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After getting burnt out and frustrated with Brutal Doom (which in January 2015 I later abandoned completely), I still wanted vanilla gameplay but I liked having alternate deaths for the monsters (and other things) so I put together this for my entertainment and yours:
This does not touch weapons code at all, so use whatever weapons mod you desire that doesn't alter the monsters. Be sure to load it after RDND.
Features:
-Multiple alternate deaths for nearly every monster (sans Cyber)
-Correct blood for cacos and hell nobles
-Randomly chosen gore decorations!
-Randomly chosen tree decorations!
-Proper SS Nazi uniform color
-Some smooth animations courtesy of Smooth Doom mod!
-Works with ZDoom, Zandronum and GZDoom!
-Demons can be gibbed! (1.2+)
-Full compatibility with Zandronum! (Except GLDEFS, which are absent in its version)
-Brand new Nazi voiceover (1.5+)
-Romero's Rotations implemented (1.5+)
-Many miscellaneous message changes (1.6+)
-Great for multiplayer co-op!
Oh and credits:
Spoiler:
id software
-Rogue Entertainment
-Brutal Doom and its contributors
-Beautiful Doom
-Minor Sprite Fix Project contributors
-Neutered.wad
-Blox (Realm667)
-Vader (Realm667)
-Neoworm (Realm667)
-ItsNatureToDie (Realm667)
-Kinsie (Realm667)
-Minigunner (Realm667)
-Eriance (Realm667)
-osjclatchford (Realm667)
-Phil108 (Realm667)
-Captain Toenail (Realm667)
-Skulltag team
-Russian Overkill team
-Project MSX team
-SLADE
-Ed the Bat
-Gez
-TheMightyHeracross
-Bloax
-Monolith
-Marphy Black
-NantoCodd
-Gifty (1.2)
-Chickenlegz (1.2)
-Butane (1.2)
-Mr. RumbleRose (1.2)
-Ninja (1.2)
-scskwirl (1.2)
-Ahgerjuroqk (1.2)
-IMX (1.2)
-PSTrooper (1.2)
-wildweasel (1.5)
-Mechadon
-Konami
-Kibblesbob
-Damien Forrestal
-DoomGeek101 (1.5)
-MsrSgtShooterPerson
Version history:
Spoiler:
// Version History //
1.63.1 - 1.63.2 - April 2019
- General difficulty increase to "Savage" difficulty
- New quit messages
- Text LANGUAGE bug fix for GZDoom V4+
1.63 - March 2019
- "Savage" difficulty
1.62 - December 30th, 2017
-Added M_DOOM logo
-New INTERPIC
-New Mancubus death
-New Commando death
-New Imp death
-Zombiemman rifle sound added
-Updated Zombieman idle stance
-Tweaked Zombieman & Sergeant alt death
-Arch-vile attack explosion sound added
-Revenant fireball impact sound added
-Secret sound replaced
-Mastermind gun sound added
-Additional intermission sounds added
-Alternate sound variants for Baron and Revenant
-Console and small fonts replaced
-General directory cleanup in /SPRITES/ subdirectories
-GLDEFS added
1.6 - June 28th, 2017
-New Sergeant death
-New Revenant death
-New Mancubus death
-New Demon death
-New Arch-Vile death
-Custom intermission sounds added
-Added explosion sounds
-Added console background
-Added skill level name change
-Added Romero's 8 rotation player sprites
-Quit messages altered, including Italian translation for it
-Partial translation for German, Portuguese, Finnish, Dutch, Czech, Russian, Swedish, Greek and Hungarian messages
-Improved quality of credits page
1.52 - 2016
-Removed SmoothDoom walking frames for zombies and imp as they looked awkward at some angles. Reverted back to original Romero walk frames for Sergeant and Zombieman.
1.5b - March 14th, 2015
-Fixed Chaingunner's awkward walking frames
1.5a - January 20th, 2015
-Added GAMEINFO lump to show mod version when loading
-Removed VERSION lump, redundant when using GAMEINFO edit instead
-Added in-game credits pages
-Implementation of full walking, shooting and pain rotations for zombieman
and sergeant. Thank you John Romero!
-Full pain rotations for SS Nazi
-Brand new voiceover and weapon sound for SS Nazis
1.2 - Released December 11th, 2014
-Most smooth sprites from Smooth Doom project!
-Other demon arm loss death working
-Two additional former human sight sounds
-Mancubus gib frames
-Additional quit game sounds
-Sprite alignment fixes
-Demon gib frames
-Idle states for Zombieman, Sergeant, Cyberdemon and Demon
-New Zombieman, Sergeant, Commando, Imp, Hell Knight and Mancubus deaths
-Several new placed monster corpse states
-New pain sounds for Baron, Knight and Cyberdemon
1.12
-Internal build, not released.
1.11 - Released May 15th, 2014
-Tweaked some gore sprite offsets
-Placed dead monsters are random now
1.1 - Released May 2014?
-New Arch-Vile death
-New Commando deaths
-New Imp alt gib death
-New variants for big tree
-New SS Nazi deaths
-Idle state for SS Nazis
-Many new additions for large tree
-Barrels have a random explosion sound chosen
Current issues:
-Hell Knight's arm doesn't spawn in Zandronum multiplayer. I don't know why but the code is correct (identical to, just tweaked) and the demon arm death works fine.
-CREDITS lump looks weird under Zandronum under non-4:3 screen ratio when not looking at it via "Read This!" "Help/F1 button.
Last edited by Armaetus on Sun Apr 28, 2019 2:46 pm, edited 76 times in total.
@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.
When I did the 0 tic duration with the usage of the TNT1A0 sprite placeholder, the randomization for the states on that line did not work for me.
Mr. Chris wrote:
When I did the 0 tic duration with the usage of the TNT1A0 sprite placeholder, the randomization for the states on that line did not work for me.
You need to have two lines of 0 tic calls otherwise the first occurence in a Spawn state is skipped over. e.g.
Mr. Chris wrote:@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.
When I did the 0 tic duration with the usage of the TNT1A0 sprite placeholder, the randomization for the states on that line did not work for me.
ZDoom 'supports' PNG 32-bit. By down-paletting them to 256 color. Also, your method should be:
Thanks, I'll remember I won't need to downpalette any future additions to this mod, which I know I will want to (IE Cyberdemon death, normal Zombieman deaths and SS Nazi normal deaths)
The original version of this mod was in WAD format but that would have made it more difficult to deal with stuff as I expanded it .
Mr. Chris wrote:@Blue Shadow: For ZDoom compatibility, not sure if it supported PNG 32 bit? I also tested -8 with GZDoom and it just dropped on the ground where it fell for some reason.
When I did the 0 tic duration with the usage of the TNT1A0 sprite placeholder, the randomization for the states on that line did not work for me.
ZDoom 'supports' PNG 32-bit. By down-paletting them to 256 color. Also, your method should be: