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

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

Post by AliciaPendragon »

Been back in a survival horror mood

Any reccomended maps for this? I'm aware to keep away from slaughtermaps, but I wanna know what maps I should play this with

And any reccomended monster mods?

Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
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Re: [1.3c] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

It has been a while.
I don't have much to show for that time, mainly minor bug fixes and some requested additions for addon creation.
But hey, an update is an update.
Spoiler: [UPDATE]
Wivicer wrote: Wed Jan 24, 2024 9:10 pm 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?
That is indeed unintentional and now fixed.
AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
I was thinking about including that as an option, but it would overcomplicate things and be prone to breaking. It would also go against my original idea for the mod.
Besides all the code for it is already in the mod, it would just require modifying all the weapons and ammo items, so I left it up to an addon if someone really wants it.



I must admit I wanted to finally get this update off my chest so I can start working on something entirely new, something involving mechs.
But, I also wanted to experiment with something, namely a discord server.
I will put a link to it here, if it doesn't work then chances are I realised this was a mistake and deleted it, but for now it should work:
[DISCORD]
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

New update.
Spoiler: [UPDATE]
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AliciaPendragon
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by AliciaPendragon »

AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Been back in a survival horror mood

Any reccomended maps for this? I'm aware to keep away from slaughtermaps, but I wanna know what maps I should play this with

And any reccomended monster mods?

Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
repinging this after the recent update. Would be nice to have an option to eschew having mags to load in favor of a direct ammo system even if it means I cant load SMG mags into the pistol anymore, if only to be able to make the inventory less cluttered. Shells could still be loaded in directly tho
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ZikShadow
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Not without reprogramming the entire weapons roster, I imagine.
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Re: [1.3b] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Jarewill »

AliciaPendragon wrote: Sun Dec 01, 2024 10:38 pm repinging this after the recent update. Would be nice to have an option to eschew having mags to load in favor of a direct ammo system even if it means I cant load SMG mags into the pistol anymore, if only to be able to make the inventory less cluttered. Shells could still be loaded in directly tho
Jarewill wrote: Sat May 04, 2024 7:21 am
AliciaPendragon wrote: Fri Apr 05, 2024 8:10 pm Also will you add an option that allows gun to be loaded straight from the ammo boxes instead of magazines, like how the RE games handle it. Because as much as the mag system is nice and tense, it tends to take up way too much space. Especially if you want to play the game like the classic re games
I was thinking about including that as an option, but it would overcomplicate things and be prone to breaking. It would also go against my original idea for the mod.
Besides all the code for it is already in the mod, it would just require modifying all the weapons and ammo items, so I left it up to an addon if someone really wants it.
My stance on this still hasn't changed. :wink:
Doing it as an option that dynamically changes every weapon, addons included, is very likely to not work correctly and I don't particularly want to pour much effort into making it work.
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Dikiy Zver
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Dikiy Zver »

The mod came out cool. Explicit inspiration Resident Evil: Survivor.
There is one interesting point. In that game, the crosshair was not recorded in the center of the screen, as in most shooters, but as if swimming within a certain area, imitating aiming from a light-gun. The same aiming mechanics was in Arma Cold War Assault.
However, I do not know whether it is possible to recreate this in GZDOOM.
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ZikShadow
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by ZikShadow »

Free aim mechanics are possible to do, an easy example being Doomshock, but I don't think that's what Dwelling Sin is aiming for.
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Enjay
 
 
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Re: [1.3d] Dwelling Sin - RE-Styled Gameplay Mod for Doom

Post by Enjay »

Topic moved to Abandoned/Dead Projects at author's request.

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