To dip my toes into the vast ocean of Doom modding, I decided that my first ever mod attempt would be to recreate all of Doom64's weapons in Doom 2. How hard could that be?
Actually, not that hard, which is perfect! The unmaker, however, gave me lots of trouble (damn third axis and stubborn desire to draw the lasers with sprites). It's not perfect, the lasers freak out a bit if you aim up or down too much (but I can cope and claim it's authentic since you couldn't aim up or down in Doom64)
...is finally here! That's right, I spent hours upon hours upon HOURS wrapping my silly little brain around 3D Trigonometry with the goal of FIXING THOSE DAMNED LASERS!!
And you know what?
I FIXED THOSE DAMNED LASERS!!
The Unmaker is now in what I consider to be near-perfect condition. All the offsets are correct, it accounts for the player looking up and down, and I even fixed that bug where the lasers would stack up on each other if you shot them towards the ceiling at a shallow angle (it was because Doom doesn't allow anything to be above the sector's ceiling and the lasers were trying to spawn slightly past it. The more you know, I guess).
Anyways, you can grab this updated version from here or my GitHub and, as usual, if you have any comments or find any bugs, leave a comment here or on my ZDoom forum post and I'll get to it asap!
Thanks, and have fun!
Oh, one last thing: I also made sure to change the versioning in the ZScript to "4.12" instead of "4.12.2". I haven't tested the mod on older versions yet so I don't want to change the versioning to one that may break the mod, but if you have an older version of GZDoom/ZDoom and you don't want to update it, just open the .pk3 file and change the version number in the ZSCRIPT file to your GZDoom/ZDoom version number. I can't guarantee that it'll work right but if you have success with it/if I get around to testing older versions, I'll change the versioning in a future patch/update :D
Version 1.0 has released! The mod is now in a state that I am happy with. There are a few minor things I want to tweak, some features I'd like to add...
(Fixed the issues! There's a minor visual bug in very specific scenarios but it's tied to a fix of a larger visual bug. Read patch notes for more detail...
After releasing v0.1 (the Beta), I realized there were a handful of things not quite working or even implemented that I realized I wanted in "the first...
Hi! I’ve been looking for doom64 weapon mods for doom 2 for couple days and couldn’t find a proper one. Thus I am happy to find this mod and play. But in my opinions there’s something in the mod still requiring improvements like weapon animations especially Unmaykr. This weapon firing animation gets strange when lifting head up. Hope you can check it out and have a good day.
thank you for using the mod, i'm glad you like it so far! the Unmaker lasers are the bane of my existence, lol, and are the main thing i'm working on making better. hopefully shouldn't take too long, and my goal is for them to be 100% working in the next update to the mod :D
hey, and hi, first my english is not really good so forgive me if i made any mistake
and as with user 18960360997 said, i'm with him on that, i was waiting for doom 64 weapons for doom 2 and play with other map wad, monster mod and any other addons, Especially with the Doom 64 textures addon
I'm sorry, I might sound demanding, but could you also provide animations for the pump shotgun and super shotgun? Additionally, could you include options to switch between Doom 64 and Doom 2 for those who want to play Doom 64 without animations, and Doom 64 for Doom 2 with animations? It would be preferable to have no other unnecessary animations, just the option to switch between Doom 64 and Doom 2 (like brutal doom 64 v2.666 from swc132994)
there's a doom 64 retribution mod that can play with other mods, but still buggy, so i hope you will make it as perfect as possible
and if you also familiar with Doom 64 Retribution on ModDB? there is an addon called Classic Unmaker, but it used ZScript to rework the gun almost perfectly, similar to what N64 does.
Could you also replicate the Unmaker's behavior from the original?I just like the way that Unmaker gun shoots in a classic manner, that's all. and I really hope you can recreate it.
i really hope you can make it, it will be perfect classical doom 64 weapons mod for doom 2, with no other weird things
hope you'll read it
F.U.C.K, man, im sorry to say bad world, but i was waiting for this man
I know it might not turn out as I wanted, but I still hope.
Thank you for the feedback! I didn't know about the Classic Unmaker addon, I'll check that out and look at what they did. This mod is my way of learning ZScript and how to mod Doom, so I wanted to write everything from scratch and not copy anybody else's mod. However, now that this mod is in a working state, I am more than happy to look at other mods for help/inspiration. As for adding custom animations, I don't think that's a feature I want to add (at least not right now), since I want to keep the weapons as close to Doom 64 as possible. That being said, it wouldn't be difficult for anyone else to create custom animations and add them to this mod. Oh, and the Unmaker works exactly like the one in Doom 64, even when the lasers were buggy; the lasers are just there for looks, all the damage and aiming calculations are done separately from them :D
oh, hey, i understand and thank you so much for answer
and just in case you can check addon call classic unmaker and classic gameplay i think both addon are from the same author, i dug in their mod because previously, swc132994 had also taught me a bit about decorate code, and i wish i can learn Zscript like you
i just love original unmaker so so much