ArmedRecruit

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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DTDsphere
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ArmedRecruit

#1

Post by DTDsphere » Tue Jun 05, 2012 11:01 pm

Image
Download for GZ+ZDoom HERE: ArmedRecruit.pk3
Download for Zandronum HERE: ArmedRecruitMP.pk3
Mirrors:
http://devilhunter.rfc1337.net/wads/Meg ... ecruit.pk3
http://devilhunter.rfc1337.net/wads/Meg ... ruitMP.pk3

ARMEDrecruit is a class based weapons mod with enormous attention to balance.
If you play single player, use the GZ+ZDoom version. If you play multiplayer, use the Zandronum version.

The GZ+ZDoom version allows you to keep your items after a level since it supports 'Inventory.InterHubAmount'.
The Zandronum version supports many game modes, including, Co-op/Survival, Deathmatch/Team Deathmatch ,LMS/Team LMS, Capture the Flag/One Flag CTF, Possession/Team Possession and Terminator.

Gameplay footage:
[spoiler]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
phpBB [video]
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phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]
Changes to gameplay:
Brand new HUDs, fullscreen and bar.
Stimpacks, Medikits and Armour are now added to the players inventory.
Archviles drop a Tome of Power which changes weapon behaviour drastically.

Classes
There are 3 Classes in this mod that you can play as:

Machinegun guy
Armed with: Pistol and Machinegun.
• The pistol is the most powerful and accurate pistol in this mod but it isn't automatic and quite slow.
• The Machinegun eats ammo fast but deals a ton of damage per second.
• Minigun (Special weapon), slows you down when you're firing it but great for taking out large groups in an open space.

Shotgun guy
Armed with: Automatic-pistol and Shotgun.
• The Automatic pistol is a lot more accurate than the shotgun, it may seem week at first but it does send targets quickly falling with consecutive hits.
• The shotgun is useless for long range, but for close range, it can kill a fully armoured player in 2 hits.
• Flamethrower (Special weapon), melts all tiers of enemies very fast but has a limited range.

Rifle guy
Armed with: Uzi and Rifle.
• The Uzi is only useful at close range. It works really well against crouds of weaker enemies and stunning stronger ones. Ammo is almost always available for it.
• The Rifle is useful at any range in co-op, but in competative modes, you want to keep a distance and use your advantages.
• Rocketlauncher (Special weapon), self explanitory.

All classes are armed with Knives and Grenades.


New Monsters:

Zombiemen are replaced by zombie variations of the classes to drop appropriate ammo.
Nightmare Imps, Nightmare Demons and Nightmare Cacodemons have a 1/100 chance of spawning in place of a normal imp or demon. They are faster, have more health, not harmed by fire or explosions, and a lot more firepower than the normal monsters. They reward you by dropping a Soulsphere on death.

A few suggestions to play with this:
Co-op/Surv/Single Player
CChest3
1024CLAUS
zPack

DM/TDM
UDM3
UDMX
GreenWar

CTF
STCTFMP 1, 2 and 3
3waymadness
st_4way
Spoiler: Credits (Open)
Peter Lawrence aka DTDsphere for creating "ArmedRecruit".

Testers:
Peter Lawrence
Swedish Dude
Helten: Discovered bugs

Graphics:
Peter Lawrence: Editing the pickups, HUD, textures for 3D models.
DJ P0N-3: 3D Models.
Mechadon: Font
DaMan: Smooth weapons shotgun.
Helten: Smooth rifle.

Id Software: Machinegun, Shotgun, Rifle and EVERYTHING ELSE!
3D Realms: Uzi
Eriance: Pistol, Handgrenade
Scuba Steve: Knife

Marine Skins:
Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke

Code:
Peter Lawrence
Dusk: HUD
Helten: Balancing weapons, Armour/Health
Thanks to Cutmanmike for letting me use his Grenade code.

