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This is a mod that aims to bring Brutal Doom's MES Vehicles in a way it can work with every
map and every mod in a almost universal way (may not work with a few mods however), it uses
the OmniShields code to give the player a vehicle for every certain number of kills in a map
and the Brutal Friends beacon item to summon the tank on the area
desired, it has been tested with OSJC's Major Crisis, Real Guns Advanced 2, DonRamon's Duke
Nukem 3D mod, Nobody Told Me About ID, SilentZorah's DoomZone and a few others.
You can only hold 4 Tanks and 2 Mechs in the inventory at once, this may be changed
in the future, use the vehicles in big, open areas, otherwise they either won't spawn, or won't have much
mobility, to enter or exit them, press "use"
Project Complexity patch, fixes the HUD display of vehicle ammo, makes big bosses drop vehicle beacons, and some other stuff
requires Project Complexity and OmniVehicles, load after https://www.dropbox.com/s/trl487i5yb8j3 ... 3.pk3?dl=0
HOW TO GET THE TANKS
Tank Ammo - either get 50 kills on a map, or play on a map with 100 or more monsters on it
Flame Tank Ammo - either get 70 kills on a map, or play in a map with 100 or more monsters on it
Light Tank - either get 70 kills in a map, or play a map with 100 monsters on it
Heavy Tank - either get 130 kills in a map, or play a map with 150 monsters on it
Flame Tank - get 200 kills on a map, or play a map with 200 monsters on it
Ballistic Mech - get 240 kills on a map
Demolition Mech - get 270 kills on a map
KNOWN ISSUES:
- if playing on Complex Doom or Legendary Complex Addon ammo counter won't display
- when the DN3D Slimer attacks the player on a tank, the only way to get it away from the player is
to exit the tank and quick-kick them with the DN3D kick.
- on DoomZone, due to the way that mod is coded, the tank altfire is the same button as the grenade
throw (it's non game breaking however)
- sprite name incompatibility with Dusted's Pandemonia Juggernaut/Mancutank
- the Zandronum version still has the bug where if you spawn a Tank in a small place the tank will just dissapear and you won't be able to get it back (fixed in GZDoom version)
- any vehicle won't spawn if playing with Corruption Cards, I don't know what causes this but I've gotten 2 reports of this happening while people loaded that mod
FUTURE PLANS'
- get rid of stuff that isn't needed anymore in the code (unused stuff I may have left by accident)
- potentially buff/nerf the vehicles?
Recommended Mods:
- OSJC's Major Crisis
- Nobody Told Me About ID
- JohnnyDoom
- Project Complexity (if loaded with the patch)
I'll also like to recommend the mod "Big Doom" so you can expand the size of mapsets so you are able to spawn vehicles more properly, just tested it with Alien Vendetta and it works really fine!
viewtopic.php?f=43&t=68532
CHANGELOG:
Spoiler:
0.3.4 - New Mech sprites by sebabdukeboss20, taken from the Duke4 Community Stockpile
0.3.3 - fixed the player being able to enter other vehicles while being in a vehicle already, resulting in the player "eating"
the vehicle and getting it's health, as well as the player being able to use vehicle beacons while inside one already,
gave the flame tank and demolition mech resistance to fire projectiles (damagefactor fire 0.5), some small tweaks for
a potential future update :>
0.3.2 - fixed eviromental stopping working (had to make it last 2 years, whew.)
0.3.1 - added new sounds from Doom 3 and some from Megaman X4 for the mech, destroyed vehicles now dissappear
after a while, buffed the ballistic mech's shotgun firing speed, tanks are now resistant to eviromental
damage (not fully tested, please report bugs regarding this feature)
0.3.0 - added Demolition Mech, tweaked Ballistic Mech code and Vehicle ACS stuff including
different text colors for every vehicle so far, nerfed the health of both Mechs
0.2.1 - added widescreen support for the Mech huds, replaced the Mech SSG sounds with actual SSG sounds
0.2.0 - added the first Mech, Ballistic Mech, awarded at 240 kills, increased hold ammount of the Tanks
up to 4 max to all, tweaked the requeriments for the tank to spawn normally, rebranded mod name
0.1.5.2 - tweaked summon code more...
