"Realism" Project [current version: 1.3]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Killar
Posts: 240
Joined: Mon Feb 09, 2009 12:15 pm
Location: Always one step behind

Re: "Realism" Project [current version: 1.1]

Post by Killar »

ChronoSeth wrote:Note: plasma weapons are completely removed in this mod.
That's not needed, in a future like that plasma weapons should already be possible, the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: "Realism" Project [current version: 1.1]

Post by Matt »

Killar wrote:the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
Inna future, all our weapons are plasma weapons! made of exactly two kinds of puddin'!

...alright, I don't get it, why two kinds of ammo. o_O (feels like a logistical step back, to the times of flintlocks when most people carried separate bullets and powder horns...)

@Seth: It might be easier to just work on one single weapon and have a lot of defined states, white space and comments so you can track what you're doing, then apply the changes to the other weapons one at a time.
User avatar
Cyanosis
Posts: 254
Joined: Sun Oct 31, 2010 2:06 am

Re: "Realism" Project [current version: 1.3]

Post by Cyanosis »

I'm sorry but I just had to get it out.
What I am trying to achieve is to make doom as realistic as possible if we assume it's possible for demons to summon orbs of fire upon you and artifacts such as the soulsphere exists.
Whether they're demons or aliens, they're monsters, they aren't human, so they can do whatever they want. Why must everything have to explain itself or try to conform to our comfortable standards of logic and reasonableness? The best kind of horror is the unknown, and even then, would you want to figure out how it works? Think about this for a second, as it pertains to some real world mysteries as well; some things are just best left kept in the dark, without human intrusion. Our intervention for the sake of science and rational explanation is going to get us killed someday. What is the point of finding out the secret of the universe if it's something incredibly macabre and twisted that we're unable to wrap our minds around it? That last shred of knowledge in the final moment of your existence that turns you batshit insane. Won't do much good I'd think, because what we think we know, we clearly don't know anything, and even if we want to know, will the trouble be worth it?

As for the Soul Sphere, it came from the "other dimension" as it says in the manual. Their world/reality is obviously nothing like ours so whatever is "god" there can once again, do whatever it wants, because it's not earth, it isn't ran by humans, and it certainly isn't a place for humans to belong. This could always end up in another debate, like who struck first? Us or them? In a way it's us because we were screwing around with gateway technology, but then again they chose to exploit the gateways to invade us.

I apologize for going on a rant and have nothing against your mod, but that's my two cents on that matter.
User avatar
Killar
Posts: 240
Joined: Mon Feb 09, 2009 12:15 pm
Location: Always one step behind

Re: "Realism" Project [current version: 1.1]

Post by Killar »

Vaecrius wrote:
Killar wrote:the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
Inna future, all our weapons are plasma weapons! made of exactly two kinds of puddin'!

...alright, I don't get it, why two kinds of ammo. o_O (feels like a logistical step back, to the times of flintlocks when most people carried separate bullets and powder horns...)

@Seth: It might be easier to just work on one single weapon and have a lot of defined states, white space and comments so you can track what you're doing, then apply the changes to the other weapons one at a time.
because that the only way to make plasma weapons.
Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: "Realism" Project [current version: 1.1]

Post by ChronoSeth »

Killar wrote:
ChronoSeth wrote:Note: plasma weapons are completely removed in this mod.
That's not needed, in a future like that plasma weapons should already be possible, the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
At any rate, DooM's plasma rifle and BFG9000 completely defy logic.

@Cyanosis: those were my thoughts exactly shortly after starting the project. As I think I mentioned, I'm not trying to make DooM make sense, just the gameplay.
Last edited by ChronoSeth on Sun Dec 12, 2010 1:01 pm, edited 1 time in total.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: "Realism" Project [current version: 1.1]

Post by NeuralStunner »

Killar wrote:Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
This made me laugh.

