Regiguns (1.52)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.00
Updated. I don't know if the new weapon is balanced or not.
Download Link
Changes: v1.00 (03/13/2011)
- Added a delay between Grenade Launcher shots.
- Added a notice when using the non-mouselook friendly class.
- Added a seperate sound for the Enforcer casing.
- Added a slightly different Sniper Rifle sprite.
- Added draw animations to the Assault Rifle, Scattergun, and Sniper Rifle.
- Added the Suicide Bomber, sometimes appears in Demon spawns.
- Added the WIP Immobilizer. Replaces the BFG 9000.
- Added vertical spread to the Sniper Rifle when no-scoping.
- Current equipped weapon and map name obsturcts less of the screen.
- First Aids heal 35 HP.
- Mancubi now fire 4 shots per burst.
- Puffs spawn when you are hit by bullets while your armor can still protect you.
- Simpified HUD weapon tags.
- Sniper Rifle is now bolt-action.
- Sniper Rifle zombie fires slower.
- Sped up weapon draw / holster speeds a bit.
- Spider Mastermind ejects the Sniper Rifle casing.
- Spider Mastermind now only ejects one casing every six shots.
Download Link
Changes: v1.00 (03/13/2011)
- Added a delay between Grenade Launcher shots.
- Added a notice when using the non-mouselook friendly class.
- Added a seperate sound for the Enforcer casing.
- Added a slightly different Sniper Rifle sprite.
- Added draw animations to the Assault Rifle, Scattergun, and Sniper Rifle.
- Added the Suicide Bomber, sometimes appears in Demon spawns.
- Added the WIP Immobilizer. Replaces the BFG 9000.
- Added vertical spread to the Sniper Rifle when no-scoping.
- Current equipped weapon and map name obsturcts less of the screen.
- First Aids heal 35 HP.
- Mancubi now fire 4 shots per burst.
- Puffs spawn when you are hit by bullets while your armor can still protect you.
- Simpified HUD weapon tags.
- Sniper Rifle is now bolt-action.
- Sniper Rifle zombie fires slower.
- Sped up weapon draw / holster speeds a bit.
- Spider Mastermind ejects the Sniper Rifle casing.
- Spider Mastermind now only ejects one casing every six shots.
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- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.05
Updated.
Download Link
New Screenshots:






Changes: v1.05 (03/14/2011)
- Added a cocking checker to make sure the weapon goes through the cocking animation if it was interrupted.
- Beefed up the Rail Cannon.
- BRIGHTend the scope sprite.
- Damage border is timed to show up earlier.
- Fixed non-mouselook friendly Sniper Rifle not being bolt action.
- Reduced amount of trails spawned by the Rail Cannon ball.
- Sniper Rifle while scoped can be unzoomed during the cocking sequence.
- Weapons with cocking / charging sequences can be interrupted by switching to another weapon.
Download Link
New Screenshots:






Changes: v1.05 (03/14/2011)
- Added a cocking checker to make sure the weapon goes through the cocking animation if it was interrupted.
- Beefed up the Rail Cannon.
- BRIGHTend the scope sprite.
- Damage border is timed to show up earlier.
- Fixed non-mouselook friendly Sniper Rifle not being bolt action.
- Reduced amount of trails spawned by the Rail Cannon ball.
- Sniper Rifle while scoped can be unzoomed during the cocking sequence.
- Weapons with cocking / charging sequences can be interrupted by switching to another weapon.
Last edited by rollingcrow on Tue Apr 19, 2011 10:37 am, edited 1 time in total.
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- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.10
Updated.
Download Link
Changes: v1.10 (03/15/2011)
- Added a seperate pain effect when wearing armor.
- Added extra visual effects to the Rail Cannon.
- Airborne blood is rendered translucent.
- Commander Keen has 1 HP.
- Damage effect while not wearing armor is less opaque.
- Fixed non-mouselook friendly Sniper Rifle Scope not playing the cocking sound.
- Picking up the Rail Cannon also gives you a Pentagram Sphere.
- Players take slightly less damage from the Enforcer.
- Removed pickup sounds from weapons.
- SS Nazis are improved. (100 HP, repeated burst fire, slightly faster, ejects pistol casings, leaves decals.)
