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ZikShadow wrote: ↑Sat Oct 01, 2022 3:10 am
I've been playing the mod for a while and started to notice the weapon sprites all having anti-aliased edges. It's a bit distracting when all the other Doom sprites have sharp edges. Not sure if this can be addressed since it seems like pretty much all of the weapons have 'em, and I think the other mod, False Angel, has the same thing going on as well, but I might as well report it anyways just in case.
Tried aliasing an example here with the MG60, and the difference is quite noticeable.
EDIT: I've noticed a fair bit more issues, spoilered the lot to tidy 'em up.
Spoiler:
The double barrel has a little cutoff at the bottom when reloading.
Laserkraftcheese, cutoff when reloading as well.
I'm not sure if Rayne's left arm is supposed to be cutoff in this frame as well. Probably not.
The anti-aliased elements of this sprite seems to straight up overwrite any pixels under them, causing holes.
Particularly noticeable in the Paratrooper Rifle. It just doesn't look good.
Same thing on the double barrel.
The Kampfpistole has a whole square missing down the middle when fired.
Double cutoff on the melee sprites. Both the left and the bottom.
The alternate swinging frame is even worse in that regard.
The Grimmy looks pretty grim.
Stray pixel off to the left.
More pixels missing case on the handgun.
Full reloading the left handgun in dual wield has a few tics where both uncocked and cocked slides show up.
Missing pixels again, SMG.
Twice the pride, triple the fall? Assault rifle.
Shotgun magazine isn't kept on the gun after attaching it in the animation.
Pixel gap in the magazine bit here. Even if you do pull the mag out, there should still be magwell components instead of just an empty strip.
No ammo tracking in this gun. Would recommend covering the bullets up if you can't add any. Looks weird to see the gun loaded even though I have no ammo.
For a brief moment when switching from the MG60, a second wire can be seen.
Rayne with the missing pixels again. Paratrooper Rifle.
Same thing as above, SMG.
Same thing. Grimm and AR.
Reloading the dual Grimms, triplets again.
Almost forgot to mention. The thing with the Kampfpistole happens on dual wield as well.
The only weapon sprites that aren't supposed to be anti-aliased or "blurry" are the idle frames (the same goes for TFA). Other than that I wouldn't bother much since there are hundreds (or thousands in the case of TFA) of frames that I'd have to remove the anti-aliasing for. The sprite cutoffs and the alpha overwrite for overlays are not intentional (especially the latter one since it can look quite ugly as you mentioned), so the sprite polish should be my main priority for the following update, which might take a while since I'm currently focusing on my new mod and my college has started, which means less free time for me overall.
I also have plans to revamp the hatchet with brand new sprite work. The current one uses the exact same sprite set from the very first version, 1.0. Which is why looks quite dated, and apparently very unpolished.
There's a bug with map31 of "Epic 2" megawad (possibly with other maps as well). First door of map31 uses some gimmicky script (possibly voodoo doll) when opening, this script seems to be working fine with BJ class, but refuses to execute with Rayne. Epic 2 is fairly popular, plus other wads may use the same scripts, so you should check it out.
For some reason ZMovement is NOT working. IDK why or what I did wrong but I have it loaded before Doom Incarnate. Also I'm playing as Rayne and it worked fine before on 3.0.1
Also is there any way we can possibly get the uber upgrades for some of the guns(the one syou get when you break down the heavy weapons) while playing as Rayne or is it an Blasko exclusive?
Why does my health only manage to get to 190 even when I've gotten all the health upgrade?
Edit: Ok I think the whole health upgrade system is busted. When it loads a new level it just resets the progress again and you're back down to 100 health. Only now you can't even upgrade it back up anymore
Last edited by JohnEldridge on Fri Jan 19, 2024 7:23 pm, edited 1 time in total.
I would like to propose adding an option to select between Black Rose and Magnum. While Black Rose is a particularly excellent choice, I believe it would be beneficial to provide users with the flexibility to choose between these two fantastic options based on their preferences and needs.
This addition would greatly enhance the user experience by allowing more tailored customization.
Thank you for considering this request. I look forward to your feedback.
Ribo Zurai wrote: ↑Tue Oct 04, 2022 7:06 pm
Am I crazy or is BJ shorter than Doomguy? Enemy corpses can easily block my view and make me run into other monsters.
I just checked and not really, both characters seem to have the same height (even with ZMovement addon).
