
Hello ZDoom Forums!
It's been a short while since I released something here.
And as such I wish to present you all my latest project: Dwelling Sin.
What is Dwelling Sin?
Seeing how Resident Evil is being talked about again with the release of RE4make, I decided to recreate one of the more important parts of the series in GZDoom: The inventory management.
Of course using the default inventory system wouldn't cut it, so a custom one was made using ZForms.
And the rest went from there.
I tried my best to make creating new items and weapons as simple as possible, so if you want to take a swing at this feel free to open up the mod and check the files in zscript/items/, every property has a comment describing what it does and the included classes can serve as good starting points.
Here's a demonstration:
(Trailer courtesy of ZikShadow, thank you for it)
And without further ado, here's the download link:
[DOWNLOAD]
Mod requires Doom 2 to play properly! To play Doom 1 maps use WadSmoosh.
Spoiler: [CHANGELOG]
[1.3d]
> JMod support
> Added a Combine function to items that allows overriding regular combining logic.
> Added a new SubTag property that allows specifying a subtitle for items.
> Added a new secret joke gun.
[1.3c]
> Fixed ammo box refilling overriding the ammo type.
> Fixed multiple copies of infrared breaking.
> Added a property to specify how many bullets can be loaded in the chamber at the same time.
> Virtualized some player-related functions.
> Added a check to prevent stray items from lingering for longer than they should.
> Changed death state checks to be better.
> Fixed the weapons not respecting FBF_EXPLICITANGLE.
> SinHealing changes.
> Recipes can now specify minimum item amount requirements.
> Added more respect for item replacements.
> OnEquip and OnUnequip virtual function for weapons and armors.
[1.3b]
> Icon of Sin eyeball weakspots.
>> Now it's easier to beat if you run out of single-use rocket options.
> Fixed mines continuously detonating under certain conditions.
> Fixed reloading different calibers.
> Fixed recharging cells not updating their sprite.
> Added brightmaps to cells.
> Changed the sprite of the modified battle rifle to have black furniture.
[1.3a]
> 3 new weapon properties:
>> ReloadTime and AltReloadTime for setting how long it takes to reload the gun.
>> ReloadAmount for setting how much ammo should be reloaded per call.
> Cells now have 5 more sprites to show their charge level.
> Fixed the issue with randomized ammo weapons nullifying their ammo type too soon.
> Fixed the issue with two ammo stacks being unable to be combined
> Fixed the issue with shotgun's firing sprite.
[1.3]
> Added infrastructure to support alternate ammo types.
>> Included are 2 alternate ammo types for the pistol/SMG and shotguns.
> Added 3 new grenade types.
> Altered gunpowder combinations to support new ammo / grenades.
> New virtual functions added to weapons and attachments.
> HandleSprite now supports different states instead of just boltback.
> A plethora of new options have been added:
>> Free reloading kit and infinite reloading kit.
>> Splitting the HUD to the corners instead of the center.
>> Adding inertia to the floating weapon.
>> Moving flashlight / laser sight to the floating weapon.
>> Item Compacting.
> Dropped weapons now have randomized ammo if the option is enabled.
> Ledge climbing should now support analog sticks.
> Weapons can now have a minimum and maximum magazine sizes.
> Added support for the AltHUDIcon property, showing an alternate image if an item is selected in the menu.
> The menus have been moved entirely to LANGUAGE now.
[1.2b]
> Fixed save station menu not using keyboard controls.
[1.2a]
> Fixed the mod not launching on stable GZDoom.
[1.2]
> The inventory menu now supports keyboard controls.
>> This should also support a controller and hopefully will be better for Delta Touch players.
> Added a "floating weapon" that is meant to emulate view sprites.
>> Due to the nature of this mod it's impossible to use the default view sprites, so this was all I could do.
> Added casings.
> Moved gun action sounds to a different channel to prevent cutting off firing sounds.
> Fixed voodoo doll pickups used by certain maps.
> Fixed demo playback.
[1.1]
> A new HUD has been added.
> Picking up items has been adapted to use LineTracer instead.
>> This should make picking up items easier now.
> Sprinting allows quick use of the fist.
> Fixed multiplayer inventory refresh.
> Deathmatch now automatically equips the first weapon in the inventory and no longer spawns storage boxes.
[1.0e]
> Multiplayer crash fixes, same mistake as Lost Frontier.![]()
> Some quality of life changes to how picking up ammo works.
>> Now ammo will instantly get siphoned to the first ammo box it can find and weapons like the shotgun will try to eat the last item in your inventory instead of the first, magazine order remains unchanged.
[1.0d]
> All strings have been converted into LANGUAGE, supporting easy replacement and translations.
> Increased item hitbox to ease picking up.
[1.0c]
> New weapon flag: NoUnload.
>> Prevents weapons from being unloaded.
> Fixed an oversight with cell packs still being an ammo item, when they shouldn't be anymore.
[1.0b]
> Fixed a nasty VM abort while sometimes combining items.
[1.0a]
> "Slow Lifts/Doors" option was added, increasing the delay between when a door should close and lift should raise.
