OmniVehicles v0.3.4 - new mech sprites!

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Craneo
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OmniVehicles v0.3.4 - new mech sprites!

Post by Craneo »

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"

SCREENSHOTS:(only shows tanks, I'll update them when I add all the Mechs)
https://imgur.com/a/r7mmohm

DOWNLOAD:
https://www.dropbox.com/s/txyxp1q64n58u ... 4.pk3?dl=0

Zandronum specific version, only load this and not the main file! (outdated for now)
https://www.dropbox.com/s/hr6ruqtxqxp4k ... d.pk3?dl=0

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

Older Downloads:
Spoiler:
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 Mapsets:
- Doom 2 Reloaded
- Hellbound
- The Ultimate Doom 2

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:
BrutalTanks Universal CREDITS:
Spoiler:
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.
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JuliusKoolius
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Re: BrutalOmniTanks - Brutal Doom tanks standalone for mods!

Post by JuliusKoolius »

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
Craneo
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Re: BrutalOmniTanks - Brutal Doom tanks standalone for mods!

Post by Craneo »

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)
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Captain J
 
 
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Re: BrutalOmniTanks v0.1.1 - Flame Tank added!

Post by Captain J »

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.
Craneo
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Re: BrutalOmniTanks v0.1.1 - Flame Tank added!

Post by Craneo »

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)
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Captain J
 
 
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Re: BrutalOmniTanks v0.1.3 - balance changes I guess

Post by Captain J »

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.
Craneo
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Re: BrutalOmniTanks v0.1.3 - balance changes I guess

Post by Craneo »

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
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TheNightATK300
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Re: BrutalOmniTanks v0.1.4 - added missing sounds lol

Post by TheNightATK300 »

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?
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Captain J
 
 
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Re: BrutalOmniTanks v0.1.3 - balance changes I guess

Post by Captain J »

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.
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TheNightATK300
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Re: BrutalOmniTanks v0.1.3 - balance changes I guess

Post by TheNightATK300 »

Captain J wrote:
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?
Craneo
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Re: BrutalOmniTanks v0.1.4 - added missing sounds lol

Post by Craneo »

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
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Captain J
 
 
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Re: BrutalOmniTanks v0.1.5

Post by Captain J »

Nice job adding more sound effect to Tanks. But is it me or hurtfloors somehow damage the tank? It's not really waterproof or something?
Craneo
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Re: BrutalOmniTanks v0.1.5

Post by Craneo »

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
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Re: BrutalOmniTanks v0.1.5

Post by Captain J »

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.
slyrboi
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Re: BrutalOmniTanks v0.1.5

Post by slyrboi »

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

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