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Eon Weapons

Posted: Thu Oct 16, 2014 11:47 pm
by Ru5tK1ng
Hello there. I'm here to release a simple mod that I have been working on for a while: Eon Weapons. I had two goals I wanted to reach with this weapon mod:

1. Address Doom's bad weapon balance
2. In turn, make T/LMS a bit more fun as well

For the first one, I decided to retain the behavior of random because no random damage causes virtual fist fights and previous efforts weren't really met with standing ovation. I attempted to buff most of the weapons so that they can stand against the SSG more effectively in certain situations. But fear not, the SSG is still the King.

As for the 2nd goal, I avoided the path that Carn took with the ST weapons and didn't include any of them. Since the BFG is disabled in T/LMS, I decided to fill the void with a simple Lightning Gun to see how it all works out together.

My main inspirations for doing this were:
1. "just watch ssgs reload for 10 minutes" ~During QCon 2013
2. Playing in an FNF TLMS where the op Rail and Grenades ruled all.
3. CA in QuakeLive (it's fun).
4. To dive into Decorate to learn it a bit.

You may see several version flying around so allow me to clarify. 'eweapons' is the testing release that goes public sometimes while the eon_weapons_rc* have past testing and have either no or low amount of bugs.

Quick List of Changes vs Vanilla
[spoiler]Weapons switch much quicker
Fist - Does more damage vs players with a quicker rate of fire.
Pistol - Random damage is based on 7,14,21 with increased firing speed.
Shotgun - Fires 2 more pellets and has a vertical spread and a smaller horizontal spread.
SSG - Unchanged (rejoice)
Chaingun - Fires in 3 tics with a smaller spread in Duel/LMS while preserving vanilla firing rate on a factor of 7 for DM.
Rocket Launcher - Fires a faster rocket with less splash damage and lower max possible damage. Less damage taken when rocket jumping.
Grenade Launcher - Fires a bouncing grenade with similar damage to rockets. Shares slot # with RL. Grenade hopping possible.
Plasma Rifle - Plasma travels much faster but has a lower max damage and minimum damage of 10 rather than 5.
BFG - Unchanged
Railgun - Typical rail that does 80 damage in Duel/LMS and 100 in DM. Slot 8
Lightning Gun - Fires a hitscan beam that damages 13 per tic in Duel/LMS and 15 in DM. Slot 8

Armor now stacks when using custom armor things. Details in this changelog: https://zandronum.com/forum/viewtopic.p ... 20#p101852[/spoiler]

Known Issues
*Mod works in Zandronum, but may or may not work in other ports.

Download Latest Stable Release: RC6
Credits: Inside the wad

Feel free to ask any questions regarding the mod.

RE: Eon Weapons

Posted: Fri Oct 17, 2014 1:07 am
by Watermelon
This is really cool.

Do you have a BE server up to try it out?

RE: Eon Weapons

Posted: Fri Oct 17, 2014 1:49 am
by Ijon Tichy
[quote=CREDITS]Lightning Gun Code: TerminusEst13(Samsara)[/quote]

The Thunderbolt beam? That was my doing, and was originally in a really old Quakeweps mod I made. I'll dig it u-

holy shit I have that on github?

RE: Eon Weapons

Posted: Fri Oct 17, 2014 2:58 am
by Kara Kurt
Funny. I've always found the Chaingun cadency and rockets speed not too fast.

Any change given to the Shotgun?

RE: Eon Weapons

Posted: Fri Oct 17, 2014 3:03 am
by Ru5tK1ng
Ijon Tichy wrote:
CREDITS wrote:Lightning Gun Code: TerminusEst13(Samsara)
The Thunderbolt beam? That was my doing, and was originally in a really old Quakeweps mod I made. I'll dig it u-

holy shit I have that on github?
Ah I see, I'll go ahead and fix the credits. Thanks for the heads up.
Any change given to the Shotgun?
It was a bit difficult to settle on something to do for the SG, but as of now, it has a small horizontal spread but added vertical spread with 8 pellets instead of 7. In the past it had been a long range sniper shot, but that didn't go over well during testing mainly because it made the SG even harder to aim with.

@Water, yeah there's a duel32 server running at the moment on BE.

RE: Eon Weapons

Posted: Fri Oct 17, 2014 3:46 am
by Kara Kurt
Would you add a temp bot to the server so I can test stuff online?

RE: Eon Weapons

Posted: Fri Oct 17, 2014 5:50 am
by ZZYZX
Ru5tK1ng wrote:*PWO doesn't seem to work for some reason. The workaround currently is to never switch + keybinds for weapons.
I guess it doesn't understand DECORATE replacements properly... Not quite sure if that needs fixing since people are supposed to define such things explicitly.

Anyway, to fix that you need to add ORDERDEF lump with the following contents:

Code: Select all

Clear

[EonWeapons]
Game Doom
Weapon  "FistE"             "Fist"              0.1 0 replaces "Fist"
Weapon  "ChainsawE"         "Chainsaw"          0.2 10 replaces "Chainsaw"
Weapon  "PistolE"           "Pistol"            0.3 20 replaces "Pistol"
Weapon  "ShotgunE"          "Shotgun"           0.8 30 replaces "Shotgun"
Weapon  "SuperShotgunE"     "Super Shotgun"     0.9 40 replaces "SuperShotgun"
Weapon  "ChaingunE"         "Chaingun"          0.4 50 replaces "Chaingun"
Weapon  "RocketLauncher"    "Rocket Launcher"   0.5 60
Weapon  "PlasmaRifle"       "Plasma Rifle"      0.6 70
Weapon  "BFGE"              "BFG-9000"          0.7 80 replaces "BFG9000"
Weapon  "LGunE"             "Lightning Gun"     0.65 90

RE: Eon Weapons

Posted: Fri Oct 17, 2014 6:08 pm
by ARGENTVM
Glad to see a public release for this wad as testing this wad was a blast (especially when scaring Rust with the Lightning Gun and hearing the reaction on TS). Hoping to see it on FNF soon (and maybe coop edition too)!

