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

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Jarewill
 
 
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

I am afraid I can't do much about the Unloved issue on my part.
The issue stems from Unloved using KEYCONF to define a player class and KEYCONF doesn't play nicely with MAPINFO defined classes, so not even the load order will work.
To fix it, you will have to open Unloved yourself in SLADE and navigate to UnlovedStuff.wad, then rename KEYCONF to anything else so it doesn't load.

If you just want to replace the sprites, it will be as simple as putting them in a .wad or zip file and making sure all things are named correctly.
Player sprites need to be called PLAY* and be located between S_START and S_END keywords or in the sprites folder if using a .pk3/zip archive format.
Mugshot graphics need to be called STF* and be located outside any pointers or in the graphics folder if using a .pk3/zip archive format.
Sounds are named DSPLDETH (death), DSPDIEHI (extreme death), DSPLPAIN (pain), DSOOF (falling from heights), DSPUNCH (punching) and DSNOWAY (interacting with things that can't be used).
Sounds also need to be located either outside any pointers or in the sounds folder.
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AliciaPendragon
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Jarewill wrote: Fri Oct 06, 2023 2:47 am I am afraid I can't do much about the Unloved issue on my part.
The issue stems from Unloved using KEYCONF to define a player class and KEYCONF doesn't play nicely with MAPINFO defined classes, so not even the load order will work.
To fix it, you will have to open Unloved yourself in SLADE and navigate to UnlovedStuff.wad, then rename KEYCONF to anything else so it doesn't load.

If you just want to replace the sprites, it will be as simple as putting them in a .wad or zip file and making sure all things are named correctly.
Player sprites need to be called PLAY* and be located between S_START and S_END keywords or in the sprites folder if using a .pk3/zip archive format.
Mugshot graphics need to be called STF* and be located outside any pointers or in the graphics folder if using a .pk3/zip archive format.
Sounds are named DSPLDETH (death), DSPDIEHI (extreme death), DSPLPAIN (pain), DSOOF (falling from heights), DSPUNCH (punching) and DSNOWAY (interacting with things that can't be used).
Sounds also need to be located either outside any pointers or in the sounds folder.
Sucks about Unloved, as that would fit DSin INCREDIBLY well. But thanks for the fix

As for the player skin, do I need to include the * or can I exclude it. Was working on, or rather trying to, work on a playerskin and it wasnt working
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

AliciaPendragon wrote: Fri Oct 06, 2023 9:53 am As for the player skin, do I need to include the * or can I exclude it. Was working on, or rather trying to, work on a playerskin and it wasnt working
If you open up DOOM2.wad and search for PLAY, you will notice that each frame has a different set of letters and numbers after it, you have to make sure your sprites match those names.
The same with STF.
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AliciaPendragon
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Jarewill wrote: Fri Oct 06, 2023 11:49 am
AliciaPendragon wrote: Fri Oct 06, 2023 9:53 am As for the player skin, do I need to include the * or can I exclude it. Was working on, or rather trying to, work on a playerskin and it wasnt working
If you open up DOOM2.wad and search for PLAY, you will notice that each frame has a different set of letters and numbers after it, you have to make sure your sprites match those names.
The same with STF.
Right. WIth whatever limited coding knowledge I have, alongside some help, I may have a addon for you to put on, for those that are well... sick and tired of seeing the default doomguy mug every time they play Dwelling Sin but really dont want to play as a Merc

Anyways, a suggestion. Maybe an optional CVAR that replaces all ammo pickups(With the exception of boxes), yes, even those dropped by opponents, with gunpowders and empty magazines

Call it Nemesis mode or something
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

AliciaPendragon wrote: Fri Oct 06, 2023 9:53 am Sucks about Unloved, as that would fit DSin INCREDIBLY well.
As someone who have played Unloved the whole way: No, it wouldn't.
The starting areas, maybe, but the moment you hit the other half, it goes full slaughterwad.

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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

ZikShadow wrote: Sat Oct 07, 2023 5:50 am
AliciaPendragon wrote: Fri Oct 06, 2023 9:53 am Sucks about Unloved, as that would fit DSin INCREDIBLY well.
As someone who have played Unloved the whole way: No, it wouldn't.
The starting areas, maybe, but the moment you hit the other half, it goes full slaughterwad.

