I wanted to put this out a couple of weeks ago but Nightdive did their thing so I left it for a bit. I saw that it was GZDoom's birthday the other and was going to release it then but ADHD got in the way... So, here it is - released on my first year wedding anniversary.
I started off trying to understand why the original DoomWeapsinHer mod didn't play sounds for all attacks. I asked about but didn't get any help so I just picked it apart so that I could learn how to add the missing sounds. It kinda snowballed from there. It's essentially a compilation of other peoples' work with lots of tweaking and bits and bobs from me. Here are some of the changes:
Some changes taken from the Wayfarer mod (faster projectiles and the like) but infighting has been restored.
Lots of sounds and brightmaps added to lots of things and sounds have been rebalanced - using Wayfarer again as a basis but running with it.
The timebomb has been polished up a little to make it a bit more impactful.
All weapons are essentially doom weapons now. However, the Tome of Power still has an affect on them.
There's now an additional melee kick attack which can be bound for instant use.
Medikits have replaced the health potions and have the same behaviour as in Doom (ie/ instant use)
New sprites for most baddies with extra brightmaps and full-bright frames courtesy of Wardust and Neoworm and guns by Amuscaria/Eriance.
Miscellaneous other small changes including a revamp of liquids, skies, full-screen HUD, Damage Numbers, Camera Tilt.
[imgur]https://imgur.com/a/tmDsMnJ[/imgur]
Download mod:
https://mega.nz/file/lGYyQRRb#8n9KxAPuT ... Uo3bpXgwHU
Download optional Soundtrack mod:
https://mega.nz/file/kPRyVCgC#pW5GVHERo ... MIUN16C0tE
Main credits are in the main menu and fuller credits list is in the CREDITS foldr inside the PK3. If I've missed anyone out please let me know so that I can make amends.
The Doomed Heretic - Yet Another Guns in Heretic Mod
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.
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.
-
Bob Beaky
- Posts: 37
- Joined: Fri Mar 18, 2022 12:03 pm
- Graphics Processor: nVidia with Vulkan support
-
ThatOneZDoomer
- Posts: 226
- Joined: Sun Jun 01, 2008 1:33 am
- Preferred Pronouns: She/Her
- Location: Where I'm at of course
Re: The Doomed Heretic - Yet Another Guns in Heretic Mod
I come out of lurking to say that I can't seem to start this. I get error messages:
Unrelated to the above issue but I did have to disable damnums since this mod has it baked in, which I don't think is necessary to bake into the mod.
Seems like something isn't working properly with the HUD.Script error, "The Doomed Heretic.pk3:menudef" line 213:
Unknown CVar fullhud_split
Script error, "The Doomed Heretic.pk3:menudef" line 247:
Unknown CVar fullhud_stats_type
Script error, "The Doomed Heretic.pk3:menudef" line 256:
Unknown CVar fullhud_stats_type
Script error, "The Doomed Heretic.pk3:menudef" line 258:
Unknown CVar fullhud_stats_type
Script error, "The Doomed Heretic.pk3:menudef" line 259:
Unknown CVar fullhud_stats_type
Script error, "The Doomed Heretic.pk3:menudef" line 260:
Unknown CVar fullhud_stats_type
Script error, "The Doomed Heretic.pk3:menudef" line 261:
Unknown CVar fullhud_stats_type
P_Init: Init Playloop state.
ParseSBARInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
E1M1 - The Docks
VM execution aborted: tried to read from address zero. In function parameter "self"
Called from SpecialHereticStatusBar.getStatFont at The Doomed Heretic.pk3:zscript/stats/statfonts.zs, line 8
Called from SpecialHereticStatusBar.Draw at The Doomed Heretic.pk3:zscript/statusbars/main.zs, line 120
Called from CVar.GetInt [Native]
Unrelated to the above issue but I did have to disable damnums since this mod has it baked in, which I don't think is necessary to bake into the mod.
-
Bob Beaky
- Posts: 37
- Joined: Fri Mar 18, 2022 12:03 pm
- Graphics Processor: nVidia with Vulkan support
Re: The Doomed Heretic - Yet Another Guns in Heretic Mod
Sorry about that. Someone mentioned this before over at DW and I intended to look into it but I just don't get any errors so I don't know how to fix it. I'm going to just rip out the HUD and damage numbers out and see what happens. I should have some time tomorrow so I'll rip them out then. Cheers for at least trying the mod. 
-
Bob Beaky
- Posts: 37
- Joined: Fri Mar 18, 2022 12:03 pm
- Graphics Processor: nVidia with Vulkan support
Re: The Doomed Heretic - Yet Another Guns in Heretic Mod
So, I just ripped out the damage numbers, HUD and camera tilting:
https://mega.nz/file/BSRSCLCL#H1LZnkpWq ... lt6URe6bzQ
If anyone would be kind enough to try this out I'd appreciate it.
I still can't find any errors from the original upload and when I run it at my end no errors are reported in the console so I'm at a bit of loss as to how to fix it properly.
https://mega.nz/file/BSRSCLCL#H1LZnkpWq ... lt6URe6bzQ
If anyone would be kind enough to try this out I'd appreciate it.
I still can't find any errors from the original upload and when I run it at my end no errors are reported in the console so I'm at a bit of loss as to how to fix it properly.