- SS Nazis no longer infight with anything.
Download Link
Changes: v1.10 (03/15/2011)
- Added a seperate pain effect when wearing armor.
- Added extra visual effects to the Rail Cannon.
- Airborne blood is rendered translucent.
- Commander Keen has 1 HP.
- Damage effect while not wearing armor is less opaque.
- Fixed non-mouselook friendly Sniper Rifle Scope not playing the cocking sound.
- Picking up the Rail Cannon also gives you a Pentagram Sphere.
- Players take slightly less damage from the Enforcer.
- Removed pickup sounds from weapons.
- SS Nazis are improved. (100 HP, repeated burst fire, slightly faster, ejects pistol casings, leaves decals.)
- SS Nazis no longer infight with anything.
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- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.20
Kind of big update.
Download Link
Changes: v1.20 (03/18/2011)
- Added a beep in place of the wall hump sound.
- Added a dryfire sound.
- Added a seperate set of pain sounds when Energy is depleted.
- Added burning sounds in place of the Geiger counter sound.
- Added completely decorative bullet tracer along with a whizzing sound.
- Added drowning sounds.
- Added extra pickup sounds.
- Added more player pain sounds.
- Arachnotrons fire slower.
- Damage haze is less intense.
- Enemies have less health on Another difficulty.
- Enemies respawn up to five times on Another difficulty.
- Enemy bullets move faster on Hyper and Another difficulty.
- Energy pickups and regeneration amounts are larger on Another difficulty.
- Fist puffs use the flashlight hit sound.
- Fixed weapons not firing when armor is depleted and a battery replacing weapons is picked up.
- Halved amount of blood spawned by blood splatters.
- Health regenerates slightly faster.
- Health starts regenerating when Energy begins regenerating.
- Heartbeat and tunnel vision delay is longer.
- Heartbeat sound is played louder.
- HUD uses SMALLFONT.
- Humanoids, Cacodemons, and Pain Elementals move faster on Hyper and Another difficulty.
- Layered Sodaholic's vein graphic over Blox's tunnel vision.
- Screen shakes a bit when hurt.
- Shotgun zombies no longer avoids melee attacks and the Scattergun.
- Shotgun zombie will stop shooting if its target is out of sight.
- SS Nazis avoid melee attacks and the Scattergun.
- SS Nazis wander around when not alerted.
- Tunnel vision shows up below 31 HP now.
- Tunnel vision while dead should REALLY be fixed now.
Download Link
Changes: v1.20 (03/18/2011)
- Added a beep in place of the wall hump sound.
- Added a dryfire sound.
- Added a seperate set of pain sounds when Energy is depleted.
- Added burning sounds in place of the Geiger counter sound.
- Added completely decorative bullet tracer along with a whizzing sound.
- Added drowning sounds.
- Added extra pickup sounds.
- Added more player pain sounds.
- Arachnotrons fire slower.
- Damage haze is less intense.
- Enemies have less health on Another difficulty.
- Enemies respawn up to five times on Another difficulty.
- Enemy bullets move faster on Hyper and Another difficulty.
- Energy pickups and regeneration amounts are larger on Another difficulty.
- Fist puffs use the flashlight hit sound.
- Fixed weapons not firing when armor is depleted and a battery replacing weapons is picked up.
- Halved amount of blood spawned by blood splatters.
- Health regenerates slightly faster.
- Health starts regenerating when Energy begins regenerating.
- Heartbeat and tunnel vision delay is longer.
- Heartbeat sound is played louder.
- HUD uses SMALLFONT.
- Humanoids, Cacodemons, and Pain Elementals move faster on Hyper and Another difficulty.
- Layered Sodaholic's vein graphic over Blox's tunnel vision.
- Screen shakes a bit when hurt.
- Shotgun zombies no longer avoids melee attacks and the Scattergun.
- Shotgun zombie will stop shooting if its target is out of sight.
- SS Nazis avoid melee attacks and the Scattergun.
- SS Nazis wander around when not alerted.
- Tunnel vision shows up below 31 HP now.
- Tunnel vision while dead should REALLY be fixed now.
