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Author Topic: Better Doom Weapon Stats  (Read 5340 times)

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Offline Nefastus

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Better Doom Weapon Stats
« on: May 17, 2008, 08:27:53 pm »
Edit: This thread is my Doom thread, everything I do for the Doom mod goes here.
So please check it all out before you go rating it.

I modified the weapon stats to be more like the real Doom weapons.

Fire rate, relative damage, reloading and ammo, bullet style, everything.
Did my best to balance them with each other.

And yes, the DB Shotgun is amped to the point of a one hit kill without a vest.
Its slow as hell tho.

One thing I'm worried about is if the BFG 5k is too overpowered.

Please leave suggestions!

Done with --First! Weapons Editor--.

File 1: Doom Mod (For full effect)
File 2: My Doom Weapons File (Hopefully)
« Last Edit: May 21, 2008, 10:12:16 pm by Nefastus »
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #1 on: May 18, 2008, 02:44:58 am »
Very nice recreation of original Doom weapons behaviour, even accurate but you should make version more ported to Soldat balance (reload/ammo), just semi-realistic like default weapon mod, between  your actual weapon mod and Soldat, just second wm as addition.

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #2 on: May 18, 2008, 02:08:59 pm »
I'll take that into consideration. Be on the lookout for a second mod. :)

But how do i get the ammo above 255?
Do I have to change coding in the game files?
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Offline STM1993

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Re: Better Doom Weapon Stats
« Reply #3 on: May 19, 2008, 12:11:53 am »
Saddly you can't have any ammo above 255 =/

Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #4 on: May 19, 2008, 06:52:24 am »
I'll take that into consideration. Be on the lookout for a second mod. :)

But how do i get the ammo above 255?
Do I have to change coding in the game files?
Not that, look in Soldat, you have things like reload, bink and other stuff what default Doom dont had. Having clip with 100~200 is really boring and hardwar'ish, you should try make weapons with reduced ammo to amount when you pick them in Doom, for example: Chaingun got from Chaingunner has 10 bullets, but alone, from ground has 20 bullets and that the amount of ammo what you can reduce (chaingun 20 bullets instead of steyr 30 and 400~600 in Doom).

I tell you what to improve:
Shotgun: 4 bullets but balanced damage.
SSG: 2 bullets but balanced damage.
(just both shotguns cant be directly fast auto-reloaded between shots, so this happen when these weapons has only 1 bullet.)
Pistol: reduce clip to 10 bullets.
Chaingun: reduce to 20 bullets.
Rocket Launcher: reduce to 1 rocket, as you known, in practice is little weaker than Super Shotgun per one Rocket.
Plasma Rifle: --- as always 40 bullets but...
BFG: ...but this need to have only 1 bullet 40x stronger than Plasma Rifle.

For other weapons adjust weapon mod correctly, so all weapon should be balanced (none overpovered, with chance of survive).
« Last Edit: May 19, 2008, 06:59:42 am by Henito Kisou »

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #5 on: May 19, 2008, 12:27:50 pm »
Thanks yo.
I'll get right on it. :)

Date Posted: May 19, 2008, 12:43:13 pm
Also, I want to change the Machine gun to an Torn-off Imp's Arm, I'm already messing around with it.
I never really liked the machine gun, seeing as there wasn't one in the game.
But I can't find a .wav file for it.
Help!

I got the idea when I was making Doom bots and made an Imp.
(1 vs 13 Pinkys and Imp, fuking nutz)
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Offline -Skykanden-

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Re: Better Doom Weapon Stats
« Reply #6 on: May 19, 2008, 12:41:47 pm »
Wait, those weapons, ehhehe are from DooM mod in soldatmods.tk right?
Make them by your own, if i'm not wrong Henito was making one... with me that time ago, but if you want ask him to co-op

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #7 on: May 19, 2008, 01:22:35 pm »
I believe so, and thank you for such an awesome mod. :D
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #8 on: May 19, 2008, 01:32:18 pm »
Thanks yo.
I'll get right on it. :)

Date Posted: May 19, 2008, 12:43:13 pm
Also, I want to change the Machine gun to an Torn-off Imp's Arm, I'm already messing around with it.
I never really liked the machine gun, seeing as there wasn't one in the game.
But I can't find a .wav file for it.
Help!

