[1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Ah ok, I'm more of sprite editor/artist,
and I know how rip few game sprites using a few rip programs/emulators.
but cool
But still hope a RE OG 1, 2,3 weapon set be made by someone,
and maybe Silent hill 1,2,3 weapon set too, someday.
and I know how rip few game sprites using a few rip programs/emulators.
but cool
But still hope a RE OG 1, 2,3 weapon set be made by someone,
and maybe Silent hill 1,2,3 weapon set too, someday.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
are we not allowed to have more than 1 bullet in a weapon or something? cause holy crap that could be annoying to only use 1 shot
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
What do you mean by that?
For weapons like the pistol you need a magazine to load them up, but you can also load a single round in the chamber in a pitch.
For weapons like the pistol you need a magazine to load them up, but you can also load a single round in the chamber in a pitch.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
so i take it that it's like, find a clip to have more ammo. otherwise you can only use a single round in the weapons. or i guess the pistol or whatever?
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
You refill your mags. Unload it from the gun and combine bullets or an ammo box with it to refill it.MrRumbleRoses wrote: ↑Thu Jun 08, 2023 8:16 pmso i take it that it's like, find a clip to have more ammo. otherwise you can only use a single round in the weapons. or i guess the pistol or whatever?
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
hey jw, would you mind perchance adding a flag for weapons that disables unloading? I have a weapon that charges from a cell pack similar to the night vision goggles but since it's a weapon by default it has an unload option, if I set reload type to mag it unloads a cell pack which can then not be reinserted and if I set reload type to bottom or top then it unloads a bunch of normal cells that can again not be reinserted. I've been trying to fiddle with making cell packs a valid mag so that they can be reinserted but it just isn't working.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
I have been playing this a few times and it's quite intriguing. I am glad for it's open nature to mix with both maps and monsters, though I can see it would work better with certain monsters, but it's very fun to play with so far.
I love the backpacks; having an item as a bonus is quite nice, and having the options of how many slots they give is pretty sweet, great way to fine tune the difficulty.
I am confused as how to use the gunsmithing kit, I tried combining it with guns and gun parts and got nothing, may I ask how you use it?
I think special backpacks could be pretty fun to find, nothing too crazy but just adding a touch of a boon for crazier rooms, like an armored backpack that dulls hits from behind by a small but nice 10%-12%, or an automatic loader pack that fills magazines (Or cells) with ammo/energy drawn from boxes or loose bullets, loading at about a magazine/cell every 40 seconds if you have those ammo sources in inventory.
I think having a disposable grappling hook could work well to feel like needing a key mobility item in Res evil (Rare as that was in contrast to keys), using the code for say the ladder from Combined Arms.
Speaking about the tons of disposable keys from the RE series, disposable ones could be brought in by having certain items be locked in safes or some other locked container, forcing the player to bring along throwaway keys stronger monsters drop, say a monster with over 200 health, or perhaps mixed in with the chemical or herb drops, would make those spots more interesting since you usually can't use the tons of herbs in larger health bonus deposits, much less even the chemical ones at times if you don't have the ammo kit.
On another note, I suggest that you may want to add a sub-weak melee attack, purely to trigger shootable switches or walls if you have a weapon equipped.
My last suggestion is that the goggles should have a new "head" slot for the goggles, because carrying them in a slot feels a little too silly and annoying. This could be circumvented with a flashlight mod, but I don't necessarily want to be forced to use that if I can still use a depletable goggle, just not sacrificing a perhaps too precious storage slot.
I love the backpacks; having an item as a bonus is quite nice, and having the options of how many slots they give is pretty sweet, great way to fine tune the difficulty.
I am confused as how to use the gunsmithing kit, I tried combining it with guns and gun parts and got nothing, may I ask how you use it?
I think special backpacks could be pretty fun to find, nothing too crazy but just adding a touch of a boon for crazier rooms, like an armored backpack that dulls hits from behind by a small but nice 10%-12%, or an automatic loader pack that fills magazines (Or cells) with ammo/energy drawn from boxes or loose bullets, loading at about a magazine/cell every 40 seconds if you have those ammo sources in inventory.
