Alt Fires, my first weapons mod (current version: b5)

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Empyre
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Alt Fires, my first weapons mod (current version: b5)

#1

Post by Empyre » Tue Nov 03, 2015 1:29 am

This mod adds alt-fires to all the Doom weapons, using only DECORATE code. This should work with any maps and with any monsters-only mods. Additional credits to the ZDoom Wiki and also the authors of several mods I looked at to see how to do what I wanted to do.

Spoiler: Screenshots: (Open)
Image
Image
Image
Spoiler: Changelog: (Open)
Changes in altfires_b5.pk3:

- When using the Pistol alt-fire, "Healing..." will be displayed.
- The homing rocket will now bounce up to 6 times.
- Added DOOMDEFS (Doom-specific GLDEFS) so everything that should glow, does.

----------------------

Changes in altfires_b4.pk3:

- Added +MTHRUSPECIES to all projectiles, even from the primary fires, to
reduce player-pushing. However, players will still be pushed by hitscans and
radius damage.
- Removed the ghosts' ability to ressurect monsters, but gave them higher mass
and lower pain chance. Their health and damage are unchanged. Increased the
ghost's lifespan by 50%.

----------------------

Changes in altfires_b3.pk3:

- The BFG no longer blasts the player with all those plasma ball noises.
- The Pistol, Rocket Launcher, and Plasma Gun no longer play their sound twice.
- The homing rocket explosion no longer hurts the shooter.

----------------------

Changes in altfires_b2.pk3:

- The ghost Lost Souls summoned by the Fist now costs 6 cells instead of 3.
- The Shotgun's rail now costs 10 cells instead of 5.
- The SSG's BFG spray now shoots 30 rays and has 10 damage, changed from
40 rays, and 15 damage. The results in total damage of one half of what it
was before (3/4 * 2/3 = 1/2). The flames sprite is now scaled to 75%.

----------------------

Changes in altfires_b1.pk3:

- Fist now summons ghost Lost Soul instead of a ghost Imp.

----------------------

Changes in altfires_a1.pk3 (from vanilla Doom):

- Added alt-fires to all the weapons that do the following:
- Fist - summons a ghost Imp that can attack and ressurect enemies
- Chainsaw - can be thrown
- Pistol - heals both the shooter and the target
- Shotgun - fires a railgun shot
- Super Shotgun - fires a BFG spray
- Chaingun - has no spread, perfect accuracy
- Rocket Launcher - fires homing rockets
- Plasma Gun - fires freezing blasts
- BFG - enhanced version of Doom alpha BFG
Download: altfires_b5.pk3
Last edited by Empyre on Sun Jun 16, 2019 2:44 pm, edited 2 times in total.
"For the world is hollow, and I have touched the sky."

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RE: Alt Fires, my first weapons mod

#2

Post by Combinebobnt » Tue Nov 03, 2015 5:15 am

Wow its the sequel to empyre coop maps

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RE: Alt Fires, my first weapons mod

#3

Post by Dusk » Tue Nov 03, 2015 9:53 am

I like how the super shotgun altfire is as powerful as a BFG blast without any delay and only costs 5 shells to use. I can kill a cyberdemon with two blasts. And that's just one of the weapons..

Seriously did you playtest this at all?
Last edited by Dusk on Tue Nov 03, 2015 9:53 am, edited 1 time in total.

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RE: Alt Fires, my first weapons mod

#4

Post by madcat » Tue Nov 03, 2015 10:43 am

Your first weapon mod? Well nice start.

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RE: Alt Fires, my first weapons mod

#5

Post by Samuzero15tlh » Tue Nov 03, 2015 11:40 am

A bit dumb powered alt-fires but that will do.

You seriously need to test it. But nice weapon mod for be your first time.
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Alt Fires, my first weapons mod

#6

Post by Empyre » Tue Nov 03, 2015 12:56 pm

Dusk wrote: I like how the super shotgun altfire is as powerful as a BFG blast without any delay and only costs 5 shells to use. I can kill a cyberdemon with two blasts. And that's just one of the weapons..