0.1.5.1 - tweaked summon code a little...
0.1.5 - fixed Flame Tank model not showing on Zandronum, lowered the tank "walk" sounds volume,
added new destroyed tank model skin, changed death explosion to be more "universal", added a
check to avoid loosing tanks after a failed spawn (GZDOOM ONLY), new Flame Tank crosshair sprites,
created Zandronum version
0.1.4 - added missing wheel sounds (how the fuck did I forget about them!?), made the player able to
hold more beacons (can now hold 4 light tank beacons and 2 flame and heavy tank beacons),
added missing 0.1.2 link in the GZDoom thread older versions files (also forgot that, somehow)
0.1.3 - restored the old flame tank SSG turret with some tweaks, tweaked the sprites of the
light tank's machinegun turret, changed the movement of the flame and heavy tanks to
be the same as the light tank, removed the tank bleeding when getting shot at (no more
black blood!), made the light tank faster (as fast as the other tanks), made the tanks
a bit easier to get (less kills required to unlock the tanks), new screenshot gallery taken with
OSJC's Major Crisis (it still works with other mods, I'm just too lazy to take pics with other mods)
0.1.2 - changed all of the turret weapon sprites, recolored the flame beacon, changed
the ammo taken from the flame tank's shotguns to be more accurate to the skin
0.1.1 - changed the hud weapon sprites for the Flame Tank's cannon and turret, changed the
Flame Tank's 3D model
0.1.0 - added the Flame Tank (shoots mancubus fireballs and has shotguns turrets instead of chaingun turrets),
removed unused bits of code, modified the tank shoot sounds a little, made it so tank ammo is also given when at a high
monster count on map
0.0.3 - hopefully fixed issues with "drop weapon" command and the tank guns EDIT: this fixed the Complex LCA message spam bug!
0.0.2 - nerfed tank treads damage, gave the tank it's own ammotype (awarded by kills)
0.0.1 - public release
BrutalTanks Universal CREDITS:
Spoiler:
BrutalTanks Universal CREDITS:
Sgt_Mark_IV - 3D models, modifying sprites, vehicle code, BrutalFriends beacon code
Scuba Steve - tank textures, Mancubus Flame Cannons used in the new flame cannon
Eriance/Amuscaria - light tank's cannon, flame tank gas ammo sprite
Raven Software - heavy tank's dual cannons, destroyed junk sprite thing
PillowBlaster, eflfe, Cherno, Lud, Enjay, /vr/doom and
Spaceman333 - OmniShield's code (check original OmniShield's Credits in Decorate)
Sgt. Shivers - new muzzleflashes on the guns
Rogue Entertainment, Scalliano - beacon sprites
3D Realms, Xim, Enjay (probably) - tank 3rd person SPRITES (not the models), flame tank gas ammo sprite
Zrrion the Insect - tank ammo box sprites base
Freedoom - tank ammo box rocket sprite
TypicalSF - most gun sprites
DoomNukem - Rocket Mech RocketLauncher/FlameCannon sprites
Id Software - Doom 3 gun sounds, ripped by Cooper B. Chance
Capcom - MMX4 sounds, ripped by Nero1024
TonynUBares - helping me fix the bug where you get extra health if you try to enter a vehicle from another
sebabdukeboss20 - new Mech sprites (originally EDF Mech in Duke4's forums "Community Stockpile" thread)
UNKNOWN SOURCES - PLEASE TELL ME IF YOU KNOW WHO MADE THEM:
JNK1 sprites (junk particle)
Brutal Doom's bullet ammo box (re-edited by me, only the ammo belt used)
Mech Cockpit sprites (taken from BDv21)
IF I FORGOT ANYONE, PLEASE KINDLY TELL ME WHO DID WHAT SO I CAN ADD THEM!
Compiled by Craneo
Last edited by Craneo on Wed Nov 04, 2020 5:33 pm, edited 31 times in total.
