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Doom with bits on
Posted: Fri Oct 28, 2005 9:02
by Captain Red
this is really more of an athistics mod. Trying to keep it as doomy as the new stuff will allow, (all the weapons are centered with the doom guy gloves). It was going to be part of a full on PC (Might still be, I've just got to lern acs) that was supposed to be part Doom bible, PSX doom, Doom 3, and Hexen.
Single player only
Have fun
http://rapidshare.de/files/6860682/DoomWBO.zip.html
PS I borrowed a bunch of stuff from all over the place and I do fully intend to give credit, when it's done. but I want to get it done first.
Posted: Fri Oct 28, 2005 9:58
by Chronoteeth
Can't play it (due to filterpak blocking rapidshare). Can you mail me the wad at
chronoteeth@gmail.com please?
Posted: Fri Oct 28, 2005 10:51
by Captain Red
*fixed broken rocket launcher
Posted: Fri Oct 28, 2005 12:10
by Captain Red
in light of some recent feedback, I feel I should explain a few things:
the idea of this mod was to keep it as close to the orgnal doom as posable, so it's mostly about chainging the orgnal weapons as opposed to replacing them. the version you see up there is pretty close to finished. the unmaker and dark claw graphics and behavours are loosly based on there discrptions from the doom bible and what was in the doom alphas. though I will admit the the dark claw firing frames could use a little work.
the Super shotgun (or sawn-off shotgun as it's now known) is supposed to be a pain in the arse to reload to make up for the fact that dose more damage per shot then the shotgun giving you reason to go back to the shotgun after you pick it up. (use the regular shotgun on possesed troopers, imps, or any time you get surrounded and use the sawn-off for bigger, slower monsters)
the plasma rifle and bfg are pretty much fine the way they are (though I might add reloading to the plasma rifle, and a secondary firing mode to the BFG). However they are a little different (the plasma dose more damage and the bfg has a little bit of splash damage)
and on a final note, I'm pretty happy with how this mod looks and sounds. try not to think of it as a weapons mod, but a rather a relasim mod.
Posted: Fri Oct 28, 2005 12:10
by TheDarkArchon

Somebody actually used my reloading animations
EDIT: Aren't the shotgun casings a bit big compared to the other casings?
Posted: Fri Oct 28, 2005 12:19
by Captain Red
Coz they where good! (after I made a bunch of changes to them

)
TheDarkArchon wrote:Aren't the shotgun casings a bit big compared to the other casings?
shotgun shells are bigger then 9mm casings
Posted: Fri Oct 28, 2005 15:20
by TheDarkArchon
Bug: The knife and flashlight aren't affected by the berserk powerup.
My fix:
Code: Select all
//*****WEAPONS*****
//*****Flashlight*****
ACTOR Flashlight : Weapon
{
Weapon.SelectionOrder 100
Weapon.AmmoUse 0
+MELEEWEAPON
+NOALERT
Obituary "%o got whacked by %k's flashlight."
AttackSound "*fist"
States
{
Spawn:
FLIT A -1
Loop
Ready:
FLIT A 0 A_GunFlash
FLIT A 1 Bright A_WeaponReady
Loop
Deselect:
FLIT A 1 A_Lower
Loop
Select:
FLIT A 1 A_Raise
Loop
Fire:
FLIT B 0 A_JumpIfInventory("PowerStrength",1,17)
FLIT B 1
FLIT C 1
FLIT D 1
NULL A 5 A_PlaySound("weapons/Miss")
FLIT E 1
FLIT F 1
FLIT G 1
FLIT H 1 A_CustomPunch(3, 0, 1)
FLIT I 1
FLIT J 1
FLIT K 1
FLIT L 1
NULL A 5
FLIT M 1 A_ReFire
FLIT N 1
FLIT O 1
goto Ready
FLIT B 1
FLIT C 1
FLIT D 1
NULL A 5 A_PlaySound("weapons/Miss")
FLIT E 1
FLIT F 1
FLIT G 1
FLIT H 1 A_CustomPunch(30, 0, 1)
FLIT I 1
FLIT J 1
FLIT K 1
FLIT L 1
NULL A 5
FLIT M 1 A_ReFire
FLIT N 1
FLIT O 1
Goto Ready
Hold:
TNT1 A 0 A_JumpIfInventory("PowerStrength",1,11)
NULL A 5 A_PlaySound("weapons/Miss")
FLIT E 1
FLIT F 1 A_CustomPunch(3, 0, 1)
FLIT G 1
FLIT H 1
FLIT I 1
FLIT J 1
FLIT K 1
FLIT L 1
NULL A 5
Goto Fire+13
NULL A 5 A_PlaySound("weapons/Miss")
FLIT E 1
FLIT F 1 A_CustomPunch(30, 0, 1)
FLIT G 1
FLIT H 1
FLIT I 1
FLIT J 1
FLIT K 1
FLIT L 1
NULL A 5
Goto Fire+13
Flash:
NULL A 2 A_Light2
TNT1 A 0 A_Light0
Stop
}
}
//*****Knife*****
ACTOR Knife : Weapon 2005
{
Weapon.SelectionOrder 100
Inventory.PickupSound "weapons/Knifeup"
Inventory.PickupMessage "You got the Knife!"
Weapon.AmmoUse 0
+MELEEWEAPON
+NOALERT
Obituary "%o was slashed by %k."
AttackSound "weapons/Knifehit"
States
{
Spawn:
KNFE A -1
Loop
Ready:
KNIF A 1 A_WeaponReady
Loop
Deselect:
KNIF A 1 A_Lower
Loop
Select:
KNIF A 1 A_Raise
Loop
Fire:
KNIF A 0 A_JumpIfInventory("PowerStrength",1,12)
KNIF B 3
KNIF C 2
KNIF D 1
KNIF E 1
KNIF F 1 A_PlaySound("weapons/Knife")
KNIF G 2 A_CustomPunch(3, 0, 1)
KNIF H 2 A_CustomPunch(3, 0, 1)
KNIF I 2 A_CustomPunch(3, 0, 1)
KNIF J 2 A_CustomPunch(3, 0, 1)
KNIF K 3
NULL A 5
goto Ready
KNIF B 3
KNIF C 2
KNIF D 1
KNIF E 1
KNIF F 1 A_PlaySound("weapons/Knife")
KNIF G 2 A_CustomPunch(30, 0, 1)
KNIF H 2 A_CustomPunch(30, 0, 1)
KNIF I 2 A_CustomPunch(30, 0, 1)
KNIF J 2 A_CustomPunch(30, 0, 1)
KNIF K 3
NULL A 5
Goto Ready
}
}
EDIT:
Tested for the wrong item. Should have been a test for "PowerStrength" not "Berserk"
Posted: Fri Oct 28, 2005 15:37
by Captain Red
Thanks!
Though I would like to know if there's a way yo make the berserk more like doom 3s (invurnable with super strength for 30 seconds... maybe with custom punching frames)
can it be done?
Posted: Fri Oct 28, 2005 15:59
by TheDarkArchon
Try this
Code: Select all
ACTOR NewInvulnerability : InvulnerabilitySphere
{
Powerup.Color 0 0 0 0.0 //Nulls the white screen sincethe berserk screen is being used
Powerup.Duration 1050 //30 seconds in tics
}
ACTOR NewBerserk : Berserk
{
Powerup.Duration 1050 //This may not work
}
ACTOR Doom3Berserk: Inventory 2023
{
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Berserk"
+AUTOACTIVATE
States
{
Spawn:
PSTR A -1
loop
Pickup:
TNT1 A 1 A_GiveInventory("NewInvulnerability",1)
TNT1 A 1 A_GiveInventory("NewBerserk",1)
Stop
}
}
EDIT:
No need to change the flashlight/knife checks
Posted: Fri Oct 28, 2005 16:49
by Captain Red
For some reason it will give me NewInvulnerability or NewBerserk, but not both. it seem to depend on the order they appear here:
Code: Select all
Use:
TNT1 A 0 A_GiveInventory("NewInvulnerability",1)
TNT1 A 0 A_GiveInventory("NewBerserk",1)
Stop
It will give me the first, but not the second.
any reason why that would be happening?
Posted: Fri Oct 28, 2005 16:51
by TheDarkArchon
Try giving the second state a length of 1 tic
I.E:
Code: Select all
Use:
TNT1 A 0 A_GiveInventory("NewInvulnerability",1)
TNT1 A 1 A_GiveInventory("NewBerserk",1)
Stop
Posted: Fri Oct 28, 2005 17:24
by Captain Red
didn't work

