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

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dawnbreez
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by dawnbreez »

Spoiler:

I think this is coming along nicely...
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dawnbreez
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by dawnbreez »

So I've run into a fun little quirk. The current attachment code prevents you from modifying a weapon's MaxAmount with an attachment if it naturally has a MaxAmount of 0...for instance, if you make a grenade launcher that can only hold the round it currently has chambered. And, if it *can't* chamber...chambering doesn't work, meaning setting the action to be manually cycled doesn't work either--the gun behaves like an automatic in that situation.

So I guess this grenade launcher gets to be 1+1 for now, because the Bioshock-style drum mag was too cool to dummy out. I can hear the people chanting "OP, nerf now" already, lmao

[EDIT] So apparently using RELOAD_TOP effectively subtracts 1 from the mag's capacity, which means this thing functions exactly as intended. By accident. You know what, we take those...
Jarewill
 
 
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

I found the culprit behind that, I presume I initially did it to prevent magazine-based weapons from being affected.
I will note it down alongside the other things you mentioned, however for now I am taking a break from working on this mod until I manage to find a job.
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dawnbreez
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by dawnbreez »

Totally understandable. I'm gonna keep refining what I've got; good luck with the job hunt!

[EDIT] I've put what I've got so far in a github: https://github.com/Derpford/dsin-fragout
The weapon doesn't spawn anywhere yet, and there's a visual glitch with the floating weapon sprite that I'm struggling to nail down, but otherwise it's working. You can craft a 40mm frag round by using a reloading kit on a frag grenade for now (one of the things on my todo list is adding a 'grenade parts' item as an intermediate step, so that you can then combine with different powders for different results).
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Ron_Dallas
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Ron_Dallas »

This mod (or author) have a some discord group?
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Shatter-Thought[V-4]
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Shatter-Thought[V-4] »

dawnbreez wrote: Sun Jul 02, 2023 3:05 pm 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
That's an awesome idea, I'm going to try critical headshots myself, thanks for the idea!
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mickromash
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Re: [1.2b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by mickromash »

Found a simple way to localize inventory buttons. Also localized menu strings
https://drive.google.com/file/d/14eXVDW ... sp=sharing
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Re: [1.3] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

It has been a while, but I am not returning empty-handed!
Spoiler: [UPDATE]
The Mercenaries mode has also gotten a small update, mainly with adding options to the menu.
However there will be a new announcement regarding that mode soon. :wink:
mickromash wrote: Mon Jul 24, 2023 11:50 pm Found a simple way to localize inventory buttons. Also localized menu strings
https://drive.google.com/file/d/14eXVDW ... sp=sharing
Oops, I have initially missed your post.
Thank you for pointing this out, I didn't consider localizing the inventory menu in previous updates, but I addressed that now.
However I used a different method of doing that. :D
dawnbreez wrote: Fri Jul 07, 2023 11:21 am Totally understandable. I'm gonna keep refining what I've got; good luck with the job hunt!

[EDIT] I've put what I've got so far in a github: https://github.com/Derpford/dsin-fragout
The weapon doesn't spawn anywhere yet, and there's a visual glitch with the floating weapon sprite that I'm struggling to nail down, but otherwise it's working. You can craft a 40mm frag round by using a reloading kit on a frag grenade for now (one of the things on my todo list is adding a 'grenade parts' item as an intermediate step, so that you can then combine with different powders for different results).
I forgot to mention it back then, but I'll rectify that now, I adore that grenade launcher sprite!
I also think the new update will be to your liking when it comes to different grenades for your launcher. :wink:
Ron_Dallas wrote: Mon Jul 10, 2023 1:15 am This mod (or author) have a some discord group?
Nope, the mod has no discord server.
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Thecrik
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Re: [1.3] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Thecrik »

I come bearing bug reports:

If randomized ammo is turned on and a shotgun spawns with no ammo but the chamber loaded (0 + 1), trying to unload the shotgun causes a VM Abort, presumably because it's trying to unload ammo that's been set to null.

Another issue I ran into is that if you have 2 separate stacks of the same loose ammo (say, two 10mm stacks, one is at 6 and the other 4) you can't combine them. I looked at the combine code and I think it's because it's fulling another condition before reaching the section that handles same item stacks.

And one more for good measure, the shotgun is displaying the pump frame when firing, not just when pumping manually; which I don't think is intentional.
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Thecrik wrote: Mon Sep 11, 2023 7:48 am I come bearing bug reports:
Oops, all oversights on my part.
They have been fixed now.
Spoiler: [UPDATE]
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Matt Eldrydge
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Matt Eldrydge »

Oh hey, I can access my account again. Jokes aside, just wanted to drop by and say I've been having a lot of fun with your mod in Consolation Prize! I was a bit skeptic about trying it at first, but quickly grew to love it after getting through the first few maps of Doom 2.

I know you've seen the video already (really happy to hear you liked it!), but hey, a link never hurt anyone, right? :P



Keep up the good work!
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Coolmc2222
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Coolmc2222 »

Great Job on the Mod! :D my only suggestion for an addition is a knife/melee option so i can save ammo and not be starving for ammo in Tyson maps.(it might be good to spawn along with the full heal that replaces to berserk pack)
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Sgt Major Kiwi
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Sgt Major Kiwi »

Coolmc2222 wrote: Sat Sep 30, 2023 4:36 pm Great Job on the Mod! :D my only suggestion for an addition is a knife/melee option so i can save ammo and not be starving for ammo in Tyson maps.(it might be good to spawn along with the full heal that replaces to berserk pack)
I've considered making something similar for my weapon pack, if I do I'll make it spawn on zerk but I still have like 2 major bugs to fix lol just been too burnt out, I'm thinkin something like an axe maybe? slightly slower but much more powerful
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

Coolmc2222 wrote: Sat Sep 30, 2023 4:36 pm Great Job on the Mod! :D my only suggestion for an addition is a knife/melee option so i can save ammo and not be starving for ammo in Tyson maps.(it might be good to spawn along with the full heal that replaces to berserk pack)
There already is melee in the mod that you can access with no weapon equipped, or by putting your weapon away during a sprint.
Melee-specific weapons aren't planned in the mod.
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AliciaPendragon
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

So I fucking love this mod. It pairs PERFECTLY with Project Malice and either PSX Doom and Doom 64 or DarkDoom and a atmospheric music replacer for a survival horror experience.

But I have a bug report and a question

For the bug report, I tried loading this up with Unloved and I just crash, not even able to get into the menu.

And for my question... how do I go about making a custom player skin to replace the Sinner? because I have a skin I use that replaces the sprite and sounds with whats in the skin but not the mugshot and if possible, I want to create an addon(with whatever limited code knowledge I have) that replaces the sinner's mugshot, alongside the player sprite and sounds, with said skin.

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