[1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

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cosmos10040
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by cosmos10040 »

Whenever I picked up a magazine or weapon it would crash. Im still looking into it. It runs great on deltatouch, if i can suggest a way to toggle disable mouse cursor while using inventory?
Last edited by cosmos10040 on Thu Jun 15, 2023 6:02 pm, edited 1 time in total.
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Dr_Cosmobyte
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Re: [1.0d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Dr_Cosmobyte »

Jarewill wrote: Thu Jun 15, 2023 1:56 pm Regarding monster packs, Codename HUNK monsters are a pretty good fit, although a bit on the tankier side.
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.
That really melts me. I'm yet to start overhauling them, i just need to finish some graphical issues on the main mod. You can expect higher compatibility, streamlined code, varied behaviours... anyway. Stay tuned.
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Dwelling Sin: The Mercenaries

Post by Jarewill »

cosmos10040 wrote: Thu Jun 15, 2023 3:53 pm Whenever I picked up a magazine or weapon it would crash. Im still looking into it. It runs great on deltatouch, if i can suggest a way to toggle disable mouse cursor while using inventory?
I am afraid I don't know of a way to do that, apologies. :(
Dr_Cosmobyte wrote: Thu Jun 15, 2023 4:12 pm That really melts me. I'm yet to start overhauling them, i just need to finish some graphical issues on the main mod. You can expect higher compatibility, streamlined code, varied behaviours... anyway. Stay tuned.
I apologize if what I said came off as negative, Aracnocide is in actuality my favorite monster pack!
I can't wait for the update!



Now I have something special for today.
Dwelling Sin: The Mercenaries
Based on the RE4 version, this alternative game mode pits you against a never-ending horde of demons/zombies/spiders/what have you to try to get the highest highscore!
Kill enemies to get score! Combo your kills to get bonus score! Try to survive for 2 minutes against overwhelming odds!
Currently I have only "made" 3 maps, and by "made" I mean I reconstructed 3 maps from Doom to fit the game mode better.
[DOWNLOAD HERE]
If you want some footage on how this mode looks, I recorded some testing a while ago:
Spoiler: [VIDEOS]
Also the mod got an update to ease multiplayer.
Spoiler: [UPDATE]
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Dr_Cosmobyte
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Re: [1.0e] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Dr_Cosmobyte »

No, i actually took it as a compliment! I said "it melts" as in "warms my heart", I'm glad you like it, and it'll get even better!

Also, congrats on the Mercenaries mode release! I once played a similar thing from another mod, but it wasn't as good looking and faithful to the source as yours.

I've seen Zik playing it and it makes me want to update GZDoom just to enjoy it LOL
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AliciaPendragon
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Re: [1.0e] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Nice! Though wish Zik updated Codename HUNK monsters... because for some reason, Doom monsters are spawning over the Codename Hunk monsters

At least for the Hell Knight. IDK what the issue is however.
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ZikShadow
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Re: [1.0e] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Where did you get the monster addon? I know some folks tampered with my stuff and uploaded it to ModDB, which is not where I uploaded my addon to. Certainly confused some folks when they complained to me about non RE enemies popping up where they shouldn't.
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AliciaPendragon
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Re: [1.0e] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

ZikShadow wrote:
> Where did you get the monster addon? I know some folks tampered with my
> stuff and uploaded it to ModDB, which is not where I uploaded my addon to.
> Certainly confused some folks when they complained to me about non RE
> enemies popping up where they shouldn't.

I got it from the Zdoom forum link here. Not from the ModDB page if that helps.
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Re: [1.1] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

A relatively big update today, at least compared to the previous patches.

The biggest change is the addition of a new HUD, this one based on the RE Survivor HUD, just without the ammo display.
Make sure that your screenblocks CVar is set to 10 or lower to display it!
screenblocks 11 is the old HUD.

Another big change is the usage of LineTracer instead of a simple LineTrace.
This allowed me to make more specific logic when it comes to what gets traced, which should make picking items up even easier than before.

Lastly I managed to play this mod in multiplayer yesterday which gave me some good pointers on what to change and fix.
After a bit of experimenting I managed to fix the inventory refresh not always working in multiplayer and made deathmatch a better experience with auto equipping weapons.
Spoiler: [UPDATE]
Mercenaries mode also got a small patch that should make items spawn more frequently.
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AliciaPendragon
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Re: [1.1] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Sick!

I'm sure PotaDOOM on YT will be happy about this!

By the way, any reccomendations for any horror themed maps to play with this?
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Re: [1.2] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Another pretty substancial update today.

The first major change is that the inventory menu now supports keyboard controls! (Big thanks to Gutawer for help with that)
I was told it should also support controllers and I'm hoping it will ease Delta Touch players as well.

