaingun behavior allowing the player to fire again at will. This works well in theory, but it brings several issues to the table, such as leaving some input delay windows behind the more the animation slows down, not to mention A_ReFire would screw the accuracy of the shots, defeating the purpose of single tapping. The good news: while i was reading your feedback, i managed to fix all the issues above. In the next release you'll have your pinpoint accuracy single tap chaingun back, with no more imput hell. 8-)

Also, about the other weapons being delayed, this is something that comes with most vanilla weapons, and contrary to what you say, they are not instantaneous (the exceptions being the Chaingun and Plasma Rifle). Check this out:
Spoiler: Vanilla weapons firing
What bugs me at this part of your feedback is that i did the exact opposite of this in my mod, i reduced - sometimes even removed completely - the delay that exists before firing and used those extra tics during the rest of the animations, so the weapons would keep their original rate of fire. Maybe that's a visual thing and the new animations are making it look like the firing is delayed? I don't know. But i'll keep an eye out and see if there's anything i can do to improve it.
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jdredalert
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Angled Doom v0.5! Updated 11/15/2019

Post by jdredalert »

Update!

New v0.5 is available for download. Comes packed with some minor changes, but among them are the fixed Chaingun, the kickback animation for the Plasma Rifle and a line of stray pixels on the SSG was removed. More info in the "changelog" tab at the first post. I hope you guys enjoy!

Also, i could use some suggestions on how can i improve the mod further.
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BROS_ETT_311
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Re: Angled Doom v0.5! Updated 11/15/2019

Post by BROS_ETT_311 »

jdredalert wrote:Also, i could use some suggestions on how can i improve the mod further.
How about angled Skulltag or Eriance weapons? You could implement it either as an addon or as a player class, though the latter might be more tedious if not just for renaming sprites and coding them in. Or what about a "tactical mode" including weapon reloading and iron sights (well, maybe not iron sights...might be too "modern"). As it stands, this mod seems perfect the way it is so you really could take it in any direction.
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jdredalert
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Re: Angled Doom v0.5! Updated 11/15/2019

Post by jdredalert »

Well, angled Skulltag weapons are going to be featured in a future addon, to be announced soon. I would love to add angled versions of Eriance/Amuscaria's weapons too, but i stumble into my main weakness, which is that i can't draw sprites. Sure, i can rip models and make them look good with my hands behind my back, and i can also frankensprite a bit but i really can't draw and paint all by myself. That would require me finding someone willing to do angled versions of said works or even asking the author about that. Dunno if it's going to happen... :/
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