Lossvoise Sentry Gun mod (GZDOOM & LZDOOM & UZDOOM)

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Lossvoise
Posts: 18
Joined: Tue May 28, 2024 8:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: St. Petersburg, Russia

Lossvoise Sentry Gun mod (GZDOOM & LZDOOM & UZDOOM)

Post by Lossvoise »

Lossvoise - SentryGun Mod

BASE SENTRY GUN BY Captain Toenail

DOWNLOAD: Google Drive

Built for Doom VR. Compatible with GZDOOM & LZDOOM & UZDOOM.



▌ WHY THIS EXISTS

VR Doom runs at a slower pace to prevent motion sickness — and monster overhaul mods like Project Malice and Colorful Hell will destroy you even on starting maps. I needed actual tactical tools to stand a chance.

This is Module 01 of a planned full tactical equipment suite — broadly compatible, no frills, new ways to survive.

▌ SENTRY TURRET
  • Secret spawner — 50% chance to appear in secret rooms; extra care taken to prevent wall-stuck placement
  • Smart deployment — cannot be placed inside walls or actors
  • Fast acquisition — near-instant reaction, but limited firing range — position matters
  • Repositionable — push it mid-fight to cover new angles
  • Climbable — yes, you can stand on top of it
  • Destructible — both you and demons can take it out; mind your crossfire
  • Kill feedback — plays a satisfying indicator on each kill, because it's cool
  • Player-aware — actively avoids shooting you and tracks your movement
▌ NEED YOUR HELP

I'm primarily a sound designer. I've been vibe-coding this with Claude, Gemini, and DeepSeek in parallel — it works, but community input would speed things up a lot.

Happy to receive:
  • Mods with reusable mechanics or code relevant to the systems below
  • Sprites I can use as a base for new equipment
  • Advice, ideas, or feedback
All contributions will be credited — no exceptions.

▌ PLANNED EQUIPMENT
Spoiler: Click to expand — full roadmap
Last edited by Lossvoise on Thu Jun 04, 2026 4:38 pm, edited 1 time in total.
antpostal
Posts: 32
Joined: Sun Jun 27, 2021 2:21 pm

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by antpostal »

I love this and been looking for something like this for mods I play . This will be useful for project malice and HFE(monster pack human) I would suggest that the turret should get tracers to keep track of its firing so it’s easier to spot in the distance to see if it’s still attacking something or not so you know the area is clear when you want an area is cleared out
antpostal
Posts: 32
Joined: Sun Jun 27, 2021 2:21 pm

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by antpostal »

antpostal wrote: Wed Jun 03, 2026 2:51 pm I love this and been looking for something like this for mods I play . This will be useful for project malice and HFE(monster pack human) I would suggest that the turret should get tracers to keep track of its firing so it’s easier to spot in the distance to see if it’s still attacking something or not so you know the area is clear when you want an area is cleared out
I hope you stay on this and keep updating I can’t wait to try this out later. And I hope they are plans for different varieties of turrets with different firepower I know a mod that has different turrets. Nice one
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Lossvoise
Posts: 18
Joined: Tue May 28, 2024 8:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: St. Petersburg, Russia

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by Lossvoise »

antpostal wrote: Wed Jun 03, 2026 2:54 pm
antpostal wrote: Wed Jun 03, 2026 2:51 pm I love this and been looking for something like this for mods I play . This will be useful for project malice and HFE(monster pack human) I would suggest that the turret should get tracers to keep track of its firing so it’s easier to spot in the distance to see if it’s still attacking something or not so you know the area is clear when you want an area is cleared out
I hope you stay on this and keep updating I can’t wait to try this out later. And I hope they are plans for different varieties of turrets with different firepower I know a mod that has different turrets. Nice one
Turret Addon — WIP Concept

Design notes for an upcoming turret addon project.

:: Core Features ::
  • Laser sight that changes color when aimed at an enemy
  • Shell casings ejection
  • Projectile tracers (sourced from my existing addon)
:: Turret Variants ::

The main design goal is for each turret to change how the player approaches combat, not just repeat similar mechanics with different stats.
Flamethrower · mobile bot

Speed: low · Durability: medium · Range: short

Moves slowly, has medium HP, and does not bodyblock enemies. Forces the player to think about zone control and flanking rather than relying on the turret to hold a chokepoint.
Slasher · mobile bot · melee

Speed: moderate · Durability: high · Range: melee

Closes the gap and attacks with razor-sharp blades. High HP and aggressive behavior reward coordinating your own movement with its pushes.
:: Looking for Collaborators ::

This will take forever without help, so:
  • Spriter — turret sprites, animations
  • Coder — ZScript / DECORATE experience preferred
Feel free to reach out here or via PM if interested!
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-Ghost-
Posts: 1799
Joined: Wed Sep 08, 2010 4:58 pm

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by -Ghost- »

Great idea! The closest I can think of like this is the UAC Survival Kit and even that is just some super basic things like pipebombs, etc. Any change of some more support equipment styled stuff like chemlights or flares or other light sources?
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Lossvoise
Posts: 18
Joined: Tue May 28, 2024 8:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: St. Petersburg, Russia

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by Lossvoise »

-Ghost- wrote: Thu Jun 04, 2026 12:26 pm Great idea! The closest I can think of like this is the UAC Survival Kit and even that is just some super basic things like pipebombs, etc. Any change of some more support equipment styled stuff like chemlights or flares or other light sources?
Thank you for idea! I'll check it asap.

