The complete megahit game that set the world afire. Plus All-New Episode IV: Thy Flesh Consumed.The demons came and the marines died. Except one. You are the last defense against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.The Ultimate DOOM takes you beyond anything you've ever experienced. First, you get all three original episodes - that's 27 levels of awesome, explosive excitement. Then it really blows you away with an all-new episode: Thy Flesh Consumed. Now you're dead meat. Just when you think you're getting pretty good at DOOM, you get hit with Perfect Hatred, Sever the Wicked and seven other expert levels never seen before! They're so incredibly tough, the first 27 levels will seem like a walk in the park!

Description

A mod that ports Dusk weapons and some of its mechanics into Doom engine. Also features achievements, a custom hud, a flashlight, and a bar of soap. And a Bigger John. And lots of fun. Now compatible with Heretic, multiplayer and with optional monsters!

Preview
Doosk "Manteinance update 05" (14/02/24)
Post comment Comments  (0 - 50 of 63)
TheOldKingCole
TheOldKingCole - - 43 comments

This is great. One suggestion is an option to start a new game with dual wielding pistols, as after map 1, most people never touch pistols again

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TheOldKingCole
TheOldKingCole - - 43 comments

Also what is the Use models option and why is it permanently on unknown?

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FinnGamerUNL
FinnGamerUNL - - 2 comments

You'll (hopefully) know SOON™️

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AlphaEnt Author
AlphaEnt - - 396 comments

It's a zandronum option that allows players to switch between sprite pickups and models. But the mod isn't completely ready to be used on zandronum yet, since extra polish is required to make the bots work properly.

Also, the mod doesn't feature model pickups (yet, idk if i'll add them later, up to the complexity to make them work)

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eviltechno
eviltechno - - 502 comments

So this will be compatible with zandronum? Thats great

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AlphaEnt Author
AlphaEnt - - 396 comments

There's also plans to make it compatible with D-touch and low-end cellphones on a separate fork (since it requires lots of graphics downscaling and cut animations), but right now, the priority remains on the PC version.

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AlphaEnt Author
AlphaEnt - - 396 comments

That dual pistol function could be added on a future update, literally thought on that, but idk why I didn't added it last minute.

Perhaps can be added like a Doosk cheat, by tipying nbakimbo on console or something like that. Or perhaps a game mutator. I'll think about that possibility.

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MrRumbleRoses
MrRumbleRoses - - 446 comments

this is interesting to see & play. hopefully Zandronum options will be a thing soon. not to mention a way to play custom mapsets with this

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AlphaEnt Author
AlphaEnt - - 396 comments

Zandronum options will be a thing later on, once I complete and polish some things.

There's a plan to create a custom mappack for this mod, that being said, you can play already with most existing mapsets if you put them inside the "customfiles" folder.

Also, fun fact: The mod already includes 4 unfinished maps (that weren't made for doosk) to try.
Type map testx where x is a number between 1 to 4.

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eviltechno
eviltechno - - 502 comments

I'm trying to use doosk with BD21 monsters only, but I get

p_startscript unknown script "casingtype"

every time I shoot a gun


Can you fix it?

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AlphaEnt Author
AlphaEnt - - 396 comments

No idea what it could be, but if I have to take a guess, I think it could be that bd monsters are preventing some of my scripts to load, which is weird.

For the sake of trying, rememeber that the doosk mod should be loaded first and not the monsters.

Did the mod works ok without those monsters?

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eviltechno
eviltechno - - 502 comments

load order is not the problem. I loaded bd21monsters last. Monsters only is intended to work with all mods that don't alter the enemies I guess.

Yes it worked without it

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KioriKiiwi
KioriKiiwi - - 11 comments

The problem is that BDMonsters isnt the most polished thing ever. Delete anything in the BD mod relating to bullet casings and you should be good to go. Feel free to do this with any other effects that conflict to fix issues that a certain sergeant shouldve already fixed

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eviltechno
eviltechno - - 502 comments

thnx

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mephilis6264
mephilis6264 - - 46 comments

how would i even delete any bullet casings? the mod just ends up coming back telling me it can't find any casings file so then i just can't play with the mod installed

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Oshcuro
Oshcuro - - 4 comments

FINALLY

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finkleroy
finkleroy - - 2 comments

When I drag and drop the three .pk3 files onto gzdoom.exe I always get the error "Script error, "doosk_moosic.pk3:cvarinfo.txt" line 3: cvar 'user_musictype' already exists". How can I get the music to load? I'm using GZDoom 4.3.3 x64.

