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Rust and Bones - (v1.5) Mar/23

Posted: Sat Mar 01, 2025 5:22 pm
by Dr_Cosmobyte
Image
UAC has broken our world beyond repair.
They say hard times create strong people. Things will have to be solved the old ways.

There was a time when guns were made of metal and wood,
soldiers were made of blood and sweat,
and after the war is over, all that's left beneath the remains is...
Rust and Bones.

Welcome to my 29th mod!

This is a power-fantasy mod, directioned to people with thirst for stronger guns and harder challenges, or some easier way to suceed in maps. Highly inspired by Black Magwell, by Skelegant, but with my own twists on it until it turned something else.

Expect breakable decorations, beautiful liquid textures, awesome weapon feedback and sound, as well as astonishing spriteworks made with the help of many legends in the community!

Compatible with Hexen and Heretic, as most of my mods!

Spoiler: Arsenal
Spoiler: Powerups
Spoiler: Medikits
Spoiler: Screenshots


With all that in mind, have fun and JUST PLAY IT ALREADY!!!

Re: Rust and Bones (First release (1/Mar/25)

Posted: Sat Mar 01, 2025 5:34 pm
by AliciaPendragon
oooooo

I'll have to give this a try

Re: Rust and Bones (First release (1/Mar/25)

Posted: Sat Mar 01, 2025 5:41 pm
by OptimusCj113
TIME TO RUST SOME BONES

Re: Rust and Bones - (First release) March, 1st

Posted: Sun Mar 02, 2025 12:30 pm
by SaucepanSF
quick thoughts:

the good, or things that stuck out
-good performance
-pistol sound is incredible (update as i keep playing: ALL sounds in this mod are impressive)
-movement feels nice
-alt fires are yay
-lol moments with some of the text stuff
-death screen/text
-explosions

the bad
-nothing

is armor working as intended? when i pick up bonuses nothing shows on the hud, just health.

Re: Rust and Bones - (v1.1) Mar/03

Posted: Sun Mar 02, 2025 8:39 pm
by Dr_Cosmobyte
Well thanks a lot!

I don't like updating mods so soon and with so little stuff after release, but these QOL's will make your experience better, i promise you!

Here's the changelog:

03/03

- New sound for secret weapons pickup;
- Secret weapons now replace the older counterparts;
- Fixed the props 'gibs' not turning into flat sprites;
- Armor numbers now also have the 'fillzeros' flag on the HUD;
- Restored the old menu sounds that were unused prior to release;
- New sprites for the Medikits using Duke Nukem textures and colors;
- Fixed Battle Rifle displaying ammo on inspection when out of bullets;
- Fixed the Hunting Shotgun having the same stats as the normal shotgun;
- You don't need to click twice in order to fire a shotgun mid-reload now;

Have fun!

Re: Rust and Bones - (v1.2) Mar/09

Posted: Sun Mar 09, 2025 1:08 pm
by Dr_Cosmobyte
Mod was updated to v1.2!

Here's the changelog:

09/03 (v1.2)

- Fixed Hexen compatibility;
- New startup image by Skelegant!
- Added a 30+1 system to the rifle;
- Imbued Remains(powerup jars) are animated now;
- Revamped most decoration sprites and added some more;
- Added a inspection animation for the Hunting Shotgun;
- Now the Hunting shotgun doesn't need to click twice to fire mid-reload;

Re: Rust and Bones - (v1.2) Mar/09

Posted: Tue Mar 11, 2025 8:09 am
by Max Dickings
Wow, this is fantastic. I have no criticisms. I do want to praise the alt-revolver system and the choice to separate shotgun and SSG ammo.

Minor nitpick, I think the HUD could use a little tweaking. I feel the mugshot should be to the left of the health/armor instead of on top of it, would align everything more horizontally as opposed to it being the tallest point of the HUD, if that makes sense. And I like the ammo reserve being a bar as opposed to hard numbers, but something about only one side having a semi-circle without one on the left is messing with my head - maybe an option to show health/armor as mirrored semi-circle too?

I do have a technical question however. Is the Disable Ricochet option not working? I've tried it with no other mods loaded, changed the setting and saved etc, still seems to generate small red beams/lines from the walls when firing. Or is this a different option?

Thanks!

Re: Rust and Bones - (v1.2) Mar/09

Posted: Tue Mar 11, 2025 11:22 am
by BLSZDOOM
you know what would be cool?if the revolver speed loader was only used when its empity and partial reloads reloaded bullet by bullet like hyperexia survivor shooter for example or as a certain spetsnaz would say:exhilarating reloads.