Damn. It HAS been a long while since I went through it, and I did so with Brutal Doom.

Hopefully I can find some good horror or spooky mapsets with a lot of maps to play then
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

Also as an addendum

I feel like the Ancient Rifle is EXTREMELY underwhelming. Like its only function is to be made better with the gunsmithing kit and thats it. Its ancient rounds arent even that powerful too...
otavaoe
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by otavaoe »

a little feedback and suggestion on the save system
I've encountered a lot of problems in some wads with save stations, they often spawn in walls or objects.
Maybe an approach like in this mod would be less glitchy
https://www.doomworld.com/forum/topic/1 ... ve-system/
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Ron_Dallas
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Ron_Dallas »

My drip (don`t know hot to put normal images).
https://imgur.com/a/3fMCR0S
Mods: DwSin, Cheello Voxels, some my DwSin voxels, Hell from Earth (by Nomakh), Anomaly Report.
Jarewill
 
 
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

AliciaPendragon wrote: Mon Oct 09, 2023 10:03 pm Also as an addendum

I feel like the Ancient Rifle is EXTREMELY underwhelming. Like its only function is to be made better with the gunsmithing kit and thats it. Its ancient rounds arent even that powerful too...
The ancient rifle was meant to be a secret easter egg weapon and nothing more, it was never planned to be powerful.
otavaoe wrote: Wed Nov 29, 2023 11:13 pm a little feedback and suggestion on the save system
I've encountered a lot of problems in some wads with save stations, they often spawn in walls or objects.
Maybe an approach like in this mod would be less glitchy
https://www.doomworld.com/forum/topic/1 ... ve-system/
The save station system is designed to have, well, save stations.
Adding an item that would let you save anywhere is not planned for the mod, but it should be easy to add as an addon.
Ron_Dallas wrote: Thu Nov 30, 2023 12:31 pm My drip (don`t know hot to put normal images).
https://imgur.com/a/3fMCR0S
Mods: DwSin, Cheello Voxels, some my DwSin voxels, Hell from Earth (by Nomakh), Anomaly Report.
Now those are lovely!
Thank you so much for putting in the work for making custom voxels.
As for linking images here on the forums:
Spoiler:
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Shatter-Thought[V-4] »

I've been enjoying Dwelling sin A LOT lately, though there are a few points that are exceptionally hard for players who need more ammo then they suspect with no secret rooms nearby to resupply.

I would like to suggest an item that puts down a temporary inventory box, contextually maybe a "Portable inventory portal", that the player can set down for one single session of inventory box management before it disappears once they close it.

Alternatively, perhaps the player can acquire a "Temporary holding cell" that let's them put just 2-3 items in that they can pop open using an external item, but like the first idea, it closes up either until you find another external item, or it has a MASSIVE cooldown so you can't spam it. This idea would be more limiting then giving a whole session with the big inventory box but still give the player a little relief in MASSIVE demon battles, as even non slaughter maps may have big demon battles at some points that are way too aggravating to get through even with a rocket launcher or two saved up.

Edit: Oh, also a bug report on the mines, when they explode the explosion seems to persist playing the sound over and over with the last frame of the explosion staying open, and in god mode I observed the actual aoe damage effect keeps repeating, which is kind of nice for keeping a location locked down but I can't get close to said spot XD.

It's still a ton of fun and one of my favorite modifications of all time!
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Ron_Dallas »

Jarewill wrote: Thu Nov 30, 2023 2:45 pm Thank you so much for putting in the work for making custom voxels.
There is not much done, but all ammo+variants (except rockets), mags, grenade, reloading kit.
Spoiler:
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Re: [1.3a] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Ron_Dallas »

But i must say its very annoying to work with TEXTURES lump sprites. Dunno if i make it.
Jarewill
 
 
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

A bit late but happy new year folks!
It's been a while but I hope this little update makes up for it, even if there's not much to show.
Spoiler: [UPDATE]
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Wivicer »

Been playing this recently and I love it!

Regarding shellboxes: I've noticed that if I have a shellbox that has one type of shell in it, I can combine another type of shell with it and it converts the entire box to to that second type. I'm assuming this is unintentional?

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