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AlphaEnt Author
AlphaEnt - - 396 comments

Drag only doosk_base.
There's a code inside "_base" that also loads "_moosic", if both files are in the same folder.
The movement is a separate file on its own though. If you want to load the movement and the music, then drag base and movement onto gzdoom.

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finkleroy
finkleroy - - 2 comments

Thanks for the reply. Is the music just the menu music? The music that plays while playing the game is Doom's original music.

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AlphaEnt Author
AlphaEnt - - 396 comments

There's an option on the "mod options" menu that lets you choose between Regular Doom music and "Dusk ambience" music.
Dusk tracks are chosen at random, so you have no control over which track will play each time you load a map.

That being said, if a custom mappack have an unusual way to set music (as in, the map itself modifies the music via scripts or something) then the scripts from such mappack would work over my own script and counteract it by playing the mappack's music.

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HairyHog77
HairyHog77 - - 99 comments

No way to zoom in with weapons?

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AlphaEnt Author
AlphaEnt - - 396 comments

For now you can only zoom in sniper and cigar by pressing alt fire.

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DaccoGuy
DaccoGuy - - 3 comments

The Movement does not work:

Script error, "DuskMovement.pk3:mapinfo.dsk" line 5:
Expected identifier but got integer constant '0x32' instead.

Neither the moosic:

Script error, "doosk_moosic.pk3:cvarinfo.txt" line 3:
cvar 'user_musictype' already exists

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AlphaEnt Author
AlphaEnt - - 396 comments

Are you trying to load the mod on D-Touch or delta touch? (or what sourceport version)

If you're trying to load on old sourceports, then the dusk movement will not work, as it uses features from gzdoom 3.8.2 (the reason the movement is a separate addon)

If you want to load the mod without batch files, then load only Doosk_base. The mod inside contains code that will also load the music, if both files are in the same folder.

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AlphaEnt Author
AlphaEnt - - 396 comments

Hotfix 1 changelog (21/2/20)

Solved an issue: if you picked up barrel/soap while "switch on pickup" was turned off, it didn't changed weapons properly.
Added blockers to barrel/soap: If you already have one of these, don't pick up the other.
Added sword pickup to regular campaign. (1/4th chances to appear instead of Sniper rifle.)
Issue with the untouchable achievement was solved. Z_Playerpawn didn't had a custom pain state required for the script to work properly.
Tweaked selectionorder for weapons that switch when you run out of ammo. Sickles now have lowest priority.
Riveter overall damage increased from 100 (+20 random(1,8)) to 150 (+50 random(1,8)). (for testing purposes, can be toned down/up later, up to feedback)
Mortar overall damage increased from 100 (+20 random(1,8)) to 120 (+20 random(1,8)). (for testing purposes)
Riveter "maximum radius full damage" increased from 18 to 128.
Mortar "maximum radius full damage" increased from 18 to 96.
Disabled Rocket trails on Mortar and Riveter projectile.
Added a copy of the hud for screenblock10.
Added soap pickup in campaign (1/5th chance to replace blursphere)
Assault rifle damage increased from 10 to 10.25 (for testing purposes)
Added +50 damage to explosive barrel's explosion (only affect monsters)
Made ammo hud visible by default now.
Tweaked cluster/outro music, didn't loaded properly.
Properly renamed riveter and mortar tags.
Increased winchester2 firerate by 1 frame.
Increased Sword charged attack damage from 200 to 250.
Now fast fire totem gives you 25 hp in compensation for the 100 hp berserk used to give you.
Renamed explosion sprites because of an issue with some monster pack from a tester.
Fixed an issue if you tried to pickup the barrel while already having a barrel, barrel would become non-solid.
Tweaked menu to make more visible some options from "mod options".
Merged options/mod options menu to help to make more visible the mod options menu.
Cropped a "questionable" image from inside the mod.
Added extra fire animations to sickles.
Added extra brightness to Sword altfirepuff.
Deleted autoload moosic file inside Doosk_base for those who loads the mod without batch files and had issues with them.

(Ivory Duke) Reworked weapon bob mechanic on Duskmovement.