RE: Eon Weapons

Posted: Sun Oct 19, 2014 11:16 pm
by Ru5tK1ng
Anyway, to fix that you need to add ORDERDEF lump with the following contents:
In my personal testing the lumped seemed to work perfectly and I didn't find any PWO weirdness. Thanks.

RE: Eon Weapons

Posted: Sun Nov 09, 2014 5:43 am
by Ru5tK1ng
Updated the wad with a few changes. The next release will probably be the final one. Download link is in the first post.
Spoiler: A few changes (Open)
*Added a Grenade Launcher that isn't the ST one
*Tweaked a few damage values
*The PWO issue is resolved
*Minor graphics added

RE: Eon Weapons

Posted: Wed Dec 03, 2014 3:16 am
by Ru5tK1ng
New update and probably the last beta unless something is severely broken. Download in original post.
Spoiler: More small changes (Open)
*Added faster weapon switching
*Tweaked fist speed
*Slight change to CG spread
*Small change to SG
*A few other small value changes

RE: Eon Weapons

Posted: Wed Mar 18, 2015 6:41 pm
by Kara Kurt
What's new in the RC2?

RE: Eon Weapons

Posted: Thu Mar 19, 2015 2:55 am
by Ru5tK1ng
It's been a while since the last release due to other commitments and projects that took priority. But all of those things have ended I have been working on the mod for the past few days. I made a couple of silent release candidates during the weekend but I feel this public release is a bit more polished. In short, RC1&2 were aimed at visuals and LMS while RC3 is aimed more towards dueling and mapping. Here are the changes since beta 4. Download link in first post.
Spoiler: Changes (Open)
RC1&2
=====
-Added GLDefs
-Fixed PWO issue
-Buffed Fist speed
-Small tweak to CG spread and frames
-Tweaked lightning gun visually
-Fixed Grenade Explosion bug

RC3
====
-Added missing messages and obituaries
-Non-Vanilla weapons & ammo can now be placed in maps
-Fixed Give amounts for non-vanilla weapons and ammo
-Grenade launcher moved to slot 5
-RL and GL give amount is 10 regardless of skill setting
-Added Railgun due to medium-high demand and for fun (Affected by cvar lms_allowrailgun; recommended to use false)
-Railgun uses own ammo separate from cells

RC4
===
-Added Custom Pain Sound for LG
-Increased Pistol Base Damage to 7
-Reduced CG spread from 4.7 to 4.6
-Fixed CG Flash State
-Touched up lightning trail of LG
-New icons and pickup sprites for custom ammo

Mapping Stuff
-----------------
-Added Health/Armor Bonus +5
-Added New Armors: Red (100/83% protection), Yellow (150/67% protection)
-Added New Megaspheres that grant 200 health + colored armor.
The next version will probably be just small balance tweaks (if needed) and item edits. Zan 2.0 will probably change how that cvar affects the railgun but hopefully I'll be able to use cvarinfo by then.

RE: Eon Weapons

Posted: Thu Mar 19, 2015 3:18 pm
by Kara Kurt
In case anyone is looking for some Eon CTF or TDM, me and Alexmax added 2 new servers using the mod:

http://www.hostingpics.net/viewer.php?i ... stitre.png

Re: Eon Weapons

Posted: Fri May 27, 2016 7:25 pm
by Catastrophe
From playing Eon Weapons v43 for a bit, the LG is really, really broken. I've managed to solo an entire team (4 players) solely using that weapon and nothing else. It needs to be nerfed, imo.

Re: Eon Weapons

Posted: Fri May 27, 2016 9:09 pm
by Razgriz
LG may seem broken when you play against bad players, fact.

Re: Eon Weapons

Posted: Sat May 28, 2016 3:43 am
by Ru5tK1ng
I have noticed some instants where it feels broken. I might perhaps return it to its original RC4 value.

Re: Eon Weapons

Posted: Sat May 28, 2016 7:02 am
by Frits
Played this for a short while on fnf yesterday. So i got a little bit of personal feedback
- Railgun should be moved to slot 6 for consistency with every other RG prior.
- LG is a bit too strong

Re: Eon Weapons

Posted: Sat May 28, 2016 7:09 am
by Catastrophe
Razgriz wrote:LG may seem broken when you play against bad players, fact.
Look, I'm not the type to say a weapon is broken by only playing against baddies. With the matches I've had previously on it, and what I saw on FNF this week, its pretty broken.

Re: Eon Weapons

Posted: Tue Jun 07, 2016 2:16 am
by Ru5tK1ng
Frits wrote:Played this for a short while on fnf yesterday. So i got a little bit of personal feedback
- Railgun should be moved to slot 6 for consistency with every other RG prior.
- LG is a bit too strong
I'm not a big fan of clogging up slots with 2 weapons. However, if it is some type of de facto thing, the benefit of moving it to 6 would be the LG moving to slot 7. I can probably give this a try.
Catastrophe wrote:
Razgriz wrote:With the matches I've had previously on it, and what I saw on FNF this week, its pretty broken.
I believe the reason I slowly buffed the LG since RC1 is because it was pretty garbage and you couldn't tell if you were hitting or not. But with RC4, the beep sound made it easier to use and I guess a nerf is needed now.

Thanks for the input guys.