Rust and Bones - (v1.5) Mar/23

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Dr_Cosmobyte
Posts: 2833
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Rust and Bones - (v1.5) Mar/23

Post by Dr_Cosmobyte »

Image
UAC has broken our world beyond repair.
They say hard times create strong people. Things will have to be solved the old ways.

There was a time when guns were made of metal and wood,
soldiers were made of blood and sweat,
and after the war is over, all that's left beneath the remains is...
Rust and Bones.

Welcome to my 29th mod!

This is a power-fantasy mod, directioned to people with thirst for stronger guns and harder challenges, or some easier way to suceed in maps. Highly inspired by Black Magwell, by Skelegant, but with my own twists on it until it turned something else.

Expect breakable decorations, beautiful liquid textures, awesome weapon feedback and sound, as well as astonishing spriteworks made with the help of many legends in the community!

Compatible with Hexen and Heretic, as most of my mods!

Spoiler: Arsenal
Spoiler: Powerups
Spoiler: Medikits
Spoiler: Screenshots


With all that in mind, have fun and JUST PLAY IT ALREADY!!!
Last edited by Dr_Cosmobyte on Sun Mar 23, 2025 8:22 pm, edited 11 times in total.
User avatar
AliciaPendragon
Posts: 206
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo

Re: Rust and Bones (First release (1/Mar/25)

Post by AliciaPendragon »

oooooo

I'll have to give this a try
OptimusCj113
Posts: 4
Joined: Sat Mar 30, 2024 12:08 am
Preferred Pronouns: He/Him

Re: Rust and Bones (First release (1/Mar/25)

Post by OptimusCj113 »

TIME TO RUST SOME BONES
SaucepanSF
Posts: 20
Joined: Thu Dec 30, 2021 7:03 pm

Re: Rust and Bones - (First release) March, 1st

Post by SaucepanSF »

quick thoughts:

the good, or things that stuck out
-good performance
-pistol sound is incredible (update as i keep playing: ALL sounds in this mod are impressive)
-movement feels nice
-alt fires are yay
-lol moments with some of the text stuff
-death screen/text
-explosions

the bad
-nothing

is armor working as intended? when i pick up bonuses nothing shows on the hud, just health.
User avatar
Dr_Cosmobyte
Posts: 2833
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Rust and Bones - (v1.1) Mar/03

Post by Dr_Cosmobyte »

Well thanks a lot!

I don't like updating mods so soon and with so little stuff after release, but these QOL's will make your experience better, i promise you!

Here's the changelog:

03/03

- New sound for secret weapons pickup;
- Secret weapons now replace the older counterparts;
- Fixed the props 'gibs' not turning into flat sprites;
- Armor numbers now also have the 'fillzeros' flag on the HUD;
- Restored the old menu sounds that were unused prior to release;
- New sprites for the Medikits using Duke Nukem textures and colors;
- Fixed Battle Rifle displaying ammo on inspection when out of bullets;
- Fixed the Hunting Shotgun having the same stats as the normal shotgun;
- You don't need to click twice in order to fire a shotgun mid-reload now;

Have fun!
User avatar
Dr_Cosmobyte
Posts: 2833
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Rust and Bones - (v1.2) Mar/09

Post by Dr_Cosmobyte »

Mod was updated to v1.2!

Here's the changelog:

09/03 (v1.2)

- Fixed Hexen compatibility;
- New startup image by Skelegant!
- Added a 30+1 system to the rifle;
- Imbued Remains(powerup jars) are animated now;
- Revamped most decoration sprites and added some more;
- Added a inspection animation for the Hunting Shotgun;
- Now the Hunting shotgun doesn't need to click twice to fire mid-reload;
User avatar
Max Dickings
Posts: 225
Joined: Thu Feb 28, 2013 12:27 am

Re: Rust and Bones - (v1.2) Mar/09

Post by Max Dickings »

Wow, this is fantastic. I have no criticisms. I do want to praise the alt-revolver system and the choice to separate shotgun and SSG ammo.

Minor nitpick, I think the HUD could use a little tweaking. I feel the mugshot should be to the left of the health/armor instead of on top of it, would align everything more horizontally as opposed to it being the tallest point of the HUD, if that makes sense. And I like the ammo reserve being a bar as opposed to hard numbers, but something about only one side having a semi-circle without one on the left is messing with my head - maybe an option to show health/armor as mirrored semi-circle too?

I do have a technical question however. Is the Disable Ricochet option not working? I've tried it with no other mods loaded, changed the setting and saved etc, still seems to generate small red beams/lines from the walls when firing. Or is this a different option?

Thanks!
User avatar
BLSZDOOM
Posts: 88
Joined: Fri Jun 21, 2024 5:04 pm

Re: Rust and Bones - (v1.2) Mar/09

Post by BLSZDOOM »

you know what would be cool?if the revolver speed loader was only used when its empity and partial reloads reloaded bullet by bullet like hyperexia survivor shooter for example or as a certain spetsnaz would say:exhilarating reloads.
User avatar
Dr_Cosmobyte
Posts: 2833
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Rust and Bones - (v1.2) Mar/09

Post by Dr_Cosmobyte »

Max Dickings wrote: Tue Mar 11, 2025 8:09 am I do have a technical question however. Is the Disable Ricochet option not working? I've tried it with no other mods loaded, changed the setting and saved etc, still seems to generate small red beams/lines from the walls when firing. Or is this a different option?
Turns out it seems to not work, really O_O

I don't know for how long this was overlooked, thankfully it's easy to fix.
Minor nitpick, I think the HUD could use a little tweaking. I feel the mugshot should be to the left of the health/armor instead of on top of it, would align everything more horizontally as opposed to it being the tallest point of the HUD, if that makes sense. And I like the ammo reserve being a bar as opposed to hard numbers, but something about only one side having a semi-circle without one on the left is messing with my head - maybe an option to show health/armor as mirrored semi-circle too?
BLSZDOOM wrote: Tue Mar 11, 2025 11:22 am you know what would be cool?if the revolver speed loader was only used when its empity and partial reloads reloaded bullet by bullet like hyperexia survivor shooter for example or as a certain spetsnaz would say:exhilarating reloads.
All valid criticisms! I like the idea of putting the mugshot left to the numbers, and i like the idea to enforce individual reloads for the revolver, so you have more reasons to use it. I don't know what could be used instead of a semi-circular bar for the HUD though.

And since that question was already sked before outside this thread, no, i'm not considering numbers as ammo reserve. Too much unindentified-information on screen already.

But thanks for the feedback! More stuff to address on v1.3. For the next update, i buffed the revolver a tiny bit and added some more stuff to compliment the gameplay.
User avatar
Max Dickings
Posts: 225
Joined: Thu Feb 28, 2013 12:27 am

Re: Rust and Bones - (v1.2) Mar/09

Post by Max Dickings »

Glad I could help with the ricochet, I'm also kinda glad to hear it was an error, was driving myself crazy thinking I was doing something wrong haha.
Dr_Cosmobyte wrote: Tue Mar 11, 2025 6:00 pm All valid criticisms! I like the idea of putting the mugshot left to the numbers, and i like the idea to enforce individual reloads for the revolver, so you have more reasons to use it. I don't know what could be used instead of a semi-circular bar for the HUD though.

And since that question was already sked before outside this thread, no, i'm not considering numbers as ammo reserve. Too much unindentified-information on screen already.

But thanks for the feedback! More stuff to address on v1.3. For the next update, i buffed the revolver a tiny bit and added some more stuff to compliment the gameplay.
And just to clarify I like the lack of numbers, I enjoy the reserve ammo not being a number, I was instead suggesting you take the same approach with health and armor - displaying those as a bar/semi-circle as well. But again, just a nitpick/preference.

Cheers though looking forward to 1.3!
User avatar
-Ghost-
Posts: 1786
Joined: Wed Sep 08, 2010 4:58 pm

Re: Rust and Bones - (v1.2) Mar/09

Post by -Ghost- »

Do you think you'll add more upgrades/extra weapons as time goes on? Would be cool to get a more tactical rifle as a rarer upgrade kind of like the Hunting Shotgun.
User avatar
LossForWords
Posts: 699
Joined: Fri Jan 13, 2017 9:08 pm

Re: Rust and Bones - (v1.2) Mar/09

Post by LossForWords »

New HUD.
How we feeling on this one?
Regular HUD on top, alternative HUD on the bottom.

Mugshot's still here, it's just that the toggle is off.


User avatar
Max Dickings
Posts: 225
Joined: Thu Feb 28, 2013 12:27 am

Re: Rust and Bones - (v1.2) Mar/09

Post by Max Dickings »

I like the bottom, I personally don't see a need for a visual reminder of what ammo type each weapon is as they're fairly obvious.

What would the colors be on the left side of health and armor? Is yellow armor and orange is health?
User avatar
Dr_Cosmobyte
Posts: 2833
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.

Re: Rust and Bones - (v1.2) Mar/09

Post by Dr_Cosmobyte »

Rust and bones updated to v1.3!

As promised, lots on changes here, enjoy!

Changelog:
Spoiler:
User avatar
AliciaPendragon
Posts: 206
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo

Re: Rust and Bones - (v1.3) Mar/15

Post by AliciaPendragon »

Any chance you'll add an upgrade for the revolver, super shotgun and machine gun

alongside maybe a rare chance to find a plasma rifle and/or bfg?

Return to “Gameplay Mods”