All of Doom 64's weapons in Doom 2 plus the Demon Keys! Works in any mapping program, so now your map can have that unique Doom 64 charm. Just, don't give them the chainsaw if you want your map to have any semblance of difficulty...

Post news Report RSS Version 1.0 is Here!

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, but the package as a whole is complete and in a state I consider ready to "ship"!

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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!!

screen unmaker 2

The Chainsaw!! Woops!!

screen chainsaw 1 screen chainsaw 2



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?)
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