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To put it simply, wepon.pk3 takes the vanilla weaponry, and with the magic of pure ZScript (and a few DECORATE-esque bodges), augments and upgrades them into proper demon mulchers!
Want a list? Here, have a list:
Pistols, Plasma Rifles, and Pump-Action Shotguns don't get automatically overshadowed!
BFGs can choose between cells, or specialized BFG cells that don't interfere with your Plasma Rifle!
Works on Final Doom, Doom 1, and most Doom 1/2 wads!
Tested with Gun Bonsai, and should be completely compatible!
Good deal, eh? ...no? Darn.
If you're planning on playing this with a mapset, make sure it doesn't radically modify the vanilla weapon lumps, otherwise you're gonna get some extremely weird-looking graphical bugs!
If you're the type to read as much documentation as possible before diving in, here's a small little compendium on the weapons:
Spoiler: Show Me the Wepon!
Melee: You can punch with both hands now, and the chainsaw's been upgraded to its 64-era counterpart. Berserk doubles the damage of your chainsaw, and still gives the same x10 damage you know and love. Pistol: You now have two pistols, and is now equivalent to the vanilla chaingun. Can be modified to have infinite ammunition, at the cost of weaker firepower. Shotgun: Can toggle between vanilla damage calculations, or an alternate system that shoots out a few, powerful slugs and a cloud of weak buckshot. Can twitchfire up to 12 shots before needing to manually pump in ammo. Altfire spews a trio of mini-rockets, for great crowd control justice. Super Shotgun: Has the same ammo system as the shotgun. Has a tiny clip of 4 shotgun shells, primary fires two of them, secondary fires all four. Also needs to reload manually, but can do so when attempting to fire without clip munitions. Chaingun: Go go gadget bulletstorm! Will slow you down when firing, much like a certain mercenary. Altfire lets you pre-spin the gun. You might want to be in a safe area when waiting for the gun to spin down, it'll take a while. Rocket Launcher: Fires much faster than vanilla, and secondary launches grenades... but don't fire it too much, lest you self-detonate. Abusing the alt-fire is extra-dangerous. Plasma Rifle: Engages spread-fire the longer you hold it down, secondary launches a big, blue ball that pukes out a few plasma mines. Primary-fire only consumes 1 ammo per shot, and yes, this is intentional. BFG9000: Has both the functionality of the Press Release and beta BFG, primary shoots out railgun-like tracers and fires the big green ball, secondary barfs out beta-bolts. Can be toggled between eating vanilla cells, or exclusively taking BFG cores, found separately from cell pickups. Has an additional toggle to deal extra damage overall, in case of a slaughtermap. The Golden Pistol of Destiny: ??? The Slaughtermap Busters: ???
Spoiler: Change-log
V1.0:
Ammo caps had to be nerfed, but all the ammotypes can now fit in Doom's status bar.
The chaingun now consumes 2 bullets per shot, and the damage formula has been updated.
The BFG now properly functions, but will autoswitch when it cannot alt-fire.
The Golden Pistol's flash routines now function like it should.
Buffed the Pistol (and probably the melee weapons) a tad, to put it up to speed with the Chaingun.
Backpacks no longer give an obscene amount of ammo, and no longer provide BFG cells.
Tightened the Plasma Rifle's spreadfire.
Added an option to modify how often BFG Cells show up (if enabled), and modified the credits.
The quit messages didn't really add much to the mod, so I got rid of 'em. One, simple one will suffice.
Maybe modified the bullet that comes out of the Golden Pistol...?
RC3:
The Shotgun now makes a reloading sound
The Super Shotty no longer acts funky under Gun Bonsai
A lot of code refactoring
Balanced the pistol and fists
Added three, overly overpowered weapons
Apparently some of my weapons were calling A_Raise when they're being deselected!? That nonsense's gone.
Properly adjusted how grenades (and the shotty's mini-rockets) work.
RC2-1: Had to halve the amount of shotgun shells you get, to keep with vanilla parity (and because getting over half of your max shell capacity in one backpack was a slight bit too OP), also made a few other tweaks here and there. RC2: Weapons now at least try to deplete ammo properly, plasma rifles don't try to write to null addresses in tight quarters (and aren't loud as fuck anymore), and a few tweaks to the statusbar. The chaingun should also restore speed when out of ammo too. RC1-Hotfix: Event Handler code mistook small shells for a small cell, oops. RC1: Initial Release
Spoiler: Old-y, Mouldy Versions
I can only attach the previous two versions, due to the attachment system the ZDoom forums uses.
Very cool ideas so far, some bugs I encountered with Gzdoom:
Shotgun's primary fire with the normal vanilla calculation uses 2 shotgun shells instead of one, though the last shell in the tube is used normally.
Super Shotgun's alternate fire uses NO ammo, I almost want an infinite 4 barrel firing shotgun, but I presume that's not intended ^^.
The mini-gun's speed reduction as it spins faster is clever, but if you empty your ammo as your slowed, the slowness persists once you switch back to the mini-gun after you get more ammo for it, even though it's not spinning super fast, also not being able to switch from a full spin even if not firing is problematic when you tactically need a different weapon in the moment, such as if you know you are about to go dry so you need to bring out your shotty.
Rocket launcher does not shoot grenades unless you have 3 or more rockets, at 2 it does not shoot anything except a firing plume from the barrel, and the alternate only takes one rocket per grenade cluster.
Plasma rifle's sound for the alternate and the eventual spread shot is a bit loud, would be best to lower those sounds a bit if you could, maybe program the spread-shot to only use a single sound.
Also a crash happened to me with the plasma rifle when holding the primary fire steady while opening a blue key door:
"VM execution aborted : tried to write to address zero."
called from EnergyPewPewweapon.PewPewFan at
wepon_rc1-hotfix.pk3 : zscript/plasmarifle. sz, line 178.
There were more lines but they seemed to be similar about the Pewpew thing.
Look forward to trying this out as it gets fixed and refined, it's very cool!
Release Candidate 2 is now out! It might be good to be the v1.0 release, but I wanna see if I can get more feedback (and/or bug reports) before I'm ready to do so.
A patch for RC2 has been released, mostly that I had to cut back on the shotgun shells you get because let's face it 8 shells is probably a bit much.
Also fixed a few things here and there too.
Release Canidate 3 is now out, and this time, it will most likely graduate to the big 1.0 release!
Refer to the changelog to see what I changed, 'cause there's some pretty big changes in this one.
wepon v1.0 has finally released!
As always, check the changelog, I made some pretty big changes (which unfortunately include a few nerfs, but such is life).