Posted: Fri Oct 28, 2005 17:45
by TheDarkArchon
Try the new changes (Contained some unwanted leftovers from Tainted Decorum)
Posted: Fri Oct 28, 2005 17:48
by Soultaker
Nice weapons mod so far. Yes it is technicaly a weapons mod since you did more than just added a few aesthetic changes.
Posted: Fri Oct 28, 2005 19:04
by Captain Red
Could somebody tell me why this plasma rifle simply refuese to appear?
Code: Select all
//*****Plasma Rifle*****
ACTOR RPlasmaRifle : Weapon
{
Weapon.SelectionOrder 550
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "You got the Plasma Rifle!"
Weapon.AmmoType1 "PlasmaClip"
Weapon.AmmoType2 "Cell"
Weapon.AmmoGive 0
Weapon.AmmoGive2 50
Weapon.AmmoUse 1
Weapon.Kickback 200
+NOALERT
+AMMO_OPTIONAL
States
{
Spawn:
PLAS A -1
Loop
Select:
PLAG A 1 A_Raise
Loop
Deselect:
PLAG A 1 A_Lower
Loop
Ready:
PLAG A 1 A_WeaponReady
Goto Ready
Fire:
PLAG A 0 A_JumpIfNoAmmo(5)
PLAG A 0 A_GunFlash
PLAG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
PLAG A 3 BRIGHT A_FireCustomMissile("PlasmaBall",1,0,0,0)
PLAG B 2 A_Refire
Goto Ready
PLAG A 0
Goto AltFire
AltFire:
PLAG A 0 A_JumpIfInventory("PlasmaClip",50,14)
PLAG A 0 A_JumpIfInventory("Cell",1,1)
Goto Ready
PLAG D 4
PLAG C 4
PLAG B 4 A_PlaySound("weapons/Plasmacharge")
PLAG C 4
PLAG D 4
PLAG A 0 A_TakeInventory("Cell",1)
PLAG A 0 A_GiveInventory("PlasmaClip",1)
PLAG A 0 A_JumpIfInventory("PlasmaClip",50,2)
PLAG A 0 A_JumpIfInventory("Cell",1,5)
PLAG D 4
PLAG D 4
PLAG A 0
goto Ready
PLAG E 0
Goto AltFire+8
Flash:
PLAF A 4 BRIGHT A_Light1
PLAF B 4 BRIGHT A_Light1
TNT1 A 0 BRIGHT A_Light0
Stop
}
}
ACTOR PlasmaClip : Ammo
{
Inventory.MaxAmount 50
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 50
Inventory.Icon PLASA0
}
Is there something I have over looked?
Edit: never mind, I fux0rd the sprite names.