Regiguns (1.52)

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rollingcrow
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Re: [WIP + Poll] Regiguns 0.20

Post by rollingcrow »

Alright this a list of stuff that will be in the next version, it will be uploaded in a few hours:
- Sniper Rifle, right now all it does is fires exploding fastprojectile bullets and consumes 100 primary weapon charges, and no scope yet. =P
- Also, the Sniper Rifle gives a fish-eye effect and pushes you back when fired.
- Some HUD progress, it's an edited version of the Real Guns Advanced 2 HUD, HP isn't shown.
- Pulse Rifle nerfed by 5 damage, has recoil, and no longer has pefectly accurate single shots.
- Slowed down the regen rate of the primary weapon ammo.
- Geiger counter click sound when damaged by slime.
- Doubled slime damage.
- Revenant death sound when you get hurt / die from falling damage.
- Slow health regeneration (1 HP per second below Another difficulty, and per two seconds if on Another) while below 50 HP.
- Tunnel vision while below 25 HP has been changed to be the same as the below 50 HP tunnel vision.
- 'DYING' will be on your armor bar if you have less than 25 HP, along with a heartbeat sound.
- The Cyberdemon doesn't fire crotch rockets anymore.
- The Imp fireball no longer deals random damage.
- No more RunHealth.
- Added new difficulty settings.
- Added item sprites for the Barrier Armor and First Aid items. Replaces the Armor pickups and the Medikits.
- Added the Stamina Implant item, fully healing you and adding 5 maximum HP. Replaces the Berserk Packs.
- One point bonuses, stimpacks, ammo pickups, weapon pickups, and the backpack have been removed.
- Updated the CREDITS lump.

Bug(s):
- The heartbeat + tunnel vision effect sometimes continue even after you die.

Difficulty settings (some named after Beatmania IIDX difficulties):
Light - HMP spawn rate | Double recharge speed
Normal - HMP spawn rate
Difficult - UV spawn rate | 1.2x extra damage
Hyper - UV spawn rate | 1.2x extra damage | Fast monsters
Another - UV spawn rate | 2.0x extra damage | Fast monsters | Respawning monsters

KingShinra wrote:Aside from the actual awesome idea of regenerating ammo guns...

...Reggie's Guns is funnier.

Dude, COMPLETE THIS PROJECT. You've stumbled upon epic Reggieness.

So far, 9.7/10. Without the Regi/Reggie references, 8.8/10.

Upon completion, possible 11/10.
Heh, thanks. :)
Last edited by rollingcrow on Wed Mar 16, 2011 3:50 pm, edited 1 time in total.
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Re: [WIP] Regiguns 0.30

Post by rollingcrow »

Regiguns 0.30 is released. All the changes are on the post. Credits are in the CREDITS lump.

Download Link
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rollingcrow
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Re: [WIP] Regiguns 0.31

Post by rollingcrow »

Small update - The health pickups didn't work with the stamina implant but now it's fixed.

Download link for v0.31
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Re: [WIP] Regiguns 0.35

Post by rollingcrow »

Updated.

- Some monsters are now harder and faster.
- Edited health regeneration, slows down as it crawls toward the 50 HP mark.

0.35 Link
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CommanderZ
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Re: [WIP] Regiguns 0.35

Post by CommanderZ »

Played this. The core idea is great and the early maps (I have been playing) Doom2.wad) were quite fun, BUT:
- any maps with bigger monsters (or hordes of smaller ones) are unplayable (try MAP08). Only the "Sniper rifle" really bites and it takes ages to reload.
- Sniper rifle? I feels like Barett with ultra-dense plutonium bullets :D Make it real sniper rifle (with scoping) and add a rocket/grenade launcher.
- Chainsaw doesn't use the "energy".
- Is there supposed to be regeneration? I'm not really sure - early it felt like I was regenerating, but then I was not (I was "dying" for like a minute before I finally got killed).

