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The Monstrous Weapons [NEO] mod

Posted: Wed Dec 29, 2021 6:19 am
by yum13241
Monstrous Weapons is a weapons mod that adds a fun twist to the gunplay of Doom. Changes include a better starter weapon, more firing modes for most weapons, and more.
Monstrous Weapons NEO is a rewritten version of the original MW to fix bugs, expand upon the original, and give the mod the polishing it needed.

Screenies (click for full size, as a small note, these screenshots are very old):

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What this mod does:
Well, it's a weapons mod. What else did you expect?


Q: How can I contact you?
A: To prevent spam, the contact info is now in the mod itself.


Q: Does the no warranty clause mean I can't ask for help?
A: No. It just means I'm not responsible if your computer explodes, divides
by 0, or anything happens to your PC.


DOWNLOAD (Monstrous Weapons NEO): https://mega.nz/folder/aBoCFA4Q#_rJgDkHjOIe2cuN9cPb89w
All older versions are in the MEGA link, as is standard for my mods.

https://github.com/yum13241/monstrous-weapons-mod may be of interest.
(for v1.3 and below, Zandronum and G/LZDoom versions merged in v1.4, so v1.3 and under have separate Zandronum and G/LZDoom versions)

Re: The Monstrous Weapons mod

Posted: Wed Dec 29, 2021 10:30 am
by dasho
If your license needs a question in the FAQ, you should abandon it and either actually use the WTFPL that you based this on or an already existing and well-written open-source license.

Re: The Monstrous Weapons mod

Posted: Wed Dec 29, 2021 12:25 pm
by Kinsie
dasho wrote:If your license needs a question in the FAQ, you should abandon it and either actually use the WTFPL that you based this on or an already existing and well-written open-source license.
Furthermore, if the FAQ for your code license is longer than the list of changes and features the mod brings, you should consider whether you're putting your effort in the right place.

Re: The Monstrous Weapons mod

Posted: Wed Dec 29, 2021 3:22 pm
by yum13241
Kinsie wrote:
dasho wrote:If your license needs a question in the FAQ, you should abandon it and either actually use the WTFPL that you based this on or an already existing and well-written open-source license.
Furthermore, if the FAQ for your code license is longer than the list of changes and features the mod brings, you should consider whether you're putting your effort in the right place.

Just look at the GPL. Look at how long it is compared to my license.

Re: The Monstrous Weapons mod

Posted: Fri Dec 31, 2021 2:47 am
by yum13241
NEW UPDATE!

Release version 1.1 is out, it's relatively minor, containing only TDBots compat and changing the STARTUP5 string.

Re: The Monstrous Weapons mod

Posted: Tue Jan 11, 2022 1:43 pm
by yum13241
Silent update. Redownload the mod, the change is so small that it doesn't justify bumping the version number.

The only change is adding missing credits. Same download link, and you might see a folder titled "ARCHIVE". I put old versions there, even pre pk3 format versions (aka betas). No versions other than the latest are supported!

Re: The Monstrous Weapons mod

Posted: Tue Jan 18, 2022 1:53 pm
by yum13241
If you have any ideas for weapon changes I can make, your ideas are appreciated. Please post them into the thread. NOTE: I will NOT add new weapons because that would mean either 1. Randomizing the weapon drop (not ideal for DM as that would add a bit too much luck into the gamemode). or 2: Forcing mappers who want their maps to work in my mod to add my weapon types, which isn't really gonna happen, as I'm not exactly a huge modder.


Open Slots (you can also request a change to an existing weapon's behavior):

Fist (not modified)
Chainsaw (not modified at all)
Chaingun (doesn't have an altfire)
Super Shotgun (doesn't have an altfire)

Re: The Monstrous Weapons mod

Posted: Sun Apr 10, 2022 6:33 am
by yum13241
NEW UPDATE 1.2! Minor change: If you have 39 or fewer cells, you will fire as much as you can. (For the BFG's alt-fire).

Re: The Monstrous Weapons mod

Posted: Tue Apr 19, 2022 7:43 am
by yum13241
UPDATE 1.3 IS OUT! Tweaked grenades and fixed parity between both versions slightly.

Re: The Monstrous Weapons mod

Posted: Tue Aug 02, 2022 2:32 pm
by yum13241
Update 1.4!


Biggest update yet, find it on the Github!


Changelog and such is other there too.


Also the mod is now licnesed under WTHPL2.

Re: The Monstrous Weapons mod

Posted: Wed Aug 03, 2022 11:22 am
by yum13241
Update 1.5!


I improved the chaingun. Check main download link.

Re: The Monstrous Weapons mod

Posted: Tue Oct 11, 2022 8:27 am
by yum13241
Update 1.6!

This update adds a railgun with 2 modes, a weaker but faster mode (blue), and a slower but stronger mode (red). Has a chance to spawn instead of the plasma gun. Uses cells.

Also the Unmaker from Doom 64 was added, but I made it blue (why not?). It and the Demon Keys have a chance to spawn, with the Unmaker being more common than the demon keys. Sometimes it won't spawn anything if it wasn't going to spawn the BFG!


Chex Quest support was added (though CQ isn't my main concern, so stuff like the railgun looks out of place, all I care is that it works like it does in Doom)

Re: The Monstrous Weapons mod

Posted: Thu Oct 13, 2022 7:56 am
by yum13241
Update 1.7!


This update fixes some issues in Update 1.6. I HIGHLY recommend upgrading.

Re: The Monstrous Weapons mod

Posted: Sat Nov 05, 2022 8:53 am
by yum13241
Update 1.8 is out!

Per the changelog @ https://github.com/yum13241/mw-docs

Added actual quickswitching for the SSG and SG, made the RL's Grenades more accurate, new Enforcer sound effect, fixed the Fist sound not playing (wasn't there since like the first build lol), making the SG explosive rounds actually good, and some other QoL improvements.

I HIGHLY recommend updating.

Re: The Monstrous Weapons mod

Posted: Sun Dec 04, 2022 9:46 am
by yum13241
Work has started on v1.9.

It'll also include an addon which is NOT Zandronum compatible like the main mod.