Sounds:
Peter Lawrence: Ripped from everywhere
Helten: Sound effects (various)
Spoiler: Changelog (Open)
  • Dates = (dd/mm/yyyy)

    #1.2 (Released on 16/10/2011)
  • Added more 3D models and retextured some of them.
  • Remade armour shard sprite.
  • Fixed a bug where monsters would wake up by you reloading your full weapon and other things related to that.
  • Fixed a bug with the pistol where it would reload your clip to 13 bullets disregarding if you had 13 bullets left or not, unless you had 0 bullets left.
  • Fixed a bug where the pistol would appear empty if you have no bullets left in your backpack.
  • Fixed a bug where bullet casings and clips don't change height on lifts.
  • Made it so that if it is NOT Survival, SV_Coop_LoseWeapons and SV_Coop_LoseAmmo are no longer forced on.
  • Removed slowdown on low health.
  • Added "Stronghold PowerPad" from Realm667 to the Spheres.
  • Made it so that the reload key is seperate from Altfire, Altfire now throws grenades for all weapons.
  • Added burstfire accuracy to the Uzi and Machinegun.
  • Added new reload to Shotgun.
  • Made it so that monsters can gib, just like the good old Doom.
  • Added 3 more Weapons, Minigun, Flamethrower and RocketLauncher.
  • Added more blood colours and added sound effects to the splats.
  • Added "Tome Of Power" powerup.
  • Removed the FX you get for having low health.

    #1.3 (Released on 8/11/2011)
  • Made it so that if you pick up a Stimpack on 85 health or less, it gets used automatically.
  • Made all the weapons undroppable.
  • Buffed Rifle (against players only).
  • Buffed Minigun.
  • Made the Flamethrower less laggy.
  • Slightly altered the Flamethrower skin, made the muzzle flash yellow.
  • Fixed LMS support.

    #1.4beta (Pre-released on 21/03/2012)
  • Remade the HUD.
  • Added more models thanks to DJ P0N-3 (Stimpack, Medikit, Armour).
  • Added Nightmare Cacodemon.

    #1.4 (Released on 24/03/2012)
  • Fixed the player team colour icon, and a lot of stuff to do with team games.
  • Fixed pickup sound when you pick up the medikit.
  • Gave the Nightmare Cacodemon GLDEFS and made him belch green fire, gave him the correct sounds.
  • Nerfed the Nightmare Cacodemon, made it fire less shots.
  • Removed unused graphics.
  • Cleaned up the code a lot. This shouldn't change anything ingame but makes the code easier to read.
  • Gave the Pistol and Auto-pistol a faster fire rate.
  • Remade the grenade ammo sprite.
  • Scaled the throwing grenade to a realistic size, the actor still has the same dimensions.

    #1.5 (Released on 27/03/2012)
  • Added even more models, thanks to DJ PON-3 (Tome of Power, Rocket, Thrown knife).
  • Changed global.acs to armed.acs, this is to increase compatability with other mods.
  • Removed the bullet puffs that the flamethrower and thrown knife produce.
  • Fixed the inventory bar for selecting your item.
  • The hand holding the shotgun is now normal sized.
  • Gave ammo, zombies, nightmares DoomEd numbers so mappers can place them freely.

    #1.6 (Re-released on 10/04/2012)
  • Fixed Shotgun guys inability to use his pistol in LMS.
  • Fixed LMS and TLMS, when you get telefragged on spawn, you now raise your correct weapon.
  • Fixed team colour indentifier in some gamemodes.
  • Added Nightmareon and Nightmareoff alias as an alternative to entering SV_FastMonsters and SV_MonsterRespawn.
  • Added even more models!! Thanks to DJ P0N-3 (Keycards and Skullkeys).
  • Made the pick-up messages for magazines say magazines rather than clip.

    #Zandronum (Released on 7/06/2012)
  • Fixed armour GLDEFS.
  • Supports Zandronum rather than Skulltag.

    #Final(Released on 8/10/2012)
  • Only compatable with Zandronum.
  • When the player stands still. He will look like he is aiming (use chasecam to see or play online).
  • Fixed the lack of Archvile fire graphics in Doom 1 for the Flamethrower.
  • Rifle acts different. Standing still will make you aim down sights.
  • Fixed bots inability to use special weapons.