There is a lot of potential in the idea. I suggest to make some changes:
- It would be nice if you didn't start with all the weapons, but had to find them.
- Make the "energy pool" much bigger (like five times), but make it much slower to regenerate (so players are not inclined to just wait for it to refill), so each action has a little more long-term effect.
- Or you could remove energy regeneration altogether, see the next point (though that would move the mod more towards the classic ammo system).
- Add alternative ways to refill the energy - perhaps by killing monsters fast? Or monsters could drop some "energy tokens" (I was thinking these could look like the Skull Rod ammo from Heretic or Skultag's red health bonuses) which would give you a little instant energy. Soulsphere could refill the energy completely, Megasphere could give infinite energy for a minute or two. If there is regeneration, you could replace health items completely with energy items (that would be cool). Generally, there shouldn't be much waiting. At best, waiting could be last resort for noobs (like water faucets in Duke Nukem 3D).
- Add more ways to use the energy. You could have a bunch of special abilities (invisibility, damage resistance, double damage, invisibility, invulnerability, flying, speed...) which would drain energy while activated and could be toggled on and off. If these could be comboed, awesomeness would ensue...:D
- If you want the monsters fast, there must be a way to kill them fast. I was getting overwhelmed all the time.
- I think using lower-end weapons reasonably should keep you with little energy surplus (no matter whether you choose energy regeneration or another method of gaining energy), so you have some energy left for the more awesome stuff (unique abilities, better weapons).
- Don't balance the game for the earliest maps of whatever wad you are balancing the mod for, these are bound to be very easy, always test it on more advanced levels like MAP29 or MAP08 etc (IDKFA if you think cold start is not (and should not) be possible).

I will add more ideas later if I get any :)

Good luck with your mod!

EDIT: One more idea:

What about merging health, armor and energy into one scalar? That would bring awesome tactical depth into the mod. Which weapon to choose weaker machine gun or a rocket launcher? Is it efficient to waste 5% of energy-health to send a rocket into that swarm of imps? I could mow them with machine gun, bu I also could get injured and end up with even less energy...Shall I activate the Invulnerability to defeat that Mastermind? What if the energy drain kills me before I can kill it?

Not sure whether shooting or using abilities should be able to kill you (in case your energy-health drops to 0), but I think it would really work.
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rollingcrow
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Re: [WIP] Regiguns 0.35

Post by rollingcrow »

- any maps with bigger monsters (or hordes of smaller ones) are unplayable (try MAP08).
Monsters will be toned down.
- and add a rocket/grenade launcher.
The explosive shell gun is in the works.
- Chainsaw doesn't use the "energy".
I'll think about whether or not to add ammo for the Chainsaw.
- Is there supposed to be regeneration? I'm not really sure - early it felt like I was regenerating, but then I was not (I was "dying" for like a minute before I finally got killed).
Currently only health regenerates while under 50 HP, and really slowly. Tunnel vision right now occurs while below 51 HP, and the 'DYING' text appears while below 26.
- It would be nice if you didn't start with all the weapons, but had to find them.
I was thinking of a reserve energy pickup replacing the weapon pickups that gives you energy can put into your anni pool at any moment with AltFire. So, I might just keep it this way.
- Make the "energy pool" much bigger (like five times), but make it much slower to regenerate (so players are not inclined to just wait for it to refill), so each action has a little more long-term effect.
I'll think about this one.
- Add alternative ways to refill the energy - perhaps by killing monsters fast? Or monsters could drop some "energy tokens" (I was thinking these could look like the Skull Rod ammo from Heretic or Skultag's red health bonuses) which would give you a little instant energy.

Soulsphere could refill the energy completely, Megasphere could give infinite energy for a minute or two.

I'll probably give the enemies back their ammo drops, and spawn energy pickups where the original ammo pickups used to be.
- If there is regeneration, you could replace health items completely with energy items (that would be cool). Generally, there shouldn't be much waiting. At best, waiting could be last resort for noobs (like water faucets in Duke Nukem 3D).
Health regeneration right now is really slow and only heals up to 50 HP, so the health items need to stay.
- Add more ways to use the energy. You could have a bunch of special abilities (invisibility, damage resistance, double damage, invisibility, invulnerability, flying, speed...) which would drain energy while activated and could be toggled on and off. If these could be

comboed, awesomeness would ensue...:D
This post mentions a game where armor and ammo share a power source, so if I can find a way to do that, I'll probably do it.
- If you want the monsters fast, there must be a way to kill them fast. I was getting overwhelmed all the time.
Monsters and their projectiles will be slowed.
EDIT: One more idea:

What about merging health, armor and energy into one scalar? That would bring awesome tactical depth into the mod. Which weapon to choose weaker machine gun or a rocket launcher? Is it efficient to waste 5% of energy-health to send a rocket into that swarm of imps? I could mow them with machine gun, bu I also could get injured and end up with even less energy...Shall I activate the Invulnerability to defeat that Mastermind? What if the energy drain kills me before I can kill it?