Unregret wrote: ↑Fri Mar 03, 2023 2:16 am
Hello, I use this mod with Gearbox and it seems that no weapon sprite show up in quick selection wheel.
To be honest, I never really used any sort of weapon wheels mod so I never paid attention to this, although apparently it was just a matter of giving the weapon an icon and/or a sprite. Technically it did not have a sprite either since pickups are a separate actor. This should be fixed for the upcoming update.
Doomzilla wrote: ↑Fri Sep 01, 2023 2:32 pm
There's a bug with map31 of "Epic 2" megawad (possibly with other maps as well). First door of map31 uses some gimmicky script (possibly voodoo doll) when opening, this script seems to be working fine with BJ class, but refuses to execute with Rayne. Epic 2 is fairly popular, plus other wads may use the same scripts, so you should check it out.
I managed to fix it (Changing Rayne's radius with BJ's did the trick just fine, the map definitely uses a voodoo doll and I assume the said doll was unable to reach the item that opens the door cuz its radius is too short)
AliciaPendragon wrote: ↑Sat Nov 25, 2023 7:41 pm
For some reason ZMovement is NOT working. IDK why or what I did wrong but I have it loaded before Doom Incarnate. Also I'm playing as Rayne and it worked fine before on 3.0.1
Also is there any way we can possibly get the uber upgrades for some of the guns(the one syou get when you break down the heavy weapons) while playing as Rayne or is it an Blasko exclusive?
Hmm... no idea why it doesn't work since it does so for me (perhaps due to the GZDoom version?). Also the next update should have ZMovement running when loaded *after* the base mod, so the ZMove settings menu will be accessible.
And no, heavy upgrades are BJ exclusive thing, the only way to access them as Rayne is via cheats.
JohnEldridge wrote: ↑Fri Jan 19, 2024 6:27 pm
Why does my health only manage to get to 190 even when I've gotten all the health upgrade?
Edit: Ok I think the whole health upgrade system is busted. When it loads a new level it just resets the progress again and you're back down to 100 health. Only now you can't even upgrade it back up anymore
Should be fixed in the next update.
Shadow_Wulfe wrote: ↑Sat Feb 03, 2024 4:39 pm
Is there a way to use the mod but still keep the original ending parts to levels / splash screens?
I mean... you could remove the said parts from the pk3 file, if that's what you mean I guess.
combolynch wrote: ↑Wed Oct 16, 2024 9:51 pm
I would like to propose adding an option to select between Black Rose and Magnum. While Black Rose is a particularly excellent choice, I believe it would be beneficial to provide users with the flexibility to choose between these two fantastic options based on their preferences and needs.
This addition would greatly enhance the user experience by allowing more tailored customization.
Thank you for considering this request. I look forward to your feedback.
Best regards.
Appreciate the idea proposal, but I have no plans of further expanding the base arsenal. Although Black Rose is gonna be less clunky in the upcoming update.
Doomzilla wrote: ↑Sun Dec 01, 2024 3:29 am
Will Rayne ever be able to use slot 8 weapons?
No, sorry. Rayne already comes with several quirks of her own, so I want to keep the heavy weapons unique to BJ himself.
On another note... after looking back to this thread, I have forgotten how long it has been since the latest update. Although a new one is on the horizon, so stay tuned.
GASP, a 3.2 in the future! Woot, also... I don't know why, but playing it thru finally realizing. I could of dismantled slot 8 weapons this whole TIMMEEE
I, don't know if this is a glich, but I am unable to dismantle the Slot 8 Rotesonne, it says I already have the upgrade for it, is it because I already have the Dragon Breath mod installed?? It's worked before if I recall O.o I do have the heavy weapon mods from Hammergewehr, and Schutzengel?
JohnMidnight2120 wrote: ↑Sat Feb 15, 2025 11:21 am
GASP, a 3.2 in the future! Woot, also... I don't know why, but playing it thru finally realizing. I could of dismantled slot 8 weapons this whole TIMMEEE
I, don't know if this is a glich, but I am unable to dismantle the Slot 8 Rotesonne, it says I already have the upgrade for it, is it because I already have the Dragon Breath mod installed?? It's worked before if I recall O.o I do have the heavy weapon mods from Hammergewehr, and Schutzengel?
It is a glitch, apparently it's caused by an overlook in the code where the weapon checks if the player has Grimmhammer's heavy upgrade (dismantled Hammergewehr) instead of Inferno Shotgun's. It will be fixed in the update.
- Added several CVar options
- Ability to hold alt fire button to aim down sights instead of tapping (Heimdall, the new heavy weapon, being the exception).