"Whatever causes plasma" would react just as well to an electromagnet.
ChronoSeth wrote:At any rate, DooM's plasma rifle and BFG9000 completely defy logic.
In the same way that teleporters (which inadvertently open gateways to hell) defy logic? :|
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: "Realism" Project [current version: 1.3]

Post by ChronoSeth »

STOP BRINGING THIS STUFF UP! I GOT IT THE FIRST TIME! :bang:

*calms down*

Whatever, maybe the original idea behind this wasn't all that great or well-thought-out, but I'm entertaining myself by learning what I can do with zdoom. Please stop bringing up the same topic over and over again. Nobody's helping me or anybody else by questioning what I do with this thing. If you don't like it, you don't have to play it.
[/noob]

@NeuralStunner: Teleporters/Power Spheres/Demons etc = Magic. UAC weapons = technology. I don't believe technology can explain the BFG.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: "Realism" Project [current version: 1.3]

Post by NeuralStunner »

ChronoSeth wrote:Teleporters/Power Spheres/Demons etc = Magic.
So all of the UAC/military teleporter expiriments were actually magic? Doesn't that open the possibility that the BFG 9000 is magical too?
ChronoSeth wrote:I don't believe technology can explain the BFG.
I do.
User avatar
Trooper 077
Posts: 856
Joined: Mon Aug 17, 2009 7:29 pm

Re: "Realism" Project [current version: 1.3]

Post by Trooper 077 »

ChronoSeth wrote:Teleporters/Power Spheres/Demons etc = Magic.
Image

Same concept, Just minus the time travel
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: "Realism" Project [current version: 1.3]

Post by InsanityBringer »

ChronoSeth wrote:@NeuralStunner: Teleporters/Power Spheres/Demons etc = Magic.
I can now not stop imagining a wizard enchanting teleporter pads to make them start working.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: "Realism" Project [current version: 1.3]

Post by Viscra Maelstrom »

That... sounds like an awesome idea for a ZDoom Heretic project.
User avatar
Crudux Cruo
Posts: 1171
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: "Realism" Project [current version: 1.3]

Post by Crudux Cruo »

No offence, but this is just flat out boring. one of the things i liked about doom was that it was original, and fun to play. and while i do like the idea of a realism mod, i would argue that Vaecrius's mod is better on all counts. a true "Realism mod" hasnt really been done for this game, save ICD-SE and WW_DIAZ.
User avatar
Killar
Posts: 240
Joined: Mon Feb 09, 2009 12:15 pm
Location: Always one step behind

Re: "Realism" Project [current version: 1.1]

Post by Killar »

NeuralStunner wrote:
Killar wrote:Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
This made me laugh.

"Whatever causes plasma" would react just as well to an electromagnet.
>Air comes in here<----power source here---<plasma comes out here>
:lol:

In other words, just air. I meant to say what has energy to make air superheated and turned into plasma, but that explanation is too long.
Air is just everywhere (except in space).
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: "Realism" Project [current version: 1.3]

Post by Matt »

Vaecrius wrote:Side note: One big crit I've got as far as this is a "realism" mod is that getting shot at just doesn't feel that scary... I find I have to consciously go out of my way to look at my health to realize I'm on the brink of death and can't just charge into the next encounter and wait until the next health pickup.... I think it's primarily an aesthetic thing.
I've got to rethink this. Having exactly zero RL experience (and very desirous, mind, of keeping it that way!) of this I can only rely on other people's accounts of getting shot or fired on, and my sense of those is that the fundamental physical experience isn't very frightening beyond possibly being startled by the sound - but for what external knowledge we bring to the situation, the sight of a gun being very closely connected in our cultural subconscious with something very soon going to die suddenly, horribly and rather arbitrarily. What I experienced playing this mod leading up to my previous comment - feeling a sudden annoying impact, ignoring it, then looking down and realizing I'm on the brink of death - may yet have more parallels in the real thing than I thought.

But then again, there is still the "I can just backtrack into that alcove 20m away and I'll instantly be able to take another 2-3 bullets to the old Charles Dickens and Honore de Balzac and walk away no more funnily than I normally do" factor...
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: "Realism" Project [current version: 1.3]

Post by ChronoSeth »

For the next while, I'm going to be working on improving the aesthetics in the mod. Hopefully, you won't feel like you're wearing roller skates when you fire a chaingun or heavy rifle. I'm also going to do some research and find a way of implementing plasma based weapons. (I might also add a weapon limit and/or remove some weapons... there are already some redundancies in the arsenal)
Locked

Return to “Abandoned/Dead Projects”