Not sure whether shooting or using abilities should be able to kill you (in case your energy-health drops to 0), but I think it would really work.
I'm not sure about using health, but combining armor and energy ammo sounds better, except for the pistol, I might just give it infinite ammo or overheating.

Thanks for the feedback. :D
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Re: [WIP] Regiguns 0.40

Post by rollingcrow »

Version 0.40 is out.

Download

Changelog:
- The Sniper Rifle has a zooming feature, but has no scope graphic yet.
- The Sniper Rifle consumes now only 75 primary weapon cells.
- The Sniper Rifle temporarily uses the scoped mode is a second weapon method.
- Firing the Sniper Rifle while unzoomed will inaccurately fire bullets.
- Increased the splash damage range of the Sniper Rifle.
- Added the incomplete Cannon, doesn't spawn ingame. Use "give 'Explosive Cannon' " to recieve it.
- Slowed down the edited monsters and some of their projectiles down to reguar Doom speed.
- The Cyberdemon and Spider Mastermind can recieve splash damage.
- Enemy projectiles have trails (some using the regular rocket trail, a trail of itself, and some even flicker).
- Some enemy projectiles weave.
- Added some Doom 64 sprites (Mancubus fireballs).
- Removed the seeking rockets from the Cyberdemon.
- Added an HD inspired Archvile death.
- The Baron and Hell Knight spawn a Lost Soul when killed.
- The Baron attacks with three projectiles.
- The Lost Soul has only 50 HP.
- All monsters with ranged attacks leave decals.
- Enemies drop small energy pickups.
Last edited by rollingcrow on Mon Apr 18, 2011 10:18 am, edited 1 time in total.
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CommanderZ
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Re: [WIP] Regiguns 0.40

Post by CommanderZ »

Nice.

Bugs:

Still no regen (like none at all). Didn't watch it in MAP01, but in MAP02 I had no regen for sure.
The med kits don't give any health (sucks when the regen is broken).
I can't pickup the energy cells (not sure if all of them, especially the small one). And yes, I was shooting all around to get rid of the energy so I can pick them up.
What is the "a" character in middle of the screen when dying.
Sometimes the health would disappear (and the "Dying" wouldn't show up). This usually happened when I was low on health (but not really almost dead, the aiming reticle was orange). When this happens, sometimes the blood screen would be up, sometimes not.
I assume you know the sniper rifle behaves a little cheesy, the two-weapon coding is really not optimal.

Also, any chance you could make the first bullet in the burst from the machine gun would be a little bit more accurate.
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rollingcrow
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Re: [WIP] Regiguns 0.40

Post by rollingcrow »

Still no regen (like none at all). Didn't watch it in MAP01, but in MAP02 I had no regen for sure.
Health is always regenerating while under 50 HP, the HUD bar only shows armor. Playing with the AltHud should show the health regenerating.
The med kits don't give any health (sucks when the regen is broken).
Are you sure? They seem to be working, and it's noticeable when you're dying and get healed out of the tunnel vision. Try using AltHud to check and make sure.
I can't pickup the energy cells (not sure if all of them, especially the small one). And yes, I was shooting all around to get rid of the energy so I can pick them up.
Did you try shooting the Enforcer to get the cells? Some of the cell drops are for the Enforcer and not the other three weapons. I've checked and all drops work. :?
What is the "a" character in middle of the screen when dying.
It happens when you die sometimes ever since I put in the red flash when you get pained by anything. I need to find a way to fix this.
Sometimes the health would disappear (and the "Dying" wouldn't show up). This usually happened when I was low on health (but not really almost dead, the aiming reticle was orange). When this happens, sometimes the blood screen would be up, sometimes not.
The HUD bar only shows armor.
I assume you know the sniper rifle behaves a little cheesy, the two-weapon coding is really not optimal.
Yeah the sniper being two weapons thing will be out soon.
Also, any chance you could make the first bullet in the burst from the machine gun would be a little bit more accurate.
I might, but the reason why I changed it from perfect first bullet accuracy was so it doesn't become the most used weapon. The high accuracy weapons are supposed to be the pistol and sniper rifle.

[EDIT] I got the weapon to draw power from your current armor.
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Re: [WIP] Regiguns 0.40

Post by Blue Shadow »

A couple of issues:

- The regeneration stops at 51 instead of 50.
- First Aids only give 10 hp.