I got the idea when I was making Doom bots and made an Imp.
(1 vs 13 Pinkys and Imp, fuking nutz)

1. Machine Gun, Dark Claw, Unmaker...
http://gokuma.site.voila.fr/gfx/weapevol.gif
Some of interface elements:
http://gokuma.site.voila.fr/gfx/dmaitems.gif
Everything from Doom Alpha and that thing what I like in this mod.

2. DoomRL is best sfx source for mods coz it has all quality sounds from classic game. Also try even playing it, is more valuable experience than Doom RPG.
http://doom.chaosforge.org/

Wait, those weapons, ehhehe are from DooM mod in soldatmods.tk right?
Make them by your own, if i'm not wrong Henito was making one... with me that time ago, but if you want ask him to co-op

He posted weapon mod .ini file, not the mod itself, just added it to optional better experience with wm.

SDoom project isn't dead, just idle but is still open to continue in every possible moment and  any way. Name and idea of it is inspired by ZDoom engine btw, I think we can even add some elements or weapons from KDiZD (just a pk3 file, so will be easy to extract content necessary for a mod).

Important... no Skulltag, because this will follow to much multiplayer theme when I want a mod being emulation of Vanilla Doom as closest to possible in any way (one man vs hell army), so only alternative for it is KDiZD (more guns), because I want recreation of Knee-Deep in The Dead (reason: most popular and Doomish theme ever)

Summary: Vanilla Doom game ported to Soldat engine, and because Soldat features are like in ZDoom and if we talking about ZDoom, then KDiZD, if KDiZD = Doom Shareware extended to features of ZDoom - so - there just Doom Shareware (Knee-Deep) extended to features of Soldat being similiar to ZDoom, so SDoom.

Is possible to make team some day (Henito Kisou, -Skykanden-, Nefastus) but exclude me from mapping part. ;)

Date Posted: May 19, 2008, 08:28:01 pm
I believe so, and thank you for such an awesome mod. :D

Description: Nice Doom mod!
Author: Ville Mk.2

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #9 on: May 19, 2008, 01:33:46 pm »
So far I've reduced the ammo and reloading to be a bit more 'realistic' in terms of Soldat Playability.

My true inspiration for the Imp's arm I'm making.

RIP AND TEAR! RIP AND TEAR!!!!!!


« Last Edit: May 19, 2008, 01:46:22 pm by Nefastus »
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #10 on: May 19, 2008, 01:37:19 pm »
So far I've reduce the ammo and reloading to be a bit more 'realistic' in terms of Soldat Playability.

My true inspiration for the Imp's arm I'm making.

RIP AND TEAR! RIP AND TEAR!!!!!!

Ahhh... that fake-Doom comic, I heard that author did this on acid :P

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #11 on: May 19, 2008, 01:45:56 pm »
Thats really the only part I like of it.
I'm off to make guns now, see ya!

Date Posted: May 19, 2008, 02:43:44 pm
Gah, I can't find the wav I need on DoomRL, I'm prolly lookin in the wrong place.
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Offline -Skykanden-

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Re: Better Doom Weapon Stats
« Reply #12 on: May 19, 2008, 02:10:44 pm »
i have DoomRL there in some place, if you need something i can tell you where to find it. The things may be coded, so try to pass some to .rar changin the format, then look inside

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #13 on: May 19, 2008, 02:58:02 pm »
When I bring up some texture files in Poly that are about 5 texture blocks large or bigger, it only lets me see the first 4 and a half textures.

Should I try different a editor for textures or is there a way to get around this?
« Last Edit: May 19, 2008, 03:00:30 pm by Nefastus »
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #14 on: May 19, 2008, 03:07:44 pm »
There's nothing more coded than these sounds and music seperately in folders.

Btw, I just paused project because some trouble with default sprites: if I make from scratch, they look bollocksty and unorginal, if I try recreate perfectly like in-game then better is just ripoff original graphics with same effect. Direct recreating px2px is senseless, so... At least, I tried (incompleted) with chaingun:


Also main problems is that I dont want make any parts in 1~2 pixel, even outlined are always 3 pix, but even best outline doesn't allow for this in every example, + this weapon cant be bigger because 7 is BFG or I put there Grenade Launcher from KDiZD.