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- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.30
Another big update. Cover is much more important with the new health system (which is also to be used in another mod of mine). Health canteens serve as an extended health bar. Details in the below changelog.
Download Link
New Screenshots:











Changes: v1.30 (03/23/2011)
- Added a different colored damage flash when armored.
- Added a time slow down ability, by default bound to C. (It is just a time freezer with a short duration. =P)
- Added a vignette effect.
- Added a warning message when Energy is depleted.
- Added new blood decals.
- Added new strings.
- Added tracer sprites.
- All enemies that drop more than one Energy pickup have been reduced to one.
- Arachnotron shots are faster on Hyper and Another difficulty.
- Arachnotron shots no longer gib.
- Cacodemon shots no longer gib.
- Centered HUD bars and keys.
- Destabilizer saps 15 HP.
- Edited with Destabilizer sprite a bit in GIMP.
- Enemies on Another difficulty only respawn twice.
- Energy pickups will restart the regeneration process if halted.
- Energy regeneration delay increased.
- Fixed Spectre obituary saying "%o was bit by a *Demon*."
- Got rid of several unused graphics and code.
- Health canteens heal all health, restart regeneration, but spawn less.
- Health no longer suffers damage when armor is active.
- Health regeneration heals all health. However when health requires regeneration, it takes slightly longer for it to start.
- HUD bars fill from the center.
- Increased shot spread of hitscan enemies.
- Megaspheres give the storable health pickup.
- Player health reduced to 50 HP.
- Player weapons can fire tracers.
- Redid the death effect.
- Regeneration on Light difficulty is ACTUALLY faster.
- Removed all Doom 64 / PSX / Saturn sound effects.
- Replaced the current heartbeat sound with a more 'hollow' one.
- Replaced the health canteen with a storable health pickup, serving as a health bar extension.
- Scattergun uses less Energy, allowing up to 7 shots on one full charge.
- Shotgun zombies fire more tracers per shot.
- Small Energy pickups restore 10 EP.
- Suicide bombers deal 128 less damage.
- Tracers are rendered BRIGHT.
- Tracers are rendered translucent.
Download Link
New Screenshots:











Changes: v1.30 (03/23/2011)
- Added a different colored damage flash when armored.
- Added a time slow down ability, by default bound to C. (It is just a time freezer with a short duration. =P)
- Added a vignette effect.
- Added a warning message when Energy is depleted.
- Added new blood decals.
- Added new strings.
- Added tracer sprites.
- All enemies that drop more than one Energy pickup have been reduced to one.
- Arachnotron shots are faster on Hyper and Another difficulty.
- Arachnotron shots no longer gib.
- Cacodemon shots no longer gib.
- Centered HUD bars and keys.
- Destabilizer saps 15 HP.
- Edited with Destabilizer sprite a bit in GIMP.
- Enemies on Another difficulty only respawn twice.
- Energy pickups will restart the regeneration process if halted.
- Energy regeneration delay increased.
- Fixed Spectre obituary saying "%o was bit by a *Demon*."
- Got rid of several unused graphics and code.
- Health canteens heal all health, restart regeneration, but spawn less.
- Health no longer suffers damage when armor is active.
- Health regeneration heals all health. However when health requires regeneration, it takes slightly longer for it to start.
- HUD bars fill from the center.
- Increased shot spread of hitscan enemies.
- Megaspheres give the storable health pickup.
- Player health reduced to 50 HP.
- Player weapons can fire tracers.
- Redid the death effect.
- Regeneration on Light difficulty is ACTUALLY faster.
- Removed all Doom 64 / PSX / Saturn sound effects.
- Replaced the current heartbeat sound with a more 'hollow' one.
- Replaced the health canteen with a storable health pickup, serving as a health bar extension.
- Scattergun uses less Energy, allowing up to 7 shots on one full charge.
- Shotgun zombies fire more tracers per shot.
- Small Energy pickups restore 10 EP.
- Suicide bombers deal 128 less damage.
- Tracers are rendered BRIGHT.
- Tracers are rendered translucent.