    #ARMEDrecruit(Released on 25/12/2012)
  • Fixed inf. grenades bug when you were using the Tome Of Power,
  • Fixed 3D model of the Armour pickup. It was facing the wrong way.
  • On ARMEDrecruit exclusive maps. Intentionally placed ammo could be picked up by any class.
  • Fixed the minigun skin, There was a muzzleflash when the player was standing still.
  • Nerfed the slowdown on firing the minigun (and on cooking a grenade) to make it more usable in firefights.
  • Added another HUD.
  • Made the bullet casings exit out of the right place on the MachineGun, Minigun and the Chaingunguy.
  • Added more controls; Use Stimpack, Use Medikit, Use MarineArmour, Use Tome Of Power.
  • Changed the positions of the items on the HUD to form a + layout rather than stacking them all vertically.

    #ARMEDrecruit2013(Released on 10/09/2013)
  • Gave special weapons more ammo.
  • Buffed FlameThrower (Tome of power).
  • Removed earthquake effect from using the FlameThrower.
  • Added DSFLAMST sound from Doom 2 into this pk3 since it's missing when you run this with Doom 1.
  • Added voxels of items.
  • Fixed special weapons switching instantly when out of ammo.
  • Cyberdemons can no longer infight.
  • Stimpacks and Medikits carry over into the next map.
  • Improved accuracy of the Minigun.
  • Tweaked pistol code, it now plays the weapon raise and lower sound properly.
  • Rebalanced weapon reload times.
  • Replaced a few sounds.
  • Fixed HUD being odd at some resolutions.
  • Tweaked HUD to show you ammo for your special weapon at all times to stop you forgetting you have it.

    #ArmedRecruit(Released on 28/11/2014)
  • Scaled the flamethrower flames from 0.6 to 0.3.
  • Instead of Rocket Ammo spawning a Stimpack every time, it now has a 25% chance of spawning Grenades instead.
  • Fixed bug where using a Tome of Power, you would have infinite cooked grenades with weapons that reload.
  • Removed Interpolate Health and Armor from the HUD because it's stupid and annoying.
  • Brand new bar HUD to replace the terrible old one.
  • Finalised entire project. Thanks to everyone who has helped along the way.

    #ArmedRecruitMP(Released on 28/11/2014)
  • Zandronum support for ARMEDrecruit. Adds bots and support for all multiplayer gamemodes.
Spoiler: Extra info (Open)
This gamemode is unable to be played on Nightmare difficulty. There is a way to simulate Nightmare on this mod though. Type in the console:

Code: Select all

Nightmareon
Then play on Ultra-Violence. The gameplay will be identical to Nightmare mode (except that you are still able to use cheats).
To reset it so that you can play normally, type in the console:

Code: Select all

Nightmareoff


If your HUD appears really small, especially compared to these screenshots and gameplay videos, then type this into the console:

Code: Select all

HUD_Scale 1
Last edited by DTDsphere on Tue Dec 02, 2014 6:14 am, edited 1 time in total.

bazzoka
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RE: ARMEDrecruit

#2

Post by bazzoka » Fri Jun 08, 2012 9:25 am

very nice gonna use it i guess you give permission. right?
You can say good bye to your thread. Cause i am killing it.


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DTDsphere
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RE: ARMEDrecruit

#4

Post by DTDsphere » Wed Jun 20, 2012 1:04 am

Thanks dude :)

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Mr. Chris
 
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RE: ARMEDrecruit

#5

Post by Mr. Chris » Wed Jun 20, 2012 10:26 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
This mod looks really cool, I think you got me sold for use of it (and maybe videos!)

Shouldn't the item pickups carry over to the next level?
Last edited by Mr. Chris on Thu Jun 21, 2012 2:08 pm, edited 1 time in total.