The two other major additions are purely visual.
First is a "floating weapon" which is meant to emulate view sprites, as it's impossible to include then with how this mod has been made. Disabled by default.
Second are casings which appear when shooting your guns. Enabled by default.

Sadly the floating weapon required some changes to HandleSprite(), which means the addons will need to be updated, sorry about that.
All that is required is changing sprite=GetSpriteIndex() into cursprite=GetSpriteIndex() as well as frame=(number) into curframe=(number).
Then after that is done just add this line to the end of the function: sprite=cursprite; frame=curframe; and that should make it compatible with the floating weapon.
Sadly this is also required even if your weapon doesn't make use of different sprites, in which case the HandleSprite override should look like this:
Override void HandleSprite(bool boltback){cursprite=spawnstate.sprite;}

The full changelog for the update is here:
Spoiler: [UPDATE]
Have fun!
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Carrotear
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Re: [1.2] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Carrotear »

I'm getting this from booting it:

jw_DwellingSin.pk3:zscript/items/weapons.zs, line 312: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 356: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 395: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 432: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 458: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 508: @property@SinWeapon.CasingVelocity: non-constant parameter
jw_DwellingSin.pk3:zscript/items/weapons.zs, line 635: @property@SinWeapon.CasingVelocity: non-constant parameter


EDIT: Okay, you need the latest devbuild of GZDoom to run it.
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Re: [1.2a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Aw shucks, I really should start testing on stable before releasing.
I wasn't aware that Vector3 can't be used as a property on non-devbuild versions.
It should now properly launch.
cosmos10040
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Re: [1.2a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by cosmos10040 »

Tested on deltatouch latest version and the keyboards controls helped with navigation of the menu! But when using the typewriter to save there is no keyboard control, please if you can patch it, but otherwise than that, Good job!

Update: I found the source of the crash upon picking up a weapon or magazine! I nailed it down to relighting 4.0164B! Not sure about older versions. I removed every other mod and boiled it down to relighting, unfortunately every time it crashed it never generated an error. I hope that helps and maybe others can replicate it. But relighting is too sweet for me not to load up.
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Argh! Me and my oversights!
Yeah, I completely forgot about the save menu, fixed that now.

Regarding Relighting, I can reproduce it thanks!
However I have no idea what's causing it to happen and how to fix that, I can't make heads or tails of the crash log.
For now all I found was a way to prevent the crashes and it's to disable Pickup Shadows in Relighting's options.
It's more of a band-aid than a proper fix though.
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by dawnbreez »

This is deeply radical, and also making me kick myself for not working harder on my own weird RE-inspired mods :P

Some feature request/feedback stuff:
  • Getting a reloading kit early on is really inconsistent, which means that sometimes you end up drowning in ammo because you have gunpowder for days and an ammo kit...and other times, you drown in gunpowder because the first reloading kit in the run spawned near the exit. IMO, there should be a reloading kit inside the item box when you start a new game. If you'd prefer, you could also have Sinner start with a reloading kit, while the other playerclasses don't--after all, they're getting backup, right?...right?
  • I might make an addon for this myself, but a grenade launcher that fires the FRG4 grenades--or a conversion kit that turns them into tripmines--would be really handy. As powerful as they are, the four-second fuse and massive blast radius makes them really unwieldy to use by hand; having an 'upgraded' way to use them would be a great way to deal with that. A grenade box would be nice, too--the first time I crafted a double yellow powder with a reloading kit, I ended up with a full item box and full inventory because I just had so many dang grenades!
  • This seems to be a minor oversight, but with both Randomize Ammo and Monsters Drop Weapons turned on, weapons always have full magazines. I think Randomize Ammo should also randomize the amount of ammo in a dropped weapon's magazine. A lot of maps basically expect you to get a shotgun from a shotgun guy and a chaingun from a chaingun guy, so you end up having to play with Monsters Drop Weapons on--but then I end up with a whole bunch of ammo because shotgun guys keep dropping fully-loaded shotguns...
  • On the topic of scarcity--I haven't played with scarcity much so IDK how it works, but it'd be cool if there were two scarcity chances--one to "downgrade" the pickup (say, from ammo to a powder, or from a medkit/stimpack to a potion) and one to remove it entirely. This way, I could fine-tune scarcity of both ammo and crafting materials to my liking.
  • EDIT: A way to assign things to some kind of quick-slot system would be fantastic. I know part of the point is opening the menu to equip weapons, but my muscle memory keeps expecting shotgun to be on the 3 key :P
Oh, before I forget--this works REALLY well with Critical Shots. What's a survival horror game without headshots as an ammo conservation mechanic? :D

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