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Comrade Shoom - It's like vanilla but not really!


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... forgive me for i am terrible at naming mods

 

Introduction

So! Hello! Not quite my first post here, but this is my first solo foray into making a mod for GZDoom, after having fiddled around with the code of a few other mods for personal use. I know this already sounds like a red flag, but I hope you'll bear with me. :V

 

This pretty much just started out as me learning things as i went, with the first order of business being an attempt at tweaking the weapon animations without adding any new sprites. I ended up sticking with the "no new sprites" part and also not adding any sounds, so this mod is entirely code-based. I subsequently ended up also changing monster attack animations, messing with weapon and bullet properties, changing hitscanner behaviour slightly and what not. TL;DR:

 

- Tweaked weapon and monster animations!

- Fist, pistol and shotgun alt fires! Charge fist for big punch, hold pistol for Good Aim(tm) and load distressingly powerful explosive slug into shotgun that can conveniently one-shot anything up to and including chaingunners!

- SSG gibs up close with big particle splat!

- PARTICLES!

- No random damage!

- Hitscanners have an aim delay!

- Hitscanners also have tracer lines to their boolets! (your guns don't because that was unnecessary)

- Monsters can miss their melee attacks!

 

Full changelog is included, i'd paste it in here as well but i can't figure out how to make those elegant collapsible hidden content things. If anyone could tell me, that'd be appreciated. (and if they're actually just spoilers then i will proceed to feel like an idiot)

 

 

Details and download

Made for DOOM 2 in GZDOOM, only tested back to v4.10.0!

Only contains code.

Uses particle effects, only cosmetic (obviously).

Do not load the CBLOOD patch (see bottom of thread) if you aren't playing with CBLOOD, it will error.

Hitscan weapons and monsters use vertical spread.

 

comradeshoom-v1.0.zip

comradeshoom-v1.1.zip         <--------------------------

 

 

VIDEOS

Because y'all want to know what you're in for. :V

 

 

 

Extra compatibilities

Because i like blood, this mod comes bundled with a patch for Nash's CBLOOD, which simply re-enables blue blood for caco's and green blood for hell nobles, and recolours the new blood particles to match (load this patch after CBLOOD). This also works with NashGore NEXT, though you won't see much of the particles in this case. :V

Furthermore, since this mod exclusively uses code and is designed for the vanilla sprites, it plays very nicely with Revenant100's Minor Sprite Fixing Project.

 

 

Things i might do in later updates

- More alt fires for weapons

- Reduce pistol animation jank

- Make hitscanners not just fire horizontally if you're circlestrafing at a different height

- Add an option to toggle particle blood

- Add big particle splat to enemies gibbed by rocket launcher

- Tweak ammo balance

- maybe make some monsters have longer melee range iunno

 

 

Hope you enjoy! Feedback welcome!

and do let me know if i forgot some important detail in this thread because i probably did

Edited by ComradeShook
Update to v1.1

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  • 4 weeks later...

WELL HELLO

 

Much appreciate those of you who've checked the mod out! I haven't just fired and forgotten, i've just been on vacation and taking a little break. I return now with a small-ish update that primarily changes the weapons to give them more clearly defined roles, as i realised i might as well try diverging a little further from vanilla while still trying to keep the feel of it. I've essentially doubled down on the SSG being a close range weapon (and a bit less of a dominant force outside of that) and the chaingun being crazy good at stunlocking, with the pistol now having a role as the most ammo-efficient boolet shooter on top of working at all ranges. It's still a lot weaker than all your other firearms, though. :V

 

On top of that, the plasma rifle and rocket launcher now have new shiny alt fires! The plasma rifle alt fire has a much lower rate of fire, but fires faster and more powerful shots that don't cause recoil, primarily useful for longer ranges, ammo conservation and generally situations where the recoil is annoying. The rocket launcher, in a move that probably doesn't surprise anyone, can now launch bouncy grenades that can go through teleporters, in order to give you a tool to deal with teleporters that yeet you directly in front of a pile of enemies.

 

New version is in the main post!

 

Changelog:

// GENERAL
- Particle colours now use proper hex numbers

 

// WEAPONS
- Increased pistol damage from 10 to 15, slightly increased spread of pistol primary fire from 4 to 4.5
- Increased chaingun RoF by 33%, reduced damage from 10 to 9; 20% increased DPS in total, but uses more ammo
- Removed chaingun tapping, sorry :< (logic being that the chaingun being your best sniper now overlaps with the shotgun, completely invalidates the pistol and just feels odd in general)

- Reduced shotgun pickup ammo value from 8 to 6 (so 4 to 3 from shotgunner drops)
- Improved shotgun slug particles, probably
- Added alt fire to rocket launcher; fires a bouncing grenade that can go through teleporters
- Added alt fire to plasma rifle; fires faster and stronger shots at a much slower rate, and doesn't recoil
- Changed SSG behaviour; pellets deal 8 damage each like the regular shotgun (20x8 for 160 damage), but the close range hitscan (which is 110 units long) now deals 70 damage on top, making it worse at longer ranges but better up close
- Fixed rocket launcher (and thus probably also cyberdemon rockets) being able to make other monsters pissed at the enemy you hit directly. Fun tech for future usage, though :V

 

// MONSTERS
- Cyberdemon now has a pain threshold of 20 damage, meaning only your stronger weapons (SSG blast only at close range) can cause pain and, more critically in MAP20, makes it not a complete pushover to the big spider :V

 

i still don't know how to make convenient collapsible content thingies sorry

Edited by ComradeShook

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