A question, why does the sniper rifle inflict radius damage?
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Re: [WIP] Regiguns 0.46 (weapons now use armor!)

Post by rollingcrow »

A question, why does the sniper rifle inflict radius damage?
So the mod has an explosive weapon. In the current release there is the incomplete explosive cannon but I didn't really like it that much.

Version 0.45 0.46 is released.
Download Link

Changelog: 0.45
- Weapons draw ammo from your armor.
- Armor regenerates all the time while under 100 AP.
- Fixed health regen going up to 51.
- Removed the Stamina Implant, replaced with MegaHealth.
- Added on to some enemy attacks.
- The Enforcer has infinite ammo.

v0.46
- Added ammo drops.
Last edited by rollingcrow on Thu Mar 24, 2011 9:47 am, edited 1 time in total.
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Re: [WIP] Regiguns 0.46 (weapons now use armor!)

Post by CommanderZ »

Better. I liked the unlimited enforcer (even though it is useful only against zombies and imps).

I guess many of the previous bug reports were caused by the fact that I didn't know the number in the status bar was armor.

Still:
What is with the Archvile fire in barrel explosions? It is like the ugliest fire sprite I have ever seen, I have trouble thinking of it as fire, I usually treat is just like some random magic effect.
The Explosive cannon doesn't use the energy (I guess that's because it is unfinished). I liked it though, it looks awesome for an rocket launcher, really futuristic. But I think it has rather low damage output. Perhaps you could make it to be like Devastator is DN3D - a weapon which fires small rockets in rapid succession?
The small energy pickups are quite pointless, they add very little (in comparison to the regeneration speed).
How can I see the health?
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Re: [WIP] Regiguns 0.50

Post by rollingcrow »

What is with the Archvile fire in barrel explosions? It is like the ugliest fire sprite I have ever seen, I have trouble thinking of it as fire, I usually treat is just like some random magic effect.
I'll get to replacing that with the Duke Nukem 3D fire or anything similar soon, or get rid of the fire for the barrels completely.
The Explosive cannon doesn't use the energy (I guess that's because it is unfinished). I liked it though, it looks awesome for an rocket launcher, really futuristic. But I think it has rather low damage output. Perhaps you could make it to be like Devastator is DN3D - a weapon which fires small rockets in rapid succession?
Making it into a Devastator kind of weapon sounds good.
The small energy pickups are quite pointless, they add very little (in comparison to the regeneration speed).
They can help when playing on Another though, since energy (armor/ammo) and health take much longer to regenerate.

RegiGuns v0.50 is released.
Download Link

Changes:
- Repositioned HUD to the top of the screen.
- The bar no longers fill in reverse.
- Added a health bar.
- Added a small delay to energy regeneration when damaged.
- Removed 'DYING' text.
- Health Canteens and Hyper Packs immediately begin the energy regeneration proecess if it is currently halted by damage.
- The Baron series of enemies throw more projectiles.
- The Cacodemon's fireballs weave faster and rip through targets.
- Removed the fire effect from the explosive barrel and some enemy deaths.
- Increased the Spider Mastermind's health to 5000.
- Increased the Cyberdemon's health to 6000.
- Lowered the accuracy of the rifle zombie.
- Lowered the direct hit damage of the Sniper Rifle to 400.
- Armor now protects from 99% of damage.
- Fixed Arch-Vile dropping the old Primary Energy Cells.
- Fixed Health Canteen pickup messages saying "Picked up a Medikit the you REALLY needed!" message.
- Fixed Hyper Pack healing when at max health.
- Fixed Sniper Rifle Zombie not being able to move.
Last edited by rollingcrow on Fri Mar 25, 2011 9:36 am, edited 3 times in total.
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Re: [WIP] Regiguns 0.50

Post by Blue Shadow »

Although it is not the coolist hud out there, I'm glad that you decided to put the health display back. And speaking of health, since it and armor could go over 100, I suggest making the bars show you over 100. Try something like 'overlay' for instance. Check Xaser's Psychic mod, something like that has been done to health and armor.

Sniper rifle's no-scope fire spread needs to be lowered a little because with the current spread you could blast yourself if you are near a wall. Like that:
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Re: [WIP] Regiguns 0.50

Post by Xaser »

For the record, I just did the overlay by making a second health/armor bar pair with max up to 100, but made the graphics double-length with the lower (0%-100%) half transparent. Really simple, but it works. Someone else gave me the idea, though, and I suddenly can't remember who... Damnit! :(

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