Doom with bits on
Moderator: wildweasel
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
Doom with bits on
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.
			
			
									
						
										
						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.
- 
				Chronoteeth  
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
Can't play it (due to filterpak blocking rapidshare). Can you mail me the wad at chronoteeth@gmail.com please?
			
			
									
						
										
						- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
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.
			
			
									
						
										
						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.
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
Bug: The knife and flashlight aren't affected by the berserk powerup.
My fix:
EDIT: Tested for the wrong item. Should have been a test for "PowerStrength" not "Berserk"
			
			
													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
	} 
}
					Last edited by TheDarkArchon on Fri Oct 28, 2005 17:04, edited 2 times in total.
									
			
						
										
						- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
Try this
EDIT: No need to change the flashlight/knife checks
			
			
													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
   }
} 
					Last edited by TheDarkArchon on Fri Oct 28, 2005 17:45, edited 4 times in total.
									
			
						
										
						- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
For some reason it will give me NewInvulnerability or NewBerserk, but not both. it seem to depend on the order they appear  here:
It will give me the first, but not the second.
any reason why that would be happening?
			
			
									
						
										
						Code: Select all
   Use:
   TNT1 A 0 A_GiveInventory("NewInvulnerability",1)
   TNT1 A 0 A_GiveInventory("NewBerserk",1)
   Stop
any reason why that would be happening?
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
Try giving the second state a length of 1 tic
I.E:
			
			
									
						
										
						I.E:
Code: Select all
   Use:
   TNT1 A 0 A_GiveInventory("NewInvulnerability",1)
   TNT1 A 1 A_GiveInventory("NewBerserk",1)
   Stop 
- 
				TheDarkArchon  
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- 
				Soultaker  
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
- 
				Captain Red
- Posts: 39
- Joined: Sun Oct 02, 2005 12:24
Could somebody tell me why this plasma rifle simply refuese to appear?
Is there something I have over looked?
Edit: never mind, I fux0rd the sprite names.
			
			
													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
}Edit: never mind, I fux0rd the sprite names.
					Last edited by Captain Red on Fri Oct 28, 2005 19:18, edited 2 times in total.
									
			
						
										
						 Somebody actually used my reloading animations
 Somebody actually used my reloading animations )
 )