TerminusEst13
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RE: ARMEDrecruit

#6

Post by TerminusEst13 » Thu Jun 21, 2012 11:32 pm

Shouldn't the item pickups carry over to the next level?
I'm pretty sure this is a Zandronum limitation. As far as I'm aware, Zandronum doesn't have +INVENTORY.PERSISTENTPOWER yet, which means all but one item is lost upon exiting a level.

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RE: ARMEDrecruit

#7

Post by Mr. Chris » Sat Jun 23, 2012 2:59 am

Terminus, I was using the Skulltag version.

Also, a longplay (41 minutes) utilizing those Brutalized maps meant primarily for Brutal Doom :D Still works quite nicely, but I survived in the end for this tho.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
PS the flamethrower special weapon for the rifle marine doesn't show the fire sprite if you play with Ultimate Doom.
Last edited by Mr. Chris on Wed Jun 27, 2012 12:39 am, edited 1 time in total.

bazzoka
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RE: ARMEDrecruit

#8

Post by bazzoka » Tue Jul 17, 2012 9:29 am

nice game play.
You can say good bye to your thread. Cause i am killing it.

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RE: ARMEDrecruit

#9

Post by Laggy Blazko » Mon Oct 08, 2012 11:16 pm

Is my HUD supposed to look like this?
[spoiler]Image[/spoiler]
Or I'm forced to use the fullscreen one?
Last edited by Laggy Blazko on Mon Oct 08, 2012 11:16 pm, edited 1 time in total.

Llewellyn
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RE: ARMEDrecruit

#10

Post by Llewellyn » Tue Oct 09, 2012 12:14 am

TerminusEst13 wrote:
Shouldn't the item pickups carry over to the next level?
I'm pretty sure this is a Zandronum limitation. As far as I'm aware, Zandronum doesn't have +INVENTORY.PERSISTENTPOWER yet, which means all but one item is lost upon exiting a level.
You can get around this with a bit of ACS though, not really that hard.

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Medicris
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RE: ARMEDrecruit

#11

Post by Medicris » Tue Oct 09, 2012 6:06 am

DTDsphere wrote: OMG GUYZ!!!
Final just got released and it's Zandronum exclusive.

DOWNLOAD>>>> http://www.mediafire.com/?e99d78n1w10n84o <<<<DOWNLOAD
[spoiler]Image[/spoiler]

Image

what am I doing wrong

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RE: ARMEDrecruit

#12

Post by Llewellyn » Tue Oct 09, 2012 6:39 am

Medicris wrote: what am I doing wrong
I thought the Pwads went in order the other way around on that, meaning that you put skulltag_actors at the bottom...

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DTDsphere
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RE: ARMEDrecruit

#13

Post by DTDsphere » Tue Oct 09, 2012 8:14 am

Llewellyn wrote:
Medicris wrote: what am I doing wrong
I thought the Pwads went in order the other way around on that, meaning that you put skulltag_actors at the bottom...
This mod doesn't require you to use skulltag_actors and stuff.

Also, you must use the fullscreen HUD.

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Ænima
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RE: ARMEDrecruit

#14

Post by Ænima » Tue Oct 09, 2012 10:09 am

DTDsphere wrote:
Llewellyn wrote:
Medicris wrote: what am I doing wrong
I thought the Pwads went in order the other way around on that, meaning that you put skulltag_actors at the bottom...
This mod doesn't require you to use skulltag_actors and stuff.
It looks like it does because you're inheriting from SuperShotgunGuy.
Reinforcements: midgame Survival joining/respawning
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RE: ARMEDrecruit

#15

Post by DTDsphere » Tue Oct 09, 2012 12:09 pm

Ænima wrote:
DTDsphere wrote:
Llewellyn wrote:
Medicris wrote: what am I doing wrong
I thought the Pwads went in order the other way around on that, meaning that you put skulltag_actors at the bottom...
This mod doesn't require you to use skulltag_actors and stuff.
It looks like it does because you're inheriting from SuperShotgunGuy.
It doesn't because I made sure it doesn't. There's Actors/Skulltag.txt which contains all the Skulltag shit in the pk3.