Seriously did you playtest this at all?
It's still not as OP as Russian Overkill. It's a beta and still subject to tweaking.
I just spent over 5 hours playing holyhellv1.5.wad with this. I died a lot.
This Friday, I'll put this on my server and I'll play it and watch people play it and I'll see what tweaks it needs.
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RE: Alt Fires, my first weapons mod

#7

Post by Arctangent » Tue Nov 03, 2015 2:34 pm

To be honest, most of the alt-fires look like they make the primary fires completely redundant. I'm not quite sure why most of these weapons still have their primary fires, actually.

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RE: Alt Fires, my first weapons mod

#8

Post by Dusk » Tue Nov 03, 2015 10:27 pm

Empyre wrote: It's still not as OP as Russian Overkill.
Russian Overkill was designed with the purpose of being OP. It expressly throws balance out of the window, while this mod adds alt fires to existing weapons which means that the alt fires should complement the existing primary fires, not obsolete them completely.

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RE: Alt Fires, my first weapons mod

#9

Post by Empyre » Wed Nov 04, 2015 6:44 am

I have updated the mod, mainly nerfing the OP SSG.
altfires_b2.zip at Dogsoft
altfires_b2.pk3 at Best Ever

From the changelog in the TXT file:
Changes in altfires_b2.pk3:

- The ghost Lost Souls summoned by the Fist now costs 6 cells instead of 3.
- The Shotgun's rail now costs 10 cells instead of 5.
- The SSG's BFG spray now shoots 30 rays and has 10 damage, changed from
40 rays, and 15 damage. The results in total damage of one half of what it
was before (3/4 * 2/3 = 1/2). The flames sprite is now scaled to 75%.
"For the world is hollow, and I have touched the sky."

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RE: Alt Fires, my first weapons mod

#10

Post by Empyre » Fri Nov 06, 2015 8:55 pm

Altfires_b2.pk3 is now on my server for two weeks. The players I've seen there seem to like it. Join in and have some fun.
Detailed feedback on the weapons and also the maps would not only be welcome but appreciated.
"For the world is hollow, and I have touched the sky."

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RE: Alt Fires, my first weapons mod

#11

Post by Doomkid » Sat Nov 07, 2015 12:13 pm

I actually like the concepts for the alt fires a lot overall, but I think it would do them for more justice to have them be separate weapons altogether.

The railgun-shotgun is cool, but it just seems more appropriate for a plasma alt fire - But at the same time, the freeze-plasma is cool and I wouldn't wanna lose that. The homing rockets are cool, no complaints there. The SSG alt fire is just flat out strange, but I may not feel so if it were coming from a different gun sprite. The BFG alt is really cool too, basically an improved Alpha BFG. The sniper-chaingun is kinda odd, but again I love the concept - This kind of thing is really why I think these just deserve to be their own guns entirely. There are plenty of cool gun sprites out there which are free to use, but of course it's your choice.

Either way, for a first "my first behavior mod", this contains some really nifty ideas.
Last edited by Doomkid on Sat Nov 07, 2015 12:13 pm, edited 1 time in total.
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RE: Alt Fires, my first weapons mod

#12

Post by Empyre » Sat Nov 14, 2015 1:34 am

I have updated the mod again, making some weapons less noisy, especially the BFG. Also, the homing rockets no longer hurt the shooter, which had been a problem when it would turn too sharply and hit a wall next to the player.

altfires_b3.zip at Dogsoft
altfires_b3.pk3 at Best Ever

The first post is also updated.
"For the world is hollow, and I have touched the sky."

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RE: Alt Fires, my first weapons mod

#13

Post by Empyre » Wed Nov 25, 2015 8:31 am

Another update: made all projectiles go through players to try to reduce the player-pushing that goes on, and removed the ghosts ability to resurrect enemies.

altfires_b4.zip from Dogsoft
altfires_b4.pk3 from Best Ever
"For the world is hollow, and I have touched the sky."

