OSJC's- doom3_guns.wad remix - now with 'the artifact'!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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osjclatchford
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update now with better gibby/splatteryness!
update feat. an expansion on the doom3 splatter-death effects... https://www.mediafire.com/?4sdy2elh71ujkx7
Re: OSJC's- doom3_guns.wad remix - now with monstas!
Cool, thanks for continuing to work on this. It's definitely my favorite of your mods, right up with your Doom enhanced style mod.
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osjclatchford
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
thanks dude! nice to have a fan! LOL-Ghost- wrote:Cool, thanks for continuing to work on this. It's definitely my favorite of your mods, right up with your Doom enhanced style mod.
Oh, and I'm assuming you mean the oldskool mod?
- Nems
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
+1 fan here of your work. Old Skool is one of my go-to vanilla+ gameplay mods I use for Doom and Descent into Heresy is a must for me when I play Heretic. 
Do have a question though: do you plan on implementing the Soul Cube and/or The Artifact into this mod? No big deal if you don't. Just curious is all.
Do have a question though: do you plan on implementing the Soul Cube and/or The Artifact into this mod? No big deal if you don't. Just curious is all.
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osjclatchford
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
wow! Thanks nems... that's quite a testament... as for the doom three mod... there is a soul cube of sorts. The same as in oldskool mod. Its an update inventory-based vampiric power up that's randomized with the invulnerable sphere... what did "the artifact" do? Wasn't that a heart berzerk thingy?Nems wrote:+1 fan here of your work. Old Skool is one of my go-to vanilla+ gameplay mods I use for Doom and Descent into Heresy is a must for me when I play Heretic.
Do have a question though: do you plan on implementing the Soul Cube and/or The Artifact into this mod? No big deal if you don't. Just curious is all.
Re: OSJC's- doom3_guns.wad remix - now with monstas!
Yeah, I think the artifact had different powers. Berserk, freeze time, and something else I can't remember.
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osjclatchford
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
I've got sprites... its worth exploring... possible update soon..? 
- Nems
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
You're welcome man. Yeah, I recalled the Soulcube being an inventory item in Old Skool and I actually like that it's also an inventory item in this as well as the grenades.osjclatchford wrote:wow! Thanks nems... that's quite a testament... as for the doom three mod... there is a soul cube of sorts. The same as in oldskool mod. Its an update inventory-based vampiric power up that's randomized with the invulnerable sphere... what did "the artifact" do? Wasn't that a heart berzerk thingy?Nems wrote:+1 fan here of your work. Old Skool is one of my go-to vanilla+ gameplay mods I use for Doom and Descent into Heresy is a must for me when I play Heretic.
Do have a question though: do you plan on implementing the Soul Cube and/or The Artifact into this mod? No big deal if you don't. Just curious is all.
Bullet time, berserk, and invulnerability in order of obtainment and as you picked up more they all activate at the same time (so by the time you got all of the Artifact abilities you're a walking time-slowing, damage dealing, damage soaking murder machine when you activated it).-Ghost- wrote:Yeah, I think the artifact had different powers. Berserk, freeze time, and something else I can't remember.
Anywho, I've been playing the Doom 2 20th Anniversary Map Pack with this mod and the Doom Ambient Music Pack and I'm having a real blast. The only small thing I've noticed that may or may not be a bug is that I'm still able to collect ammo boxes when I'm at full ammo for one of my weapons yet I can't pick up dropped weapons of the same type. I noticed this when I tried to pick up a chaingun from a fallen commando yet I was able to pick up a chaingun ammo box from the fallen comrade I blasted next to him. It hasn't really been a big deal since the max ammo limits for all of the weapons were bumped up to Doom 3 levels (and I remember tripping over ammo in original Doom 3, not BFG Edition
If I come across anything else I'll be sure to let you know. Again, I'm loving this mod to death and I look forward to whatever plans and updates you have in store for the mod. C:
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osjclatchford
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
well thanks again...
the info on the 'artifact' is a huge help but ALL those powerups on one item/weapon seem insanely op and as such do not befit the gameplay-style of standard doom maps. as such I'll work on something that's a little toned down. I have some ideas and am working on implementing them now...
just FYI, the chainsaw is standard issue, of sorts but has been tweaked to make it feel better* so make sure you DO try it... you'll love it...
oh, the ammo bugger is a leftover from the original mod that I cant be bothered to change as its not a huge issue and truth be told I feel that it might be harder to fix than you might imagine (I'm working on someone else's code from what is considered a long time ago now) it may cause more issues that are not worth the bother! LOL just look at the issue I had getting the ammo to spawn at all in the first place!
*
the info on the 'artifact' is a huge help but ALL those powerups on one item/weapon seem insanely op and as such do not befit the gameplay-style of standard doom maps. as such I'll work on something that's a little toned down. I have some ideas and am working on implementing them now...
just FYI, the chainsaw is standard issue, of sorts but has been tweaked to make it feel better* so make sure you DO try it... you'll love it...
oh, the ammo bugger is a leftover from the original mod that I cant be bothered to change as its not a huge issue and truth be told I feel that it might be harder to fix than you might imagine (I'm working on someone else's code from what is considered a long time ago now) it may cause more issues that are not worth the bother! LOL just look at the issue I had getting the ammo to spawn at all in the first place!
