[HDest] Bryan's Extensions

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_bryan
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[HDest] Bryan's Extensions

Post by _bryan »

Bryan's Modern Weapons (former Bryan's Extensions)





After a few months of hard work, I think it's polished enough for a release and ready to be shared with others.

Credits

Programming: Me
Weapon Sprites: Clay
Operator Sprites: Ultra64
Sound Effects: Duncan Soo

README First: https://codeberg.org/_bryan/hdest-weapo ... /README.md

Read the README. You'll need it for the loadout codes.

Download: https://codeberg.org/_bryan/hdest-weapons/releases

Trailer



Videos





Last edited by _bryan on Sun Jun 19, 2022 6:33 am, edited 11 times in total.
_bryan
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Re: Bryan's HD Extensions

Post by _bryan »

I've pushed a new update which includes now properties for scope images, making it possible to have custom scopes. For weapons that inherit BaseScopeAttachment, the scope is displayed the same way HD does.









https://imgur.com/a/fZeP1b8
_bryan
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Re: Bryan's HD Extensions

Post by _bryan »

Rifles that have alternative ammo, such as grenades, are also now included as a base class. Two rifles have been added as variants, M4 and M16 both getting a M203 grenade launcher to demonstrate.

Also, a number of possible attachments can be picked from to mount on the rifles. Scopes are compatible with M4 and MP5, where the M16 has no mount rails (not realistic, but for testing purposes).

Here's the overview of what's available, including



ACOG Variant 1:



ACOG Variant 2:



Red/Green dot:



Iron sights:

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Slax
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Re: Bryan's HD Extensions

Post by Slax »

A rifle without optics is tasty stuff. The one attachment I'd be interested in is a brass catcher.
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Re: Bryan's HD Extensions

Post by _bryan »



Bolt action rifles are working to some capacity. Credits to the weapon sprite go to Brutal Wolfenstein.

I'm definitely looking for other sprites of modern day weapons made in doom style to convert to HD weapons.
Slax wrote:A rifle without optics is tasty stuff. The one attachment I'd be interested in is a brass catcher.
I usually don't use scopes or optics, but it's mostly because how they work. I'm going to include an option for switching between one of the two views and make the scope centered and larger.

A brass catcher is an interesting idea. I'll see if I can fit that in. I get a bit annoyed anyway at all the clanging, could be a nice feature.
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Re: [HDest] Bryan's Extensions

Post by _bryan »

I've implemented the option to configure loadouts. You can spawn with weapons with attachments already configured:

Details on how to do that here

https://github.com/abramsba/BryanHD/blo ... LOADOUT.md
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Re: [HDest] Bryan's Extensions

Post by _bryan »

I've redone the attachment sprites for the M4. I've redone:

- ACOG With iron sight:




- ACOG with red dot compact




- Red dot compact sight




- Full sight red dot




I also made a new flashlight sprite that has a switch animation




Changes are available on the master branch. Some things that are wrong I'm aware of:

- The light will switch off if you lower the weapon due to being too close to a wall. It also doesn't switch off when switching to another weapon.
- Full Red dot sight is slighty off
- Offsets on other weapons are probably off, main testing weapon is M4.
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Re: [HDest] Bryan's Extensions

Post by _bryan »

Here's two gameplay videos using the m4:



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-Ghost-
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Re: [HDest] Bryan's Extensions

Post by -Ghost- »

Pretty cool! I like how fluid the transitions between adding and removing attachments are. It looks like there's potential to go pretty in depth on it too. A good addition to the HD sandbox!
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Re: [HDest] Bryan's Extensions

Post by _bryan »

Some progress has been made. Clay has been commissioned to create original weapon art assets. As such, his first completed weapon:



There are also a flash shader that moves the images around a bit and adds some noise to randomize the effect.

And some high resolution screenshots:



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Re: [HDest] Bryan's Extensions

Post by _bryan »

An MP5 and 'Fauxtech' (Fostech) shotgun have been added



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Techy_koi
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Re: [HDest] Bryan's Extensions

Post by Techy_koi »

Ahh yeah boi! will there be new weapons? cuz im kinda getting addicted to HD, will some of the original weapons be overhauled? or will you add new/modern-ish weapons, cant wait for the final version!!! :mrgreen: also what is the map pack/ texture pack you're using (just curious)
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Re: [HDest] Bryan's Extensions

Post by _bryan »

Techy_koi wrote:Ahh yeah boi! will there be new weapons? cuz im kinda getting addicted to HD, will some of the original weapons be overhauled? or will you add new/modern-ish weapons, cant wait for the final version!!! :mrgreen: also what is the map pack/ texture pack you're using (just curious)
The level is another project of mine. There is a WIP of that here: viewtopic.php?f=42&t=69008

This project itself is a library for scripting new weapons that behave like HD weapons as well as allow for some enhancements like attachments. It's not changing how HD works, but it makes it easier as a modder to create any weapon that can be swapped in and out. The weapons created with this are also new in that they don't replace any existing HD items but can be used along side them. Mods that you've made like reskins and such that modify the original weapons will also continue to work.
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Techy_koi
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Re: [HDest] Bryan's Extensions

Post by Techy_koi »

Any new updates to this awesome mod man!? I'm kinda a bit eager for a alpha/beta, also "changemap level" the console states that it's an unknown command, it does not work for me any reason why!? Playing with your WIP map
_bryan
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Re: [HDest] Bryan's Extensions

Post by _bryan »

Techy_koi wrote:Any new updates to this awesome mod man!? I'm kinda a bit eager for a alpha/beta, also "changemap level" the console states that it's an unknown command, it does not work for me any reason why!? Playing with your WIP map
I think it'll be a few days still. For the first release I wanted to have at least a few basic weapons implemented fully that work with the same attachments. For the next sprites all the artwork will be original and made for this. Once that's far enough I'll update this post.
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