For flares I'm using custom version of RastaFlares with only 12 flares for level (it's configurable) and I'll include them to the mod.

I use flares instead of a flashlight for the sake of optimization.
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Shatter-Thought[V-4]
Posts: 155
Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM & UZDOOM)

Post by Shatter-Thought[V-4] »

I tried using this by itself with UZ Doom 4.14.3 and got this error:

OS: Windows 11 (or higher) (NT 10.0) Build 26200

UZDoom version 4.14.3
W_Init: Init WADfiles.
adding C:/Program Files/UZDoom4143/uzdoom.pk3, 694 lumps
adding C:/Program Files/UZDoom4143/game_support.pk3, 3308 lumps
adding ./DOOM2.WAD, 2919 lumps
adding C:/Program Files/UZDoom4143/game_widescreen_gfx.pk3, 214 lumps
adding C:/Program Files/UZDoom4143/LossvoiseSentryGun.wad, 36 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speaker (Realtek(R) Audio)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: IAMD Radeon(TM) Graphics
Vulkan device type: integrated gpu
Vulkan version: 1.4.315 (api) 2.0.353 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 16
Resolution: 1707 x 960
I_Init: Setting up machine state.
CPU speed: 2795 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 7520U with Radeon Graphics
Family 23 (23), Model 160, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
GScript error, "LossvoiseSentryGun.wad:ZSCRIPT" line 248:
GUnknown class name 'csh_critController' of type 'Inventory'
GScript error, "LossvoiseSentryGun.wad:ZSCRIPT" line 249:
GUnknown class name 'csh_Brain' of type 'Inventory'

Execution could not continue.
2 errors while parsing scripts
User avatar
Lossvoise
Posts: 18
Joined: Tue May 28, 2024 8:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: St. Petersburg, Russia

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM & UZDOOM)

Post by Lossvoise »

Shatter-Thought[V-4] wrote: Sat Jun 06, 2026 4:16 pm I tried using this by itself with UZ Doom 4.14.3 and got this error:

OS: Windows 11 (or higher) (NT 10.0) Build 26200

UZDoom version 4.14.3
W_Init: Init WADfiles.
adding C:/Program Files/UZDoom4143/uzdoom.pk3, 694 lumps
adding C:/Program Files/UZDoom4143/game_support.pk3, 3308 lumps
adding ./DOOM2.WAD, 2919 lumps
adding C:/Program Files/UZDoom4143/game_widescreen_gfx.pk3, 214 lumps
adding C:/Program Files/UZDoom4143/LossvoiseSentryGun.wad, 36 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speaker (Realtek(R) Audio)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: IAMD Radeon(TM) Graphics
Vulkan device type: integrated gpu
Vulkan version: 1.4.315 (api) 2.0.353 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 16
Resolution: 1707 x 960
I_Init: Setting up machine state.
CPU speed: 2795 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 7520U with Radeon Graphics
Family 23 (23), Model 160, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
GScript error, "LossvoiseSentryGun.wad:ZSCRIPT" line 248:
GUnknown class name 'csh_critController' of type 'Inventory'
GScript error, "LossvoiseSentryGun.wad:ZSCRIPT" line 249:
GUnknown class name 'csh_Brain' of type 'Inventory'

Execution could not continue.
2 errors while parsing scripts
I fixed it new update, please, reload the mod from google drive link
https://drive.google.com/file/d/1bbW-IC ... drive_link
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Shatter-Thought[V-4]
Posts: 155
Joined: Tue Apr 06, 2021 8:21 pm
Graphics Processor: Not Listed

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM & UZDOOM)

Post by Shatter-Thought[V-4] »

Thank you, I tested it alone and it worked nicely, and also tested it with Mechdoomer that I thought could use it and it works well!

Amusingly I could pop one out even while in a mech XD.

Are you looking to expand it's functions and options beyond health and damage? I would like to suggest at least the fire rate be put on a slider, but also maybe burst option which can add a little nice twist to it's use in a fight.

A great supplement mod. Thank you for making this!
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-Ghost-
Posts: 1799
Joined: Wed Sep 08, 2010 4:58 pm

Re: Lossvoise Sentry Gun mod (GZDOOM & LZDOOM)

Post by -Ghost- »

Lossvoise wrote: Thu Jun 04, 2026 4:23 pm
-Ghost- wrote: Thu Jun 04, 2026 12:26 pm Great idea! The closest I can think of like this is the UAC Survival Kit and even that is just some super basic things like pipebombs, etc. Any change of some more support equipment styled stuff like chemlights or flares or other light sources?
Thank you for idea! I'll check it asap.

For flares I'm using custom version of RastaFlares with only 12 flares for level (it's configurable) and I'll include them to the mod.

I use flares instead of a flashlight for the sake of optimization.
Thanks, I'll have to check that one out. The pack I mentioned works but the flares can be kinda dangerous because they do a ton of damage if you step on them and sometimes are just buggy in general and can cause crashing depending on what mods you're running, liquids they land in, etc. Mines, or some sort of resupply crate/pod/beacon would be cool too. Maybe even weapon drops if it's possible to make it just summon in by weapon slot (i.e. chaingun summon so it gives you whatever is in slot 4 and some ammo, etc.)

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