- A few HUD-related CVar options (explained in the HUD Changes section).
- Manual reloading (does not affect dual/crossed wield).
- A dedicated skill wheel for Rayne's abilities.
- Universal health pickups (allowing Rayne to use health items).
- Blood Rage drops not giving health.
- Moved the health system option to general variables menu, since it now affects both characters.
- Renamed the health system options from Wolfenstein/Doom to Modern/Traditional.
- Rayne can now benefit from both health systems (she only regenerates when she has blood energy, and when not affected by water and sunlight if those are turned on).
- Progressive spawn option has been added for weapon/ammo spawns, where the stronger weapons in your arsenal will only appear at later levels. This option is heavily recommended for longer playthroughs.
- Quality of life additions
- Black Rose and Super Shotgun ammo types can be changed by holding reload button or pressing reload button when the weapon is fully loaded (doesn't work for dual/crossed wield).
- You can now use Ram Shackles in dual wield mode.
- Several gameplay/balance changes
- Aim down sights anim is now shorter (4 tics instead of 6, 6 for scoped weapons instead of 15-something).
- Ubergewehr holds 50 rounds (I had forgotten to implement this after reducing the weapon's ammo usage).
- SMG's laser cutter no longer alerts enemies and does not deal fire-based damage anymore.
- Super Shotgun, Hand Grenade and Kampfpistole have their flak projectiles changed, now they deal direct damage instead of ripper damage, along with being model-based instead of sprite-based. The old projectile can be re-enabled from the settings.
- Fully charged Napalmgewehr cannonball now detonates upon hitting the floor (instead of rolling along it).
- Sensate map is replaced by Map Scroll which no longer shows object locations.
- HEV Shield is replaced by Gas Mask which doesn't grant the player immunity to fire and poison.
- Crimson potions are removed, and the blood energy cap increases upon picking up runes.
- Instead of crimson potions, there is a new rune called Rune of Bloodlust, which grants vampirism powerup like crimson potion does. It occasionally replaces blursphere. It also grants Rayne blood energy regeneration.
- Enemies that don't count towards kill count no longer drop blood rage drips (this was causing an issue with BDv21 monsters where you would get showered in blood rage, along with Rayne spamming taunt whenever she'd see a corpse).
- Most projectiles will now deal fixed damage as opposed to randomized damage.
- Kampfpistole and Schmerzmittel rocket impact damage is nerfed.
- Rune of Wrath no longer grants Rayne regeneration (there is a CVar that restores this feature).
- Rayne takes 20% more damage from fire, but takes 10% less damage from anything else.
- Rayne can jump higher.
- Rayne can now feed on her enemies like an actual vampire.
- Hold melee button to attempt a grab. If it's connected, Rayne will enter a state where she cannot move and the screen blackens as she recovers health and energy by draining the enemy's blood.
- She can only be in this state for too long since the enemy will eventually break away if they survive (4 seconds for regular enemies, 2 seconds for bosses).
- Blood drops are disabled by default, but they are still in the mod in case someone still prefers them.
- Rayne now has a unique starting weapon: Sanguine Serpents.
- They use Rayne's blood energy (or health if she doesn't have any energy) for ammo.
- Primary fire shoots hitscan sanguine rounds in a semi-auto fashion.
- Secondary fire shoots a powerful piercing shot, which consumes 5 rounds.
- When the weapon is being wielded, holding melee button impales the enemy with said weapons, filling their reserve. This does not work when the weapon is fully loaded.
- Ammunition upgrade gives the weapon a 25% damage boost. 50% for each round loaded with the enemy's blood, 100% for each round loaded with your own health.
- Internal upgrade makes the primary firemode fully automatic and secondary firemode chargable, allowing the wielder to charge up and shoot up to 20 rounds.
- Magazine upgrade doubles the weapon reserve.
- Rayne obtains permanent upgrades upon picking runes as she absorbs them.
- Rune of Wrath grants melee damage increase. 20% upon first pick, 30% upon second, 40% upon third.
- Rune of Destruction grants overall damage boost. 10% upon first pick, 15% upon second, 20% upon third.
- Rune of Protection grants overall damage reduction. 10% upon first pick, 15% upon second, 20% upon third.
- Rune of Spirits - First pick removes speed penalty during dual wielding. Second pick grants speed boost during ramming. Third pick grants speed boost during Bullet Time.
