Vanilla Gunplay - v3.0 released!

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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Changelog 11/23/16 v2.1.5:
-Changed the casings of players to have a much less violent trajectory
-Credit to Sergeant_Mark_IV for some =casing coding, they don't look so [censored word] now in 3rd person (spawning 5 feet in front of you).
-Chaingun casing fly leftwards to imply a belt-feed on the right
-Monster casings now originate from them instead of infront of them, they look better infighting now
-SS trooper and Guard now illuminate while firing
-SS trooper and Guard now emit bullet casings
-Fixed slight typo in .readme and added to the Credits section
https://www.mediafire.com/?d3f255usqws8ys5
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Changelog 11/25/16 v2.1.6:
-Chaingun now has a much smoother firing animation
Apologize for no updates yesterday (Thanksgiving, was out to another house)
Here's the link:
http://www.mediafire.com/file/jrlj43rfp ... v2.1.6.zip
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Changelog 12/13/16 v2.3 (oh hey I skipped 2.2, hue):
The Extremely Overdue and Belated Update:
-New Assault Rifle sprites (credit to Mike12)
-Assault Rifle now has a reload animation proper, instead of GoldenEye style
-All guns now fullbright on firing (fixes the sudden-cutoff flash on the Super Shotgun)
-Super Shotgun now has the proper bullet-puff effect on all shots
-And a host of other improvements from 2.2 that I forgot to jot down (:P).
Here's the link:
https://www.mediafire.com/?xjkhubyj8pc2c3u
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer] v2.3 releas

Post by Retraux Squid »

And again, I'm sorry for the belated update. IRL has gotten in the way for a little while, and I'd completely forgotten about this project.
Someone64
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer] v2.3 releas

Post by Someone64 »

I really quite enjoy this but I kinda feel the plasma rifle is a lot weaker of a weapon than it used to be. I used to use it to kill heavy targets or in emergency situations but it's become more of something I use if I run out of bullets for the bullet guzzling chaingun which seems to fill its role instead. In other words when given the chance I almost never use it for any reason other than it feels kinda cool using a plasma rifle that doesn't have endlag like we're used to from vanilla.

I like the new rifle sprite and its new reload. Though, the end of the reload animation is disproportionately unsmooth and both it and the chaingun could probably use new sounds.

What if instead of making straight up homing rockets you make it so that you can slightly influence the path of rockets with alt fire? And rockets already in the air would turn SLIGHTLY (but enough to be quite useful for moving targets at long ranges) when you hold alt fire and point towards a direction.
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer] v2.3 releas

Post by Retraux Squid »

Changelog 12/14/16 v2.4:
- Made the assault rifle reload both slightly longer and smoother (it now doesn't look nearly as janky).
- Zombieman HP reduced to 40.
- New obituaries on all former humans.
- Arachnotrons now fire at the same rate as you, but only fire a long burst instead of continually.
https://www.mediafire.com/?86468xhk41s5bxi
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer] v2.3 releas

Post by Retraux Squid »

Changelog 12/17/16 v2.5:
- Hell Knight now uses regular attack- 25% of charging up the "triple bolt".
- Cacodemon is less active missile-wise (removed +MISSILEMORE) and slightly wider accuracy cone on its triple fireball attack.
- Added the Hand Grenade (credit to neoworm), in slot 8.
- Former humans now rarely drop grenades (25% chance).
- Nazis now have their "achtung" sound from Wolfenstein.
- SS and Nazis now use their proper Wolfenstein firing noises instead of the DOOM pistol's.
- Shotgun's vertical accuracy is slightly improved.
http://www.mediafire.com/file/cbo9ndqdk ... ayv2.5.zip
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer] v2.5 releas

Post by Retraux Squid »

Changelog 12/17/16 v2.5.5:
- Fists are now silent
- Frag behavior is slightly tweaked to be slightly easier to use
- Frag ammo limit is now 10; 20 with backpack
https://www.mediafire.com/?ro7ihadgmaydwfg
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Retraux Squid
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Re: Vanilla Gunplay - v2.5.5 released!

Post by Retraux Squid »

Changelog 12/20/16 v2.6:
- Added Trent Reznor-created zombieman sounds: they'll now scream and threaten you in a language you can understand :P
- Added vanilla-style muzzle flashes to the assault rifle (credit to DoomRL Arsenal's creators)
- Added back the pistol- it's now an emergency gun found in Slot 1, that loads 12 bullets but has an infinite supply of reserve ammo, also a bit more accurate and shoots quicker.
- Former humans of all types now only chase the player for a limited period of time; eventually they'll break pursuit and go back to standing in place.
https://www.mediafire.com/?mfp4wnyb0972fu3
And a version with the vanilla former human noises:
https://www.mediafire.com/?3ttm41eq03m9yt9
Someone64
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Re: Vanilla Gunplay - v2.6 released!

Post by Someone64 »

The new pistol is great fun to use. If you want reload animations for it maybe look at HXRTC? It has a reload animation for the vanilla pistol.
I feel the grenade's physics are really wonky. it's like having a delayed grenade launcher that shoots low grav bouncy rockets.
Lastly, the new zombies sounds are great. I suggest switching up the sounds for pain though as it sounds odd when you repeatedly hurt them with the pistol for example.
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Jeimuzu73
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Re: Vanilla Gunplay - v2.6 released!

Post by Jeimuzu73 »

A few things and questions regarding the latest version:
  • Chaingunner's death is incomplete - the animation stops with the gibs still in the air.
  • The assault rifles dropped by zombiemen give a bit too much ammo, maybe reduce it to 5 or 10?
  • Casings are silent - some sound effects would be nice.
  • Will other enemies such as the super shotgunner and plasma guy come back?
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Retraux Squid
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Re: Vanilla Gunplay - v2.6 released!

Post by Retraux Squid »

I will be fixing the chaingunner bug for 2.7, and reducing the amount of ammo rifles drop.
As for casings, I am keeping them silent- I personally think it's incredibly annoying when you're firing a rifle or chaingun, and there's this constant jingling going on in the background.
Super shotgunner and former marine will definitely return. That'll also give a bit of use to the plasma gun- you'll find it sooner, after all, off of a dead former marine.
The grenade does feel very messed up to me, and I'll be experimenting with improving it.
Expect 2.7 to be out by the end of today.
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Retraux Squid
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Re: Vanilla Gunplay - v2.6 released!

Post by Retraux Squid »

Version 3.0 Changelog - 12/22/16
- Rifle ammo drop reduced to 10 bullets instead of 15.
- Added the pistol zombieman- small chance of replacing regular trooper, attacks very frequently with single shots, drops clip upon death.
- Added the super shotgunner- small chance of replacing sergeant, attacks with a wide-angle spread of pellets, must reload after every shot. Drops a super-shotgun.
- Added the former marine- small chance of replacing chaingunner, attacks with a 5-bolt burst of plasma, drops a plasma rifle on death.
- Massively improved the frag grenade's physics, and it no longer explodes on hitting a target. It no longer auto-aims toward a target.
- Fixed the bug in which chaingunners would stop at the wrong sprite in their death animation, leading to floating gibs.
http://www.mediafire.com/file/e97888v7d ... ayv3.0.zip
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Voltcom9
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Re: Vanilla Gunplay - v3.0 released!

Post by Voltcom9 »

I absolutely love this mod. This is vastly improved since the last build I had previously downloaded. Great work! This really is a lot of fun.

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