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RE: Alt Fires, my first weapons mod (current version: b5)

#14

Post by Empyre » Thu Dec 17, 2015 5:41 am

Updated again: Pistol alt-fire now displays "Healing..." to make it clearer what it does, the homing rockets can now bounce up to 6 times (up from 0), and I added a DOOMDEFS lump, so everything that should glow, does.

altfires_b5.zip from Dogsoft
altfires_b5,pk3 from Best Ever
"For the world is hollow, and I have touched the sky."

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Re: Alt Fires, my first weapons mod (current version: b5)

#15

Post by yum13241 » Sun Dec 12, 2021 3:17 pm

Empyre wrote:
Tue Nov 03, 2015 1:29 am
This mod adds alt-fires to all the Doom weapons, using only DECORATE code. This should work with any maps and with any monsters-only mods. Additional credits to the ZDoom Wiki and also the authors of several mods I looked at to see how to do what I wanted to do.

Spoiler: Screenshots: (Open)
Image
Image
Image
Spoiler: Changelog: (Open)
Changes in altfires_b5.pk3:

- When using the Pistol alt-fire, "Healing..." will be displayed.
- The homing rocket will now bounce up to 6 times.
- Added DOOMDEFS (Doom-specific GLDEFS) so everything that should glow, does.

----------------------

Changes in altfires_b4.pk3:

- Added +MTHRUSPECIES to all projectiles, even from the primary fires, to
reduce player-pushing. However, players will still be pushed by hitscans and
radius damage.
- Removed the ghosts' ability to ressurect monsters, but gave them higher mass
and lower pain chance. Their health and damage are unchanged. Increased the
ghost's lifespan by 50%.

----------------------

Changes in altfires_b3.pk3:

- The BFG no longer blasts the player with all those plasma ball noises.
- The Pistol, Rocket Launcher, and Plasma Gun no longer play their sound twice.
- The homing rocket explosion no longer hurts the shooter.

----------------------

Changes in altfires_b2.pk3:

- The ghost Lost Souls summoned by the Fist now costs 6 cells instead of 3.
- The Shotgun's rail now costs 10 cells instead of 5.
- The SSG's BFG spray now shoots 30 rays and has 10 damage, changed from
40 rays, and 15 damage. The results in total damage of one half of what it
was before (3/4 * 2/3 = 1/2). The flames sprite is now scaled to 75%.

----------------------

Changes in altfires_b1.pk3:

- Fist now summons ghost Lost Soul instead of a ghost Imp.

----------------------

Changes in altfires_a1.pk3 (from vanilla Doom):

- Added alt-fires to all the weapons that do the following:
- Fist - summons a ghost Imp that can attack and ressurect enemies
- Chainsaw - can be thrown
- Pistol - heals both the shooter and the target
- Shotgun - fires a railgun shot
- Super Shotgun - fires a BFG spray
- Chaingun - has no spread, perfect accuracy
- Rocket Launcher - fires homing rockets
- Plasma Gun - fires freezing blasts
- BFG - enhanced version of Doom alpha BFG
Download: altfires_b5.pk3

Hello. I'm just asking for permission to use some of your code, mainly the definitions for plasmaball1 and plasmaball2. My code was the exact same except for the SeeSound "dsempty" thing. Can I use it? Btw its for my first mod as well. I will give credit if you wish.

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Re: Alt Fires, my first weapons mod (current version: b5)

#16

Post by Empyre » Sat Jan 01, 2022 6:02 pm

Yes, you can use excerpts from my code, with credit given.
"For the world is hollow, and I have touched the sky."

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Re: Alt Fires, my first weapons mod (current version: b5)

#17

Post by yum13241 » Tue Jan 11, 2022 3:50 pm

Thank you.

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