- Rune of Eternity - First pick halves the minimum energy requirement for Bullet Time and Blood Rage activation, while the second pick removes it. Third pick reduces the energy consumption for these abilities.
- Rune of Vitality - First picks makes health regeneration not require blood energy. Second pick makes overcharged health decay slower. Third pick makes health regenerate faster.
- Rune of Bloodlust grants health drain, where a percentage of damage dealt by her returns to her as health. 5% upon first pick, 7.5% upon second, 10% upon third.
- Grimmhammer's ammunition upgrade is changed.
- The upgrade now grants the weapon shrapnel rounds that bounce from walls.
- Combining heavy upgrade makes 1/3 of the rounds rip through enemies with the rest dealing 60% more damage.
- The accuracy increase upon ADS is a base feature of the weapon now.
- Inferno Shotgun's internal upgrade is changed.
- The upgrade grants the weapon a drastically reduced recoil, allowing the wielder to shoot the weapon at a faster pace.
- The stock weapon's recoil is slightly increased to make this effect more apparent.
- Melee weapons have been modified.
- Hatchet sprites have been redrawn from scratch and reanimated.
- Hatchet's sequential melee swings are slower, but each swing deals much higher damage (especially with Rune of Wrath).
- The hatchet projectile has a slightly higher radius.
- Hatchet with Rune of Wrath no longer deals splash damage and hurt the player as as result.
- Hatchet with Rune of Wrath no longer has infinite hatchet throws.*
- Arm Blade sprites move much more smoothly now.
- Arm Blade with Rune of Wrath no longer unleashes blood rage projectiles, but deals very high melee damage.*
- Pressing forward + melee midair makes Rayne perform a lunge attack.
*: There is a CVar that allows the player to restore these features.
- Hand Grenade is revamped.
- It has its own dedicated weapon now in Slot 1.
- Its sprites have been redrawn from scratch.
- It can be upgraded with normal upgrade kits now, so grenade upgrade kits are removed.
- It has three separate upgrades that can stack together.
- Primary upgrade makes the grenades stun nearby enemies.
- Secondary upgrade makes the grenades scatter shrapnels around.
- Tertiary upgrade makes the grenades unleash napalm upon explosion.
- Like the rest of the weapons, hand grenades have two different modes.
- Primary mode makes grenade bounce from surfaces and has a 3-second detonation timer.
- Secondary mode is pretty much the same, sticky proximity grenades that can be defused.
- Proximity grenades now have a more generous hitbox.
- Rebalanced and retweaked Black Rose revolver
- Weapon consumes one round instead of two during reload.
- Each round deals ~40% less damage.
- Marksman mode has slightly increased fire rate.
- Gunslinger mode alt fire aims down the sights instead of changing fire mode.
- Gunslinger mode deals the same damage as Marksman mode.
- Gunslinger mode has double the spread.
- Upgrading the weapon costs 1 upgrade kit instead of 2.
- It can now be selected as the player's starting secondary weapon.
- It now spawns along with the rest of Slot 2 weapons (occasionally replacing clips) instead of
spawning in place of Chaingun.
- New (and final) heavy weapon: Heimdall
- Primary fire: Shoots a very powerful solid slug with no piercing limit.
- Secondary fire: Shoots several smaller slugs in a spread pattern with no piercing limit.
- Tapping alt fire zooms the weapon (the only heavy weapon that can do this).
- Dismantling the weapon grants gauss technology to Super Shotgun.
- Super Shotgun has a heavy upgrade now.
- The weapon obtains gauss technology from Heimdall, giving it a significant damage boost.
- Buckshot, Slug and Dragon's Breath rounds have limitless piercing.
- Flak rounds are unaffected by gravity and turn into laser-like projectiles that bounce
around.
- Lasergewehr has a new secondary firemode now.
- Instead of spinning the weapon, you can charge up the weapon to shoot an extremely powerful piercing
laser shot (similar to Laserkraftwerk).
- Try not to overcharge the weapon, though.
- Difficulty levels have been revamped.
- There are seven different difficulty modes, with three being standard, and the other three being "hardcore", which add some quirks to the game to make it more difficult. The seventh difficulty (Mein Leben!) is a bonus difficulty that makes the game unfairly difficult (similar to Nightmare! from Classic Doom)
- Standard difficulties (Can I Play Daddy?, Bring 'Em On, Born to Suffer) offer the typical power fantasy aspect of the mod. The first one has normal spawns and no damage increase. The second one has hard spawns and increases damage taken by 50%. The third one has nightmare spawns and has fast monsters.