Re: Rust and Bones - (v1.2) Mar/09

Posted: Tue Mar 11, 2025 6:00 pm
by Dr_Cosmobyte
Max Dickings wrote: Tue Mar 11, 2025 8:09 am I do have a technical question however. Is the Disable Ricochet option not working? I've tried it with no other mods loaded, changed the setting and saved etc, still seems to generate small red beams/lines from the walls when firing. Or is this a different option?
Turns out it seems to not work, really O_O

I don't know for how long this was overlooked, thankfully it's easy to fix.
Minor nitpick, I think the HUD could use a little tweaking. I feel the mugshot should be to the left of the health/armor instead of on top of it, would align everything more horizontally as opposed to it being the tallest point of the HUD, if that makes sense. And I like the ammo reserve being a bar as opposed to hard numbers, but something about only one side having a semi-circle without one on the left is messing with my head - maybe an option to show health/armor as mirrored semi-circle too?
BLSZDOOM wrote: Tue Mar 11, 2025 11:22 am you know what would be cool?if the revolver speed loader was only used when its empity and partial reloads reloaded bullet by bullet like hyperexia survivor shooter for example or as a certain spetsnaz would say:exhilarating reloads.
All valid criticisms! I like the idea of putting the mugshot left to the numbers, and i like the idea to enforce individual reloads for the revolver, so you have more reasons to use it. I don't know what could be used instead of a semi-circular bar for the HUD though.

And since that question was already sked before outside this thread, no, i'm not considering numbers as ammo reserve. Too much unindentified-information on screen already.

But thanks for the feedback! More stuff to address on v1.3. For the next update, i buffed the revolver a tiny bit and added some more stuff to compliment the gameplay.

Re: Rust and Bones - (v1.2) Mar/09

Posted: Tue Mar 11, 2025 7:04 pm
by Max Dickings
Glad I could help with the ricochet, I'm also kinda glad to hear it was an error, was driving myself crazy thinking I was doing something wrong haha.
Dr_Cosmobyte wrote: Tue Mar 11, 2025 6:00 pm All valid criticisms! I like the idea of putting the mugshot left to the numbers, and i like the idea to enforce individual reloads for the revolver, so you have more reasons to use it. I don't know what could be used instead of a semi-circular bar for the HUD though.

And since that question was already sked before outside this thread, no, i'm not considering numbers as ammo reserve. Too much unindentified-information on screen already.

But thanks for the feedback! More stuff to address on v1.3. For the next update, i buffed the revolver a tiny bit and added some more stuff to compliment the gameplay.
And just to clarify I like the lack of numbers, I enjoy the reserve ammo not being a number, I was instead suggesting you take the same approach with health and armor - displaying those as a bar/semi-circle as well. But again, just a nitpick/preference.

Cheers though looking forward to 1.3!

Re: Rust and Bones - (v1.2) Mar/09

Posted: Wed Mar 12, 2025 9:05 pm
by -Ghost-
Do you think you'll add more upgrades/extra weapons as time goes on? Would be cool to get a more tactical rifle as a rarer upgrade kind of like the Hunting Shotgun.

Re: Rust and Bones - (v1.2) Mar/09

Posted: Fri Mar 14, 2025 1:13 pm
by LossForWords
New HUD.
How we feeling on this one?
Regular HUD on top, alternative HUD on the bottom.

Mugshot's still here, it's just that the toggle is off.



Re: Rust and Bones - (v1.2) Mar/09

Posted: Fri Mar 14, 2025 1:39 pm
by Max Dickings
I like the bottom, I personally don't see a need for a visual reminder of what ammo type each weapon is as they're fairly obvious.

What would the colors be on the left side of health and armor? Is yellow armor and orange is health?

Re: Rust and Bones - (v1.2) Mar/09

Posted: Sat Mar 15, 2025 4:46 pm
by Dr_Cosmobyte
Rust and bones updated to v1.3!

As promised, lots on changes here, enjoy!

Changelog:
Spoiler:

Re: Rust and Bones - (v1.3) Mar/15

Posted: Sat Mar 15, 2025 6:55 pm
by AliciaPendragon
Any chance you'll add an upgrade for the revolver, super shotgun and machine gun

alongside maybe a rare chance to find a plasma rifle and/or bfg?