*
Spoiler:
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osjclatchford
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UPDATE now with the 'artifact'
behold! 'the artifact' is here: https://www.mediafire.com/?4sdy2elh71ujkx7 - or see frontpage dl link...
as you can see it uses Uboa/zrrion's shadow warrior ripper heart edit and as such is rather fitting with the other doom sprites...
ok, this is not as amazing as you might have expected it would be but its part of doom3 lore and as such it still has its place here. I decided to go simply for a thirty second time-freeze as the powerup effect rather than all the berzerky, regen overpowered stuff you would have seen in doom3's original version. I feel these other effects have already been covered by the other powerups available in the mod and did not want to create redundancies...
you'll find these randomized with the soulcube and godmode and as such are rather rare.
they can be selected from the inventory or by selecting weaponslot 0. you can only carry one at any time...
summon code : heartpickup
I'd avoid using the flashlight while this is active If I were you...
this was complicated enough to make so I expect its full of lots of other bugs too... let me know if so...
as you can see it uses Uboa/zrrion's shadow warrior ripper heart edit and as such is rather fitting with the other doom sprites...
ok, this is not as amazing as you might have expected it would be but its part of doom3 lore and as such it still has its place here. I decided to go simply for a thirty second time-freeze as the powerup effect rather than all the berzerky, regen overpowered stuff you would have seen in doom3's original version. I feel these other effects have already been covered by the other powerups available in the mod and did not want to create redundancies...
you'll find these randomized with the soulcube and godmode and as such are rather rare.
they can be selected from the inventory or by selecting weaponslot 0. you can only carry one at any time...
summon code : heartpickup
I'd avoid using the flashlight while this is active If I were you...
- Nems
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Re: OSJC's- doom3_guns.wad remix - now with 'the artifact'!
I was hoping to just stumble across one during normal play but since that wasn't happening I summoned one and gave it a spin. :v
I think it's safe to say you did a great job on properly implementing it (and it's definitely one of those items that's worthy of being rare). 30 seconds of time freeze is awesome to (ab)use, especially when you've got the BFG. You can circle a Cyberdemon and get about 6 BFG shots in before time unfreezes. The carnage after is so satisfying.
I think it's safe to say you did a great job on properly implementing it (and it's definitely one of those items that's worthy of being rare). 30 seconds of time freeze is awesome to (ab)use, especially when you've got the BFG. You can circle a Cyberdemon and get about 6 BFG shots in before time unfreezes. The carnage after is so satisfying.
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osjclatchford
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- Joined: Mon Feb 07, 2011 5:02 am
Re: OSJC's- doom3_guns.wad remix - now with 'the artifact'!
glad you enjoy! it is indeed satisfying, no?Nems wrote:I was hoping to just stumble across one during normal play but since that wasn't happening I summoned one and gave it a spin. :v
I think it's safe to say you did a great job on properly implementing it (and it's definitely one of those items that's worthy of being rare). 30 seconds of time freeze is awesome to (ab)use, especially when you've got the BFG. You can circle a Cyberdemon and get about 6 BFG shots in before time unfreezes. The carnage after is so satisfying.
Re: OSJC's- doom3_guns.wad remix - now with 'the artifact'!
Sorry for the long bump, but there's a good D3 shotgun in this thread (http://forum.zdoom.org/viewtopic.php?f= ... &start=255), made by Chronoteeth, that might be a good replacement for the current one in this. It definitely looks better than the regular Doom 2.5 one, and isn't cut off on the end either.
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osjclatchford
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Re: OSJC's- doom3_guns.wad remix - now with 'the artifact'!
thats ok but I'm quite happier with the 2.5 sg on this mod. May even get round to adding the new xhairs, fire deaths and other tweaks to the monstas soon but that's about it for this mod at present. I hardly ever play this and as such find it hard to get enthused by it... unless theres something amazing that is wanted/needed for it I'll be leaving this as it is at present and concentrating on my baby that is the oldskool mod... 
- Nems
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Re: OSJC's- doom3_guns.wad remix - now with 'the artifact'!
I hate being the bearer of bug reports and necrobumping this but I fired this up again with recent stable build of GZDoom (2.1.1.) and it starts you with the default vanilla Doom pistol instead of the Doom 3 pistol. The console also says something about the ACS saying "I don't know what cd_player_advanced_enabled is", "I don't know what cd_player_jump_mult is", "I don't know what cd_player_aircontrol_mult is", and "I don't know what cd_weap_damage_mult is".
I won't blame you if you don't feel up to looking into/bothering with this (I know oldskool is your baby and I love that mod too <3) but I felt like it was worth bringing to your attention at least.
I won't blame you if you don't feel up to looking into/bothering with this (I know oldskool is your baby and I love that mod too <3) but I felt like it was worth bringing to your attention at least.