- Hardcore difficulties (No Pain No Gain, I am Doom Incarnate!, Death at the Gates again) are the same as the last three, except the monsters are much tankier (especially bosses), slightly more aggressive, you carry less ammo and some weapons have lower magazine caps. Health and armor bonuses are also much rarer, so you won't be able to rely on them to regenerate back to full health/armor. Bullet Time and Blood Rage consume energy at a faster pace.
- HUD/Menu Changes
- Heat/cooldown bars only appear when they are in motion.
- Added a high-definition font (can be toggled off).
- Added an option to turn off the "dual wield" text.
- Most of the HUD icons are remade.
- In minimal HUD, only the selected inventory item appears instead of all of them at once.
- In minimal HUD, upgrade icons only appear when the weapon is in the process of being upgraded (can be toggled off).
- In minimal HUD, the position of key indicators is moved to the far left, and they only appear when picked up.
- The health and armour icons change colour upon overcharge (both) and low value (health).
- Flak rounds are renamed as shrapnel rounds for Super Shotgun.
- New menu pointer.
- Character portraits on the select screen.
- The READ THIS pages have been updated.
- Added some new quit messages.
- Added weapon icons for compatibilities such as Gearbox.
- Bug fixes
- Fixed health upgrades disappearing upon level transition, along with not regenerating to 200 when the health is fully upgraded.
- Heavy weapon ammo showing correctly.
- Heavy weapons now have the tilting effect that the regular weapons have.
- The right handgun's offset animation no longer affects the left one during dual wield.
- Protection Harness now appears on the new HUD when obtained.
- Heavy upgrade now shows properly in the old HUD (it only used to show Grimmhammer's heavy upgrade for all the weapons).
- Combat armor no longer gives 999 armor when the player has armor upgrade of any level.
- Dual wield Plasma Rifles no longer consume less ammo than single wield with secondary firemode.
- FOV gets normal after Lasergewehr's ammo depletes instead of getting stuck.
- Rune of Eternity timer now shows up in minimal HUD.
- Ubergewehr's muzzle flash has been updated and is now on the correct position.
- Fixed the buggy Super Shotgun reload animations (shrapnel partial when single wielded, buckshot partial when dual wielded)
- Expanded the description of Paratrooper Rifle's ammunition upgrade, regarding its secondary fire.
- Matched Rayne's player radius with BJ's (it was causing issues with certain maps, like Epic's MAP31).
- The ZMovement addon should now work after being loaded after the base mod.
- Fixed Rotesonne not being able to be dismantled after the player dismantled Hammergewehr.
- Fixed the light animations of heavy weapons disappearing after pressing the alt fire button.
- Fixed the dual wield Venom Gun reload animation when only the left gun is empty.
- Visual/Auditory changes
- Every single pickup sprite has been redrawn (and some are redesigned) to be in a higher scale.
- Tweaked Super Shotgun's sprite to make its perspective more in line with the rest of the arsenal.
- Rotesonne now has FOV change, screen shake, weapon smoke and recoil upon firing it.
- Redrew Paratrooper Rifle's scope POV.
- Some of the weapon sprites now properly reflect their status (low ammo, empty etc.) upon draw, holster, ram, melee attack, grenade/hatchet throw.
- Polished weapon animations.
- Dry fire states for weapons.
- Assault Rifle and Venom Gun have the up-to-date muzzle flashes in ADS state.
- Venom Gun no longer spits out casings (this can be turned back from the settings).
- Some of the new ammo pickups have new sound effects.
- Napalmkraftwerk now has a higher quality firing sound effect (and a new draw sound effect).
- Armor pickups have new sound effects.
- Handgun has new silenced fire and reload sound effects.
- Paratrooper has new fire and reload sound effects.
- Ubergewehr projectile trails are modified, and they now leave a subtle orange haze upon travel.
- Rune of Destruction, Vitality, Protection and Spirits emit much less smoke.
- Totenkopf's sprite has been modified.
- Radiation pools from Totenkopf and upgraded Kampfpistole projectiles now emit a geiger counter sound effect.
- Laserkraftwerk's ammo and zoom counters on its scope have been redrawn.
- Rayne now has voicelines, pain grunts and deaths from BloodRayne 2 (there's a CVar for voiceline selection, whether BR1 only, BR2 only or both).
- Rayne's hand in Handgun's ADS sprite has been redrawn.
- Added the missing/outdated casing/empty mags for LZDoom compatibility.