>> This was made to account for the reduced player speed and for maps that the 10-second sprint boost isn't enough.
[1.0]
Initial public release.
Spoiler: [ADDONS]
I will try to keep this list up-to-date as I notice new addons release.
These may add new weapons / items / classes or replace existing sprites / graphics / sounds.
> Dwelling Sin: The Mercenaries
>> This addon adds a RE4-like Mercenaries game mode. Kill enemies to get score, combo kills to get even more score, try to survive for 2 minutes!
> ZikShadow's DSin Addons
>> Various addons made by Zik, including RE-themed graphical and sound changes!
> The Rift Armory
>> A set of various fun alternative weapons to spice up the game!
> Kw Arms
>> A pretty expansive addon containing various weapons, items and even a new mercenary!
> Russian translation
Now here's some more information about the mod:
Spoiler: [CLASSIFIED DOCUMENT - PROPERTY OF THE UAC]
Spoiler: [BASIC CONTROLS]
[WEAPON CONTROLS]
Fire - Pulling the trigger.
Secondary Fire - Racking the slide/bolt/pump. (If any)
Weapon Reload - Quick field reload, will drop the magazine on the ground. (If any)
Weapon Zoom - Toggling scope display. (If any)
Weapon State 1 - Switching fire modes. (If any)
Weapon State 2 - Toggling rail accessory. (If any)
[ADDITIONAL CONTROLS]
Pressing Use will pick up items. Additional Run input will push the item away, useful for sorting on the ground.
Holding Jump in the air will grab onto ledges. Additional Forward input will climb up the ledge.
Holding Run will start a sprint. Weapons cannot be used while sprinting!Spoiler: [CLASSES]
Sinner
They could have been anyone. A police officer, a businessman, a politician. But that doesn't matter now.
All that matters is that they still have a chance to survive this situation.
They come equipped with a UAC10 pistol, a single magazine and a full ammo box.
Will you help them survive this nightmare?
[MERCENARIES]
The Mercenaries are a trio of UAC-hired soldiers whose skill and expertise will help clean up this mess.
If a situation proves too much for the Sinner, any of these three might help turn the tide in your favor:
Flynn
Flynn always comes prepared, he is a true survivor.
This isn't the first time he has found himself in such a scenario and it definitely won't be the last.
Armed with his trusty custom UAC10 pistol, a spare magazine and four medikits, he will outlast everyone he's faced with all while staying silent as a mouse.
DACOTE
Real name unknown, codename DACOTE, nickname Death Incarnate.
He has successfully completed every single operation he has been given, no matter the difficulty, sometimes even being the sole survivor.
He always wields his special MP11 submachine gun, complete with a spare magazine and a full ammo box. He also holds a medikit and two grenades.
Sarge
An old, grizzled veteran, once called a One-Man-Army.
He's the oldest of the trio and with age comes wisdom. And his wisdom is that overwhelming firepower will topple any foe.
His favored tool of war is the Benellus 37 shotgun and he always keeps a full shell box and a medikit on hand. He also managed to appropriate a rocket launcher from a UAC warehouse.Spoiler: [WEAPONS]
Name: UAC10 Pistol
Information: The UAC10 is a standard issue pistol for any marine. Every recruit is taught how to use it and with UAC's proprietary 10mm caliber it's a reliable sidearm in this hellish environment.
Caliber: 10mm Aero
Name: Benellus 37 Shotgun
Information: The Benellus 37 is an absolute powerhouse of a weapon, the main line of humanity's offense. Even when the invasion started, many marines reached for their B37 to push back the incoming hordes.
Caliber: 12 gauge
MANUAL: Requires manual pumping before firing again.
Name: "Super Shotgun"
Information: This beast of a weapon lacks any manufacturer marks or even a serial number. Owning such a weapon would be illegal before, but demons have little concern for legality.
Caliber: 12 gauge
DOUBLE BARREL: Primary Fire shoots the left barrel, Secondary Fire shoots the right barrel.
CUSTOMIZABLE: Can be modified with proper tools.
Name: MP11 Submachine Gun
Information: Buckler & Mach was contracted by the UAC to produce a submachine gun in their proprietary 10mm caliber. The B&M MP11 is the final result. With its compatibility with UAC10 magazines and 3-round Hyper Burst it still sees active use.
Caliber: 10mm Aero
Firemodes: Semi-auto and 3-round Hyper Burst.
Name: RAW Automatic Weapon
Information: The Rotary Assault Weapon is the latest development by the UAC to replace their previous automatic weapons. With 6 rotary barrels the RAW can sustain fire for a long time.
Caliber: 6.5mm ASTO Standard
Name: HG54 Microwave Gun
Information: B&M's little experiment, the HG54 is a revolutionary microwave gun, instantly frying whatever is unfortunate enough to be within its range. Running on UAC's Universal Power Cells it's easy to power, although its efficiency suffers.
ENERGY WEAPON: Uses Universal Power Cells to power itself.
SPLASH DAMAGE: Don't use in close quarters.
