Github: Github.com
ZDoom Forum Page: Forum.zdoom.org
I hope you enjoy my first mod! If you run into any issues, have any questions, or just wanna say something, please leave a comment here or on the ZDoom forum page (or even the Github if you're a NERD)
Images:
The Unmaker!!
The Chainsaw!! Woops!!
Here's the changelog, copied from my Github:
Updates
- Used the LANGUAGE lump for things like weapon pickup messages
- Cleaned up code
- Removed unnecessary arguments from weapon attack calls
- Changed damage calculation for most weapons, making them more accurate to Doom 64
- Cleaned up comments
- Removed unnecessary details
- Replaced multiple single-line comments with one multi-line comment
- Changed weapon state timings
- Fixed Chaingun kick and recoil
- Added horizontal offset hack to projectiles (Rocket, PlasmaBall, and BFGBall)
- Added the Plasma Rifle's idle buzzing sound
- Added an option to enable/disable the Plasma Rifle's idle buzzing sound in the mod options menu
- Fixed BFG tracers spawning incorrectly (they now spawn in the center of the hit enemy)
- Added Demon Key pickup messages (preserved "canonical" order of Orange first, Purple second, and Cyan third)
- Fixed projectiles not using ZDoom enhanced transparency effects when they should
- Might have fixed chainsaw hit sound not sounding right but getting the sounds right has proven to be a bit tricky
Known Issues
- Unmaker laser effect is not 100% accurate when using freelook (cope: it's technically more accurate to Doom 64 since Doom 64 didn't have freelook, but I don't like that it breaks so I'll still try to find a solution soon)
- Code is messy and sloppy (I will be fixing this as it irks me personally)
Planned Changes/Additions
- Have the weapon replacement setting replace all weapon pickups when toggled (without requiring a map reload/change)
- Code optimization
- Add Doom 64 ammo types with sprites and tag names (for mapping programs :D)
- Potentially have Doom 64 weapons rely on Doom 64 ammo only (perhaps with toggleable setting?)