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 version".
Github: Github.com
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?)
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.
Only works on GZD 4.12.2.
ooh thanks for pointing that out. i'm changing the requirements to "4.12". since I'm only testing the mod on that version of GZDoom, I don't want to set the requirements lower and risk the mod not working but I'll test out older versions of GZDoom once I finish fixing the Unmaker. If you want to use the mod on older versions of GZDoom, open the .pk3 like a .zip file, open the "ZSCRIPT" file in any text editor, and at the top of the file it'll say 'Version "4.12.2"' or something similar. If you change the version number to an older one, you can use the mod with that older version of GZDoom, but, again I haven't tested older versions so I don't know how functional they may or may not be :)