Well, my last chance is remake original details like in my NNv11 (chainguns) to save general shape, shading isn't a problem for me.
« Last Edit: May 19, 2008, 03:18:03 pm by Henito Kisou »

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #15 on: May 20, 2008, 12:26:29 pm »
Oh Kaaayyy...
Got the Imp's arm done.

Not sure if everyone is going to like it, but I do.
My only worry is that it looks a little too toonish, should I grunge it more? (Interface/Guns/3.bmp)


And the in-game weapon (AK74.bmp)


uʍopǝpısdn puɐ (AK74-2.bmp)


And the shot (write over the 'ak74-bullet.png' file in the weapons-gfx folder)


And here's one for the plaz guns (mp5-bullet.png and steyraug-bullet.png)


Also made the weapon stats a bit more like the Original Soldat weapons.

All I need is the Imp's fireball sfx. and it will be done! YAY! :)

¡ɹǝʌǝɹoɟ ʇxǝʇ uʍopǝpısdn

Edit: I was just messing around with the LAW and forgot to change it back, sorry. Should be fixed now.
Edit2: Wow, I don't know what's going on with FWE.  I'll get the right file up after work tonight.
« Last Edit: May 21, 2008, 08:40:06 pm by Nefastus »
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #16 on: May 20, 2008, 04:49:22 pm »
Not bad, even not too SD (classic Doom is a bit toonish but less than Wolf3d)

Please save all files as .png before uploading to Photoucket, because this image-hoster automatically convert .bmp files into low quality .jpg...

Outline seems good, but fix the claw's. Imp in original still has three fingers but... not just only claw's growing from arm like hand, that cant be, so fix it.

Post in png, so I can see your shading and true details, not deformed by jpeg's compression.

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #17 on: May 20, 2008, 08:10:17 pm »
Well bollocks, you're right!
I would have never noticed that.

Fixed them in previous post.

And honestly, I didn't do much shading in the first place.  ;D Heh...
If you wana fix it I would really appreciate it.
And yeah, I made the claws too big, thats just the way I always remember them.

I'm gona take a little more time with the stats since FWE messed them all up somehow. Ill post tomorow around noon after work.

I go in at 6:30, AFTER A LATE NIGHT SHIFT, WTF!?
I'm so lucky Dale let me off a little earlier.
« Last Edit: May 20, 2008, 08:25:33 pm by Nefastus »
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Offline Henito Kisou

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Re: Better Doom Weapon Stats
« Reply #18 on: May 21, 2008, 02:14:58 pm »
It's too early to make Sdoom project topic, so I show something there.
Btw,  sounds for your Imp arm - no more, no less all sounds used by Doom Imp.

Offline Nefastus

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Re: Better Doom Weapon Stats
« Reply #19 on: May 21, 2008, 10:15:37 pm »
You, good sir, are a winrar.

You have my unending gratitude.  ;D

Date Posted: May 21, 2008, 03:33:17 pm
OH TAY!!!
LETS TRY THIS ONCE MORE!!!

But this time, I'm gona give ya a zip of EVERYTHING IN MY DOOM MOD FOLDER.

Just put it all in a new folder somewhere and run it from there.

I made the Rocket launcher a main weapon, and the law weapon into an artillery launcher.
Has a long startup time so its useless as a assault weapon, only support.
Fires 5 shots, and thats it, don't bother waiting for it to reload, it doesn't.
It's a one life = 5 shots weapon.
And yes, its a chop of the rocket launcher; give me a break, I was feeling uninspired after a long day's work.

Also, the BFG now fires TERRIFYINGLY HUGE BOLTS OF PLASMA just like in the doom games and is a sure kill (even with armor) if the target is in the blast radius.
Gives it the high OH SH17!!! factor a gun like it should have.
Long cooldown however and only one shot. Aim well!

Umm... unless I'm forgetting something, that should be all.

And I'll get it to you... as soon as I figure out how to zip crap. Heh... ;D

Oh yeah, Has some CS maps I wanted to try out, the bots don't work on them tho.

Date Posted: May 21, 2008, 09:46:33 pm
Here it is, ready to play right out of the zip.
Just remember to change the controls.
I have mine set up around esdf, not wasd. (more keys to work with)

Hope you like it.  [retard] Durrrrr....

Date Posted: May 21, 2008, 10:14:47 pm
Also, your chain guns look really nice.
I wish I could make things like that, but good old MSPaint just makes it too hard for me.
Yo!