Name: MISG Rocket Launcher
Information: The MISG single-shot rocket launcher was the last product ever made by the now defunct Rogue Manufacturing. UAC seeing the chance quickly purchased the remaining stock of the weapons and keeps them stored in case of an emergency. Emergency like now.
SINGLE USE: This weapon cannot be reloaded.
SPLASH DAMAGE: Keep a safe distance when firing.
INSTANT KILL: This weapon will instantly kill any enemy on a direct hit.
Name: FRG4 Grenade
Information: FRG4 grenades were a common sight back before the invasion. Now they are a cherished rarity after most of them have been used up. It has a 4-second fuse.
THROWN: The throw distance can be charged by holding Fire.
FUSE: The grenade will explode 4 seconds after throwing.
SPLASH DAMAGE: Keep a safe distance to the grenade.
Name: TeleFOG Stun Grenade
Information: FRG4's less lethal cousin, the TeleFOG stun grenade, commonly known as the flashbang, delivers an extremely bright flash of light which disorients anyone looking directly at it. It has a 4-second fuse.
THROWN: The throw distance can be charged by holding Fire.
FUSE: The grenade will explode 4 seconds after throwing.
BLINDING: Don't look directly at it during detonation or else you will feel what enemies do.
Name: FRG5 Proximity Mine
Information: The FRG5 proximity mine sought to fix one of the major problems of the FRG4 grenade: Its fuse. Forgoing a fuse entirely, the FRG5 instead rellies on a proximity sensor to detonate itself.
PROXIMITY: The mine will detonate automatically once something gets too close.
SPLASH DAMAGE: Keep a safe distance to the mine.
DEFUSABLE: The mine can be defused if approached carefully and interacted with.
Name: N-GE Acid Ripper Bomb
Information: The N-GE is a clever little device, even if it's nothing more than a glass jar holding energized acid pellets. On contact with the atmosphere, each pellet explodes with velocity and expels very strong acid as it bounces around. Protection recommended.
THROWN: The throw distance can be charged by holding Fire.
IMPACT: Don't expect a fuse, the bomb shatters immediately upon contact.
CORROSIVE: The acid pellets are strongly corrosive and will rip through anything, protection is highly recommended.
Name: [REDACTED]
Information: [REDACTED]
Caliber: [REDACTED]
[DO NOT INTERACT WITH OBJECTS BROUGHT OVER BY A TIME ANOMALY]Spoiler: [AMMUNITION]
Caliber Type: 10mm Aero
Round: JHP
Information: 10mm Aero is UAC's brand new proprietary round used in their UAC10 pistols. Compared to pistol rounds of the previous decade, the 10mm packs a serious punch and excels at stopping small demons.
Round: +P
Information: 10mm +P isn't an official type of round produced by the UAC, but that never stopped private gunsmiths from doing it. This round has been loaded with an unreasonable amount of gunpowder and will pack a punch for it.
Round: NTX
Information: 10mm NTX rounds were developed for special forces to aid operatives in stealth missions. They are capable of delivering a deadly dose of toxin to the target, assuming adrenaline hasn't kicked in.
Caliber Type: 12 Gauge
Round: BUCK
Information: A handful of 12 gauge buckshot shells. Throughout the ages 12 gauge never went out of style.
Round: BIRD
Information: A handful of 12 gauge birdshot shells. Formally a hunting round, but regulations never specified hunting what exactly and with the sheer amount of pellets loaded into it, any demon will have a bad day.
Round: SLUG
Information: A handful of 12 gauge slugs. Instead of having pellets like a usual shotgun shell, this round instead has a single massive ball of lead that will leave a gaping hole through whatever you are firing at.Spoiler: [MAP OBJECTS]
[STORAGE BOXES]
Around the map you may find a storage box.
Those magical crates allow you to store items and transport them between maps no problem.
Use one if you want to store something for later use.
[SAVE STATIONS]
By default they are turned off, but can be turned on in the options.
Those stations can be used to save your game, but they require a limited Save Drive item to use.
Turning on this option doesn't disable regular saving, this is merely an optional alternative to it.
And of course, the credits.
This project would have never been made if not for the help of some really wonderful people and for that I thank you all.
Anyway, full credits:
Spoiler: [CREDITS]And lastly, a discord server for the mod, feel free to hop in and say hi:
[BEGIN REPORT]
==== Dwelling Sin ====
==== By Jarewill =====
[ CODE ]
> Jarewill
> Gutawer and phantombeta (For creating ZForms and additional support)
> Josh771 (Code used in the floating weapon)
[GRAPHICS]
> ZikShadow (Trailer, TITLEPIC and menu graphics, ammo and save station sprites)
> Jarewill (TEXTURES assembly)
> FreeDoom Project (Flynn mugshot)
> Josh's Special Weapons - (DACOTE mugshot)
> Fistful of Doom - (Sarge mugshot)
[SPECIAL THANKS]
> ZikShadow for the support, suggestions and playtesting.
>> It wouldn't have been possible without you.
[END REPORT]
[DISCORD]