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- Posts: 210
- Joined: Sun Nov 14, 2010 8:23 am
- Location: Czech Republic
Re: [WIP] Regiguns 1.30
- If an archive is a mod file, please name it so (use pk3 or pk7 extension)
- The new (I don't know how much new, I didn't really read the logs and I didn't play the mod for a while) energy HUD is VERY nice. I really like how it encompasses all the relevant information. And the animated transitions are also nice.
- I don't like the blue hit screen when you have armor. It may be informative, but it just feels wrong.
- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.
- Why are the barrels all BRIGHT?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.
- The auto shotgun is just weak.
- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.
- Why do regular zombiemen replace chaingunners? It just reduces monster variety.
- The new (I don't know how much new, I didn't really read the logs and I didn't play the mod for a while) energy HUD is VERY nice. I really like how it encompasses all the relevant information. And the animated transitions are also nice.
- I don't like the blue hit screen when you have armor. It may be informative, but it just feels wrong.
- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.
- Why are the barrels all BRIGHT?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.
- The auto shotgun is just weak.
- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.
- Why do regular zombiemen replace chaingunners? It just reduces monster variety.
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- Graphics Processor: nVidia with Vulkan support
Re: [WIP] Regiguns 1.30
Removed. Thinking about this.- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.
Just to show that the barrels have some sort of bright fluid in them, and that barrels in a dark map can be a bit annoying. Is this bothering?- Why are the barrels all BRIGHT?
- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.
The rifle's shot spread has been increased again, and the grenade launcher energy usage has been increased to 77, the amount the sniper rifle uses.
Pellets fired increased, I just want to avoid having the pellet damage dealing more or the same amount of damage as the rifle. Currently half the pellets deal 15 damage and the other half deal 10 damage.- The auto shotgun is just weak.
It was only there as a test to see what it is like to have energy drained by something that isn't a weapon. I will either decrease its energy usage or remove entirely.- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.
I'll think about adding re-chaingunners, right now the current hitscan enemies deal a lot of damage quickly, even worsened with fast monsters enabled.- Why do regular zombiemen replace chaingunners? It just reduces monster variety.
I'm not too sure what this means, the mod's file type is a .pk3.- If an archive is a mod file, please name it so (use pk3 or pk7 extension)
How is the new health system? Too easy? Hard? Bugged?
Last edited by rollingcrow on Sun Apr 24, 2011 11:27 am, edited 2 times in total.
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- Joined: Sun Nov 16, 2008 2:59 am
- Location: with you in the dark
Re: [WIP] Regiguns 1.30
Uh... Isn't it a pk3 already?CommanderZ wrote:- If an archive is a mod file, please name it so (use pk3 or pk7 extension)
The "armor" is actually an energy shield. Getting hit causes it to flare up, hence the blue.- I don't like the blue hit screen when you have armor. It may be informative, but it just feels wrong.
Personally I think it's hilarious, but to each their own. Besides, at least this way you don't have to worry about them SNEAKING UP ON YOU.- Please get rid of the Serious Sam kamikaze bomber scream sound. It was awful in the original game and it is still awful.
Yeah that's kind of weird, what's up with that?- Why are the barrels all BRIGHT?
You kind of need the sniper rifle for long range combat, and the Destabilizer is good at clearing rooms full of tough enemies, but yeah, the pistol and assault rifle are the best all-around.- With the noob tube, I don't feel any need to use any other weapons than the pistol and the assault rifle.
Personally I think the chainsaw and especially the fists need to be buffed up a bit. There's really no reason to use the fists since you have effectively infinite ammo (or in the case of the pistol, *literally* infinite ammo) and there's no berserker pack. The chainsaw can at least be used for pain-locking.
It's not weak (in fact I think it's slightly more powerful than the original shotgun) it's just that all the other guns are a lot more powerful than their vanilla counterparts, and we're all spoiled by the stupidly overpowered SSG. It's kind of overshadowed by the assault rifle, though, and the strong pistol lessens its value a bit.- The auto shotgun is just weak.
Use the pistol or chainsaw, or save it for when there's a bulk cell nearby, I guess? I dunno, I don't really use it either.- The slo-mo is useless. It drains all your power and before it regenerates, so you don't have any left to shoot. Plus the laggy enemies are weird. I understand it is extremely hard to do true slo-mo in ZDoom though.
