Dark Passenger V1.3, The Halloween Update

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Doctrine Gamer
Posts: 395
Joined: Wed Jan 30, 2013 1:22 pm

Re: [W.I.P]Dark Passenger V1.1

Post by Doctrine Gamer »

The mod is based on Dusk but I confess that playing it reminded me a lot of the movie Evil Dead - Army of Darkness. If he had a chainsaw and a metal arm Fin Sternis could pass very well as Ash Williams. I really enjoyed playing.
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Obyrith
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Re: [W.I.P]Dark Passenger V1.1

Post by Obyrith »

Doctrine Gamer wrote:The mod is based on Dusk but I confess that playing it reminded me a lot of the movie Evil Dead - Army of Darkness. If he had a chainsaw and a metal arm Fin Sternis could pass very well as Ash Williams. I really enjoyed playing.
Considering that this mod is inspired by Dusk and Dusk is inspired by Blood, which in turn was inspired by the Evil Dead series, I guess you could say that we have come full circle.
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GoalDude-00
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Re: [W.I.P]Dark Passenger V1.1

Post by GoalDude-00 »

Liking the update, but I think the carbine from the older version had more character and fit the mod's overall aesthetic better than what I presume is some flavor of MP5. Recoloring the handguard to make it look like wood would work just as well, but I can't find any actual issues with the mod. Keep it up!
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Doctrine Gamer
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Re: [W.I.P]Dark Passenger V1.1

Post by Doctrine Gamer »

Hylik wrote:
Doctrine Gamer wrote:The mod is based on Dusk but I confess that playing it reminded me a lot of the movie Evil Dead - Army of Darkness. If he had a chainsaw and a metal arm Fin Sternis could pass very well as Ash Williams. I really enjoyed playing.
Considering that this mod is inspired by Dusk and Dusk is inspired by Blood, which in turn was inspired by the Evil Dead series, I guess you could say that we have come full circle.
its true :thumb:
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Obyrith
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Re: [W.I.P]Dark Passenger V1.1.1

Post by Obyrith »

8/05/2022 Update, Dark Passenger 1.1.1
I wanted to release this update before the start of my internship which is going to take time away from development, I don't plan on abandoning this project but I might go silent for the time being.
-Added a new crouch slide mechanic, press the kick button after crouching to slide in the direction you are aiming, the slide had a 2 second cooldown.
-Added a new attack for the shovel that pulls enemies towards you when you press the "Throw Shovel" button.
-Remade the sprites for the scattergun, again, and hopefully for the last time.
-The values for the necronomicon charge have been adjusted across the boards, in general every enemy gives you 1% more charge when killed with the exception of fodder enemies (zombies, imps, lost souls).
-The necronomicon powerups last five seconds longer, with the exception of Time Freeze.
-Replaced the sound for the Unmaker alt-fire.
-Improved the effects for explosions.
-Swapping between weapons has been sped up slightly.
-Fixed a bug with the Doctor's Bag and Armor Restorer that gave the player the incorrect amount of armor/health compared to the percentage of the item.
-Added a new logo for the main menu.
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Obyrith
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Re: [W.I.P]Dark Passenger V1.1.1 (26/07/22 Update)

Post by Obyrith »

26/07/2022 Update.
A hotfix more then anything, I changed some small stuff that bothered me about the mod. I wasn't able to make any significant additions due to real life circumstances but I am still willing to listen to feedback.
-Adjusted the size of the main menu logo to fix a clipping issue.
-Adjusted the size of a few pickup sprites that were either too big or looked like they were floating above the ground.
-Replaced the mugshot sprites. (credits to Electro7777)
-Added two new icons for the fullscreen status bar.
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Obyrith
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Re: Dark Passenger V1.2

Post by Obyrith »