I think having a disposable grappling hook could work well to feel like needing a key mobility item in Res evil (Rare as that was in contrast to keys), using the code for say the ladder from Combined Arms.
Speaking about the tons of disposable keys from the RE series, disposable ones could be brought in by having certain items be locked in safes or some other locked container, forcing the player to bring along throwaway keys stronger monsters drop, say a monster with over 200 health, or perhaps mixed in with the chemical or herb drops, would make those spots more interesting since you usually can't use the tons of herbs in larger health bonus deposits, much less even the chemical ones at times if you don't have the ammo kit.
On another note, I suggest that you may want to add a sub-weak melee attack, purely to trigger shootable switches or walls if you have a weapon equipped.
My last suggestion is that the goggles should have a new "head" slot for the goggles, because carrying them in a slot feels a little too silly and annoying. This could be circumvented with a flashlight mod, but I don't necessarily want to be forced to use that if I can still use a depletable goggle, just not sacrificing a perhaps too precious storage slot.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Gunsmith kit mentions that it'll only work for old guns, which the SSG most certainly count as. I suspect the vague description and naming for the item is intended by Jare as a makeshift gap for addon weapons to take advantage of. Anyways, it'll turn the SSG into a sawn-off shotgun, which takes one slot instead of two. Recoil and accuracy's nasty, but it can be preferable if you don't have a lot of space for everything else.
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
I do indeed appreciate that, as it allows me to specify that a gun is old and then the player should be able to figure out on their own that you can slap a gunsmith kit on it
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Re: [1.0b] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Spoiler: [REPLIES]
Spoiler: [UPDATE]
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Spoiler: [UPDATE]
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Addon that translating dwelling sin mod to russian language. Was made before 1.0d version and replacing GZDoom font files to translate buttons in the inventory menu. Also replaces option menu and keybindings text. All credits in file
Download link: https://drive.google.com/file/d/17X4Spi ... sp=sharing
Download link: https://drive.google.com/file/d/17X4Spi ... sp=sharing
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Always good to see a good survival horror mod!
Anyways, anyone have any reccomended mapsets AND monster mods for this WAD? and for the latter, where should it be placed in the load order?
Anyways, anyone have any reccomended mapsets AND monster mods for this WAD? and for the latter, where should it be placed in the load order?
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
I am noticing some force closed when picking up some weapons, no errors in the log. Could be another mod causing it. I'm playing on delta touch and the mod runs great the only troublesome issue besides the crash is when using inventory, I have to manually click the mouse button to move the cursor and have to click it again to disable before playing again, rather then just just my look stick like other mods that have inventory. Would be great if there was an easy fix for deltatouch users. Btw Good job on the mod.
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom
Regarding monster packs, Codename HUNK monsters are a pretty good fit, although a bit on the tankier side.AliciaPendragon wrote: ↑Wed Jun 14, 2023 7:39 pm Anyways, anyone have any reccomended mapsets AND monster mods for this WAD? and for the latter, where should it be placed in the load order?
There's also Aracnocide I ran the mod with as I really wanted a survival horror game entirely based on spiders, they aren't the most fun things to fight, but definitely the scariest for me.
As long as the monster packs don't replace the player class, you should be able to load them in any way you want, before or after this mod.
It shouldn't crash like that, if you are playing with other mods could you provide your modlist?cosmos10040 wrote: ↑Thu Jun 15, 2023 1:44 pm I am noticing some force closed when picking up some weapons, no errors in the log. Could be another mod causing it. I'm playing on delta touch and the mod runs great the only troublesome issue besides the crash is when using inventory, I have to manually click the mouse button to move the cursor and have to click it again to disable before playing again, rather then just just my look stick like other mods that have inventory. Would be great if there was an easy fix for deltatouch users. Btw Good job on the mod.
I am afraid I can't really check how the mod performs on Delta Touch as I don't own it, so I am a bit limited in what I can do.