Yeah, I understand that chaingunners don't appear in place of zombiemen and shotgun guys because that would break Doom 1, but I don't see why the reverse is true as well.- Why do regular zombiemen replace chaingunners? It just reduces monster variety.

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Re: [WIP] Regiguns 1.30
The fists might be removed, replaced with the chainsaw, which attacks even faster.Personally I think the chainsaw and especially the fists need to be buffed up a bit. There's really no reason to use the fists since you have effectively infinite ammo (or in the case of the pistol, *literally* infinite ammo) and there's no berserker pack. The chainsaw can at least be used for pain-locking.
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- Location: Czech Republic
Re: [WIP] Regiguns 1.30
One more thing: The mod is broken in ZDoom (half the screen is covered with something black). It looks alright in GZDoom though .
EDIT:
What about more sophisticated shield hit effect...to make it more clear it is a shield hit, not alien blood? More like this:
You could use a brightmap or a GL light (I even think GZDoom/Skulltag come with a default GL light for barrel, though it is lost because you use custom barrel actor). Neither of these works with software renderer, but it would look much better. For example the dark area in MAP02 now looks just silly.Just to show that the barrels have some sort of bright fluid in them, and that barrels in a dark map can be a bit annoying. Is this bothering?
When I was suggesting such activatable powerups, I meant each of these effects would drain a fixed amount of energy per time unit (second or even better per frame) and you would toggle these effects. IIRC something like this was present in Crysis and it worked rather well.It was only there as a test to see what it is like to have energy drained by something that isn't a weapon. I will either decrease its energy usage or remove entirely.
I don't know what you changed recently, but I definitely like it! I like how the enemies have to get through your energy before attacking the health.How is the new health system? Too easy? Hard? Bugged?
I downloaded it and it saved as ZIP, but now i checked and it is pk3 alright on mediafire. It might be just Opera screwing the extension or something. Sorry.Uh... Isn't it a pk3 already?
I understand it, I'm probably just too used to the screen getting red when hit.The "armor" is actually an energy shield. Getting hit causes it to flare up, hence the blue.
EDIT:
What about more sophisticated shield hit effect...to make it more clear it is a shield hit, not alien blood? More like this:
Spoiler:
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Re: [WIP] Regiguns 1.30
Updating to the SVN version will fix this.One more thing: The mod is broken in ZDoom (half the screen is covered with something black). It looks alright in GZDoom though .
BRIGHTness gone then.You could use a brightmap or a GL light (I even think GZDoom/Skulltag come with a default GL light for barrel, though it is lost because you use custom barrel actor). Neither of these works with software renderer, but it would look much better. For example the dark area in MAP02 now looks just silly.
I'll work on a toggle powerup then.When I was suggesting such activatable powerups, I meant each of these effects would drain a fixed amount of energy per time unit (second or even better per frame) and you would toggle these effects. IIRC something like this was present in Crysis and it worked rather well.
Thanks, but now I think I will try to make this cleaner so picking up a battery doesn't always jump start the regen cycle.I don't know what you changed recently, but I definitely like it! I like how the enemies have to get through your energy before attacking the health.
Yes, please.What about more sophisticated shield hit effect...to make it more clear it is a shield hit, not alien blood? More like this: It is just a quick sketch, the sphere effect didn't really come out as I wished, but I think it is the right direction. I will provide PSD file if you like. (image)

Is the current pain effect when unarmored alright right now? And how is the vignette effect?
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Re: [WIP] Regiguns 1.30
Why are the black borders over the information?(location, weapon and stuff)
And, yes, change the shield effect to that.
And, yes, change the shield effect to that.
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Re: [WIP] Regiguns 1.30
It's the vignette effect, is it distracting?Why are the black borders over the information?(location, weapon and stuff)

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Re: [WIP] Regiguns 1.30
how do i make the other weapons shoot/reload?
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Re: [WIP] Regiguns 1.30
You just need to wait and not take damage for the regeneration process to begin again or pick up an energy cell to instantly boost and restart regeneration, as your armor fuels weapons. The pistol and melee weapons have infinite ammo.Blaskowitz wrote:how do i make the other weapons shoot/reload?