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.ChronoSeth wrote:Note: plasma weapons are completely removed in this mod.
"Realism" Project [current version: 1.3]
Re: "Realism" Project [current version: 1.1]
- Matt
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Re: "Realism" Project [current version: 1.1]
Inna future, all our weapons are plasma weapons! made of exactly two kinds of puddin'!Killar wrote:the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
...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.
Re: "Realism" Project [current version: 1.3]
I'm sorry but I just had to get it out.
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.
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?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.
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.
Re: "Realism" Project [current version: 1.1]
because that the only way to make plasma weapons.Vaecrius wrote:Inna future, all our weapons are plasma weapons! made of exactly two kinds of puddin'!Killar wrote:the only way you could keep them realistic if you make a plasma cannon with two types of ammo.
...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.
Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
- ChronoSeth
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Re: "Realism" Project [current version: 1.1]
At any rate, DooM's plasma rifle and BFG9000 completely defy logic.Killar wrote: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.ChronoSeth wrote:Note: plasma weapons are completely removed in this mod.
@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.
- NeuralStunner
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Re: "Realism" Project [current version: 1.1]
This made me laugh.Killar wrote:Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
"Whatever causes plasma" would react just as well to an electromagnet.
In the same way that teleporters (which inadvertently open gateways to hell) defy logic?ChronoSeth wrote:At any rate, DooM's plasma rifle and BFG9000 completely defy logic.

- ChronoSeth
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Re: "Realism" Project [current version: 1.3]
STOP BRINGING THIS STUFF UP! I GOT IT THE FIRST TIME!
*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.

*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.
- NeuralStunner
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Re: "Realism" Project [current version: 1.3]
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:Teleporters/Power Spheres/Demons etc = Magic.
I do.ChronoSeth wrote:I don't believe technology can explain the BFG.
- Trooper 077
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Re: "Realism" Project [current version: 1.3]
ChronoSeth wrote:Teleporters/Power Spheres/Demons etc = Magic.

Same concept, Just minus the time travel
- InsanityBringer
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Re: "Realism" Project [current version: 1.3]
I can now not stop imagining a wizard enchanting teleporter pads to make them start working.ChronoSeth wrote:@NeuralStunner: Teleporters/Power Spheres/Demons etc = Magic.
- Viscra Maelstrom
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Re: "Realism" Project [current version: 1.3]
That... sounds like an awesome idea for a ZDoom Heretic project.
- Crudux Cruo
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Re: "Realism" Project [current version: 1.3]
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.
Re: "Realism" Project [current version: 1.1]
>Air comes in here<----power source here---<plasma comes out here>NeuralStunner wrote:This made me laugh.Killar wrote:Plasma reacts to a magnetic field, so one type is what causes plasma and other is magnet balls.
"Whatever causes plasma" would react just as well to an electromagnet.

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).
- Matt
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Re: "Realism" Project [current version: 1.3]
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.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.
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...
- ChronoSeth
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Re: "Realism" Project [current version: 1.3]
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)