The mod is pretty fun! but I would say that when you run over enemies it does a bit too much damage, I mean the Zombiemen enemies are understandable, but I was able to kill a Spider Mastermind and a Cyberdemon in mere seconds! but other than that this is pretty fun
I see, I should probably nerf the wheel damage
Aaand done! the wheel damage is reduced now, also added tank ammo (given to the player for every 50 kills, doesn't display a message, to not annoy the players)
Not really fond of Brutal Doom, but i think some additional stuff like Tanks are quite impressing. It's nice to have fully-functional tank in doom!
But... Do i really have to kill 100 enemies to get myself a tank? I honestly want to try this at the beginning of the map. Sure, you can spawn it with the console command, but it's a fun-killer.
Also not sure why tanks bleed oil when get hit and Flame Tank needs to go forward when rotating for some reason.
I mean, it would be too op to get the tank on spawn, you CAN get the tank on spawn but you'll need to go to a level with a high monster count (over 250 if I remember correctly, maps like TUD2 MAP15 gift you a tank on spawn, for example), as for the flame/heavy tank movement, I may see if I can change that (that's how it moved in BD if I'm correct)
Well, alright! So getting a tank support is now easier. Thank you so much! This might solve some enemy horde or key trap problems.
EDIT: I know, i know. Should've played the mod first. I went a bit hasty there. However, about the sound effects, i think i could share some cool stuff to replace with, if that's okay!
Last edited by Captain J on Tue Jun 23, 2020 10:12 pm, edited 1 time in total.
well, you DO get awarded a tank if the monster count on the level is high (150 monsters give you a light tank as of the current version)
the monsters required to kill have been changed too in the latest update, now you only need to kill 70 for the light tank for example, I am not sure if I should nerf it more however
I could make in the future a "easy mode" version that awards the tanks even earlier perhaps, but I would need to update two versions at once then...
EDIT: wait didn't read your last message, sorry lol (got confused and read the old one again)
on other news, I am not sure if I should add the helicopter anymore, as it requires a lot of space in the level and most don't have enough, I also plan to add more mechas aside from the one in BD, was thinking of a heavy health berserker melee mecha and a BFG and plasma mecha
Maybe like some kind of powerloader as a suggestion? For a melee-based mecha? Also, for method of flight, how about a Recon Patrol Vehicle from DN3D instead of something massive?
Craneo wrote:on other news, I am not sure if I should add the helicopter anymore, as it requires a lot of space in the level and most don't have enough, I also plan to add more mechas aside from the one in BD, was thinking of a heavy health berserker melee mecha and a BFG and plasma mecha
I think it's okay to give the player bigger vehicles if they're in the beacon and are able to be spawned. If the space is not enough, you can de-spawn them, somehow. See Hexen's Dark Servant.
Craneo wrote:on other news, I am not sure if I should add the helicopter anymore, as it requires a lot of space in the level and most don't have enough, I also plan to add more mechas aside from the one in BD, was thinking of a heavy health berserker melee mecha and a BFG and plasma mecha
I think it's okay to give the player bigger vehicles if they're in the beacon and are able to be spawned. If the space is not enough, you can de-spawn them, somehow. See Hexen's Dark Servant.
Or even Russian Overkill, anyhow, except the tank isn't driveable by you. Maybe like, if there is no space at all for a vehicle, maybe make some kind of message that it failed spawning the vehicle? And then after that, it turns back into an item you can pick up? That sort of thing?
Yeah, I think I could do that, I think there was a "check if ceiling" command in decorate, right? I could make it check if the ceiling is too low so it won't spawn a tank if that's the case, if the place is too thin tho idk if there is a way to check that, I also plan to lower the volume of the tank driving sounds, as it is too loud
I mean, I think lava or heavy radition would still hurt vehicles so, I guess? I could add radsuit powerup-like features to the tank I guess, but I'm not sure if I should
Something strong and sturdy as tank, is positively gonna be fine in such dangerous environments. But the driver might take the heat or radiations, though. Maybe decrease the damagefactor?
Also just found out that your tank would drown if it's in underwater for so long. And for some reason props like deadmarine and gibbedmarine are somehow covered in black pixel.
I tried this with Untitled's Touhou Doom. Boi, wheeling fairies never been so much fun. But i do think there should be a kinda penalty so that you couldn't just going on wheeling spree. I think that's the only gripes i could get