Clarification: This mod has nothing to do with Redneck Rampage.
- Vanilla-like weapons with reloading capability
- Slightly improved special effects
- Lots of extra options to tweak the gameplay to your personal preference
- Highly customizable HUD (also available standalone)
- Multiplayer support
- Compatible with mostly any PWAD that doesn't replace existing weapons or items (see below for details)
Download the standalone HUD package (to use the HUD without RRWM, compatible with any mod and other games)
NB: Requires GZDoom 4.8.0 or later! (Latest version recommended)
LZDoom is not supported at the current time. Sorry about that.
Bitbucket repository (Development builds might be UNSTABLE and/or savegame-incompatible, use at your own risk!)
Want to use the weapon reloading system in your mod? Click here for details.
Spoiler: Obligatory screenshots
RRWM is a weapon mod that provides direct replacements for vanilla Doom weapons that function more or less the same, except for the reloading feature. It is intended especially for those who want a largely familiar, classic Doom experience, but also something new at the same time. The need to reload promotes a somewhat more cautious and less aggressive play style.
Additional changes to the gameplay include:
- The chainsaw now has an ammo reservoir that drains over time as long as its engine is turned on. Use the reload key to start and stop the engine, and make sure to keep it off if you don't want to alert any enemies. When the engine is stopped, the ammo supply regenerates (it does that regardless of whether you have the chainsaw selected or not). Picking up another chainsaw immediately restores your ammo supply to maximum.
- Berserk has been replaced with Adrenaline. In addition to increased melee damage that lasts until the end of the current level, it also makes melee attacks much faster and absorbs 50% of all incoming damage after it has been reduced by armor. This effect lasts for 30 seconds and can be extended by picking up additional Adrenaline items. In an homage to Quake II, Adrenaline also boosts the player's normal maximum health (reachable with medikits and stimpacks only) by one extra point, up to 200.
RRWM also provides several optional features that can be adjusted to tailor the gameplay experience to your liking. Most of the core features are also customizable. All configuration is done through a special options menu, which is accessible directly from the main game menu. To quickly access RRWM options, press Esc, R, and Enter keys in sequence.
Some of the options available in the menu only provide visual enhancements, while others have a certain impact on the gameplay. You can learn exactly what an option does by accessing its in-game help page by selecting the option and pressing F1.
Note that there are several features that can only be customized before starting a new game. This is done for a variety of reasons, but mostly to avoid needless complication of the code by making it account for sudden changes of the setting. The corresponding options are called "persistent" and have their own group in the options menu, so it's very easy to recognize them. Think of each of these options as of a mini-addon. Just don't forget that you have to adjust them before you start a new game (e.g. on the title screen).
RRWM provides a replacement for the standard fullscreen HUD built into GZDoom. Due to some aspects of the reloading system implementation, a custom HUD is required to display the amount of ammo in the current weapon's clip. RRWM's HUD is highly customizable, multiplayer-ready, and is also available as a standalone package.
If you don't like the new HUD, the original Doom status bar, rewritten from scratch to support RRWM weapons, is provided as an alternative. Failing that, it is also possible to use GZDoom's "Alternative HUD", updated for RRWM to provide a clip counter. Third-party HUDs will not work properly with new weapons and are thus not recommended for use.
RRWM fully supports multiplayer and has been extensively playtested in cooperative mode. Competitive modes are supported as well but may have balance issues.
Starting from version 1.3.0, RRWM will check that all players are running the same version of the mod and abort the game with a user-friendly error message if it detects a version mismatch. If your network game de-syncs, verify that everyone is running the same GZDoom version and loading the same files in the same order. If you haven't found any inconsistencies, please report a bug. Other multiplayer glitches not related to synchronization should also be considered bugs and reported. Please see the "Reporting bugs" section below for how to report bugs.
RRWM is guaranteed to be compatible with vanilla and limit-removing maps. Please report a bug if you are experiencing issues. If there is also a DEHACKED patch, please read the rest of this section for further information.
RRWM will probably work with other mods that replace existing enemies. Note that RRWM options that affect monsters will obviously do nothing if these monsters are replaced by a third-party mod. Starting from version 1.1, RRWM also detects DEHACKED modifications to monsters and allows them to take priority over its own replacements. Please report a bug if you are experiencing compatibility issues with a monster-altering DEHACKED patch.
RRWM will probably work with GZDoom-specific maps unless they have ACS scripts that manipulate the player's inventory. Unfortunately, it cannot be fixed in RRWM because the corresponding ACS functions do not take replacements into account. Custom inventory items, weapons, and enemies that do not replace any existing actors should not interfere with RRWM. Please report a bug if you are experiencing compatibility issues with a GZDoom map.
RRWM is not guaranteed to be compatible with other mods that replace existing weapons or items. This also applies to DEHACKED patches. Please do not report bugs if you encounter compatibility issues with such mods, unless you are able to reliably reproduce these issues without them.
NB: Starting from version 1.4.0, RRWM will detect and apply the following DEHACKED modifications:
- Ammo capacities
- Initial bullets
Recommended map packs
Any PWAD with vanilla or Boom-compatible maps will generally play well with RRWM. However, "slaughtermaps" will become a lot more difficult since you can no longer keep shooting non-stop until you run out of ammo. The need to reload can be a serious tactical disadvantage when you don't have enough room to retreat; because of this, it is recommended to avoid levels that unleash numerous strong enemies on the player in confined spaces. Though if you still want to try, no one is stopping you - but if you play without saves, you're in for a lot of frustration. Well, you practically asked for it, didn't you?
RRWM has been playtested in single player on the Ultra-Violence diffculty with the following IWADs and PWADs, which have been found to be completable without the use of cheat codes:
Spoiler: Open list
Additionally, the following PWADs are recommended if you're looking for a map pack to try out RRWM with:
Spoiler: Open list
Despite countless hours invested into playtesting, it is still possible that you may encounter a bug. If it looks to you that something in RRWM is not working as it should, then it's probably a bug and you're encouraged to report it so that it can be fixed.
You can report bugs in this very thread, or via the Bitbucket issue tracker. Click here to report a bug via the issue tracker.
When reporting bugs, please follow the standard GZDoom bug reporting guidelines. Due to the nature of this project, it's usually not necessary to construct a test map for each report. However, please provide a detailed list of reproduction steps -- what exactly should I do to experience buggy behavior? Screenshots and videos are optional and not a substitute for a proper testing procedure. If you are playing with some other mod (mind the compatibility notes above!), please check whether the issue appears only when you include that mod, or if the issue can be reproduced without the mod. Please provide links to all third-party content you are using, including the map pack (if any).
Spoiler: If you are a sprite artist and want to help this project, please read
RRWM uses many third-party assets, most of which were made or edited by the following people:
Spoiler: Open listRRWM also uses some assets that originally appeared in the following commercial games:
Spoiler: Open listFor the detailed credits list (with all the asset names included), please refer to credits.pdf in the release archive, or CREDITS.md in the Bitbucket repository.
- Dem - suggestions, language fixes, testing
- StroggVorbis - suggestions
- TDRR - testing
- Void Weaver - testing