20/11/2022 Update, Dark Passenger 1.2
I wish I finished this update sooner but alas it wasn't meant to be, my passion for this mod never dwindled but at the same time I have no more ideas to add to it and I'd much rather move onto my next project(s).
This might be the final update for this mod but anyways:
-Reintroducing the Carbine from version 1.0, with a new set of sprites and alt-fire.
-Added a new powerup in the form of the Soul Cube, which you can obtain by activating the three demon runes while having a fully charged Necronomicon.
-Reworked the armor restorer, now you can salvage armor pickups when you already have one and store them as points for your restorer.
-Added a new animation for the extreme player death.
-Added new visual effects for the crossbow and unmaker.
-The demon runes will play a humming sound when one is nearby.
-The infinite ammo powerup had its duration reduced from 30 seconds to 20 seconds.
-Reworked a few sprites for the scattergun (again).
-Added a total ammo counter for the status bar.
-The megasphere will now also give you one unit of armor restorer.
-The necronomicon will reset its charge to 50% when moving to a new level while above 50%.
-You can now interrupt the reload animation of the hunting rifle while scoped by swapping to another weapon.
-Replaced the title screen image with some new art drawn by my good friend BuzzerZero.
Last edited by Obyrith on Sun Nov 20, 2022 3:49 pm, edited 3 times in total.
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Dr_Cosmobyte
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Re: Dark Passenger V1.2

Post by Dr_Cosmobyte »

Amazing!
Gonna test this build as soon as possible.
Good luck on your next projects!
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ChiliPimp
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Re: Dark Passenger V1.2

Post by ChiliPimp »

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Obyrith
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Re: Dark Passenger V1.2

Post by Obyrith »

ChiliPimp wrote: Tue Nov 22, 2022 12:03 pm New vid is up!
https://www.youtube.com/watch?v=ESC6S7OZfj8
Heyo thanks for coming back to Dark Passenger, there are two things about the video that I would like to mention.
1)The way the crouch slide works is by pressing the kick button after crouching. I am aware that the slide doesn't work on certain wads but I currently don't know why this happens.
2)The text you get by using the demon keys in the inventory is not just for flavor, If you activate the three keys with a fully charged necronomicon you will get a new powerup.
PresBarackbar
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Re: Dark Passenger V1.2

Post by PresBarackbar »

Really loving this mod, I think the idea of the powerups on the Necro are really cool. Though Im curious, I used it a few times and I cant exactly figure out what it is that the Soul Cube does.
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Obyrith
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Re: Dark Passenger V1.2

Post by Obyrith »

PresBarackbar wrote: Fri Nov 25, 2022 6:28 pm Really loving this mod, I think the idea of the powerups on the Necro are really cool. Though Im curious, I used it a few times and I cant exactly figure out what it is that the Soul Cube does.
Use the soul cube near a few corpses and see what happens.
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Facínora
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Re: Dark Passenger V1.2

Post by Facínora »

Okay. I recorded a video with Dark Passenger and I liked what I saw. Might record more videos to explore features that I didn't in this match.
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Obyrith
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Re: Dark Passenger V1.2.1

Post by Obyrith »

12/06/2023 update, Dark Passenger 1.2.1
A very small update with mostly bug fixed and quality-of-life changes.
Someone reported a critical bug involving frame drops in certain wad, I was able to identify the source of the problem yet I still can't explain why it happens in some wads and not all of them.
-Fixed a bug with the slide cooldown causing massive frame drops on certain wads.
-Improved behavior of the soul cube, it will now always travel near the ground instead of floating away from it.
Dudejo
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Re: Dark Passenger V1.2.1

Post by Dudejo »

Just putting in my 2 cents.

I like how the mod is relatively simple and straightforward. No complicated controls or endless weapon selections, no randomized items or monsters...it fits my tastes.

The only thing I would criticize is the fact that bullet weapons, especially the carbine, are a bit too overwhelming. Between the DPS, ammo capacity and efficiency, the scattergun and sawed-off aren't as good of an alternative as they could be.

As for the shovel, I just find that its animation looks a bit wimpy. I feel like I'm swinging a metallic fly swatter. I think that a more dramatic wind-up would improve the feel.

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