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RE: ARMEDrecruit

#16

Post by Llewellyn » Tue Oct 09, 2012 5:15 pm

DTDsphere wrote: It doesn't because I made sure it doesn't. There's Actors/Skulltag.txt which contains all the Skulltag shit in the pk3.
Which would BREAK compatibility with skulltag_actors.pk3
Which can cause problems if someone doesn't know this, especially since servers like the BE ones automatically load Skulltag_Actors.pk3 and Skulltag_Data.pk3 unless you specifiy manually (which a lot of people that use the service don't know about.)
Last edited by Llewellyn on Tue Oct 09, 2012 5:15 pm, edited 1 time in total.

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Torr Samaho
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RE: ARMEDrecruit

#17

Post by Torr Samaho » Tue Oct 09, 2012 7:53 pm

Llewellyn wrote: Which would BREAK compatibility with skulltag_actors.pk3
IMHO that's better than forcing to load skulltag_actors.pk3. skulltag_actors.pk3 is a compatibility wad that is only meant to be loaded if really necessary. It's definitely nothing you should always load.

Llewellyn
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RE: ARMEDrecruit

#18

Post by Llewellyn » Tue Oct 09, 2012 8:03 pm

Torr Samaho wrote:
Llewellyn wrote: Which would BREAK compatibility with skulltag_actors.pk3
IMHO that's better than forcing to load skulltag_actors.pk3. skulltag_actors.pk3 is a compatibility wad that is only meant to be loaded if really necessary. It's definitely nothing you should always load.
The problem with his PWAD is that he is just copying all the actor definitions for inheritance instead of using the actor definitions as a base to make his actors. Players should not be inheriting from Skulltag classes at all, instead they should take the time to look at those classes and copy the definitions that you want into your actor (because none of them are native, so you aren't required to inherit.) If he tries to play a mod that relies on those actor definitons, he will have to place his wad to load first instead of last which can cause conflicts.
Last edited by Llewellyn on Tue Oct 09, 2012 8:04 pm, edited 1 time in total.

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Medicris
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RE: ARMEDrecruit

#19

Post by Medicris » Tue Oct 09, 2012 10:15 pm

DTDsphere wrote:
Ænima wrote:
DTDsphere wrote:
Llewellyn wrote:

I thought the Pwads went in order the other way around on that, meaning that you put skulltag_actors at the bottom...
This mod doesn't require you to use skulltag_actors and stuff.
It looks like it does because you're inheriting from SuperShotgunGuy.
It doesn't because I made sure it doesn't. There's Actors/Skulltag.txt which contains all the Skulltag shit in the pk3.
Nailed it. Works without the Skulltag wads.

Pardon the commotion.

Quick question though. If the grenades are not being "cooked" while holding Altfire (removing the pin and letting go of the safety spoon), then why does it blow up in your hand if you never let go of the spoon? :v

EDIT: Also quote pyramid because pretty gradients
Last edited by Medicris on Tue Oct 09, 2012 10:36 pm, edited 1 time in total.

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Ænima
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RE: ARMEDrecruit

#20

Post by Ænima » Tue Oct 09, 2012 11:26 pm

Medicris wrote:
DTDsphere wrote:
Ænima wrote:
DTDsphere wrote:

This mod doesn't require you to use skulltag_actors and stuff.
It looks like it does because you're inheriting from SuperShotgunGuy.
It doesn't because I made sure it doesn't. There's Actors/Skulltag.txt which contains all the Skulltag shit in the pk3.
Nailed it. Works without the Skulltag wads.

Pardon the commotion.

Quick question though. If the grenades are not being "cooked" while holding Altfire (removing the pin and letting go of the safety spoon), then why does it blow up in your hand if you never let go of the spoon? :v

EDIT: Also quote pyramid because pretty gradients
HOLY SHIT I just noticed that. That's cool. Subtle, but cool.
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ZandroSkins: a pack made by our community
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