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Somagu
Somagu - - 3 comments

Is there any chance that some compromise could be reached with ammo types with cvars or something? I'm not a fan of the shared ammo between different weapons, since it gives little incentive to use the pistols or hunting rifle over the assault rifle or crossbow, for example. It's less a matter of choosing the right tool for the right job when one tool almost is always better, so I'd enjoy having that option, if possible!

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AlphaEnt Author
AlphaEnt - - 396 comments

I'm investigating if that's possible to achieve without making a mod fork or breaking several sourceports compatibility.

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Somagu
Somagu - - 3 comments

Cheers! If not, no problem. I understand. Love the port work here, aside!

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AlphaEnt Author
AlphaEnt - - 396 comments

Good news for you, optional Dusk ammotype is now available as an optional game mutator, so people now can choose between regular doom ammotype or custom dusk ones.

Yeah, took me long enough, but found a way to do it.

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Ungerleider
Ungerleider - - 2 comments

Awesome mod! Dusk has been such a soft spot of mine lately that I can't stretch enough how much I enjoy this. However, is there a way to play with the free mouse look activated and the Doom/true colour software renderer option, and not the hardware accelerated one, without losing that real 3D look? Cuz I really don't like that texture filtering that comes with it.
I'm using GZDoom 4.3.3 btw

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AlphaEnt Author
AlphaEnt - - 396 comments

Software mode disables true 3d render, so looking up and down is very limited, you can never look fully up and down on software mode. Limitation from the way old engine worked on dos. Also, palletes becomes limited to original 256 colours.

There might be an option to make it look like if it were software, but still using opengl?

that being said, if you want to still use open gl and just disable the filtering then you can go to:
"menu / options / options / display options / opengl renderer / texture options"
and select "texture filter mode" to none (or any of the none variants)
That's not software mode and you'll have all features drom opengl, but filtering will dissapear.

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Ungerleider
Ungerleider - - 2 comments

Thank you! I kinda got lost in all those option possibilities. Looks way better now.

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Guest
Guest - - 689,475 comments

Why are there only the gzdoom files and not the wad/pk3 files inside the rar?

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AlphaEnt Author
AlphaEnt - - 396 comments

Quick message to everyone: Someone stole the internet cable for the whole neighbourhood, so currently i'm without internet service until who knows when. Therefore, i'm unable to properly reply most of your messages in time, as I should.

In the meantime, i'll still mod doosk and some other mod's to update them kinda soon.

A 360p rips sprites of the weapons will be uploaded in few weeks, then more stuff on april.

Sorry for the inconveniances and it kinda sucks that it happened just now while i was having a rain of feedback, but welp, you never know when someone will steal some cables =P

Ok, I hope the service comes back soon, but if not, then don't worry, i'll still modding offline. It just will be way more boring without talking to people about it =P

- AlphaEnt2.

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bumble234
bumble234 - - 2 comments

Why isn't this compatible with regular Zmove? I've been messing around in Slade trying to figure out where the problem is but I can't. Does it have something to do with player classes? I narrowed in on that maybe being the issue but I can't seem to find a solution. Please I love these weapons but if it's this or double jump my hands are tied.

I am on gzdoom 4.3.3 if that matters, and I'd like to have both in my autoload config so I can play various wads.

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bumble234
bumble234 - - 2 comments

Nevermind I figured it out. For anyone curious, the way to do this is to open the decorate file in the "actors" folder that is called "playerpawn" and look at the top for the part that says "ACTOR Dusk_Player : PlayerPawn". Change the part that reads "PlayerPawn" to read "Zmoveplayer". This will make the game refer to the Zmove class setup for any things which the doosk class setup doesn't cover, when PlayerPawn makes it check back with the vanilla doom player class instead. And since movement stuff isn't defined by the doosk class... there you have it. Hopefully that's helpful to someone else.

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AlphaEnt Author
AlphaEnt - - 396 comments

Probably too late to reply to this one, but the mod had a custom version of zmovement made for this mod, it was added on a separate playerclass, because this mod was designed with older sourceports on mind, and zmovement was a feature that only worked on modern sourceports.

That's why zmovement is an optional feature instead of one being part of the main mod.

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TheFightingViper
TheFightingViper - - 241 comments

Compatible with Heretic eh? This should be fun :3

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Guest
Guest - - 689,475 comments

Could anyone please post a short tutorial on how to make this work? That would be neat!

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AlphaEnt Author
AlphaEnt - - 396 comments

I'll try to explain: First you have to decompress the sourceports located in "sourceport_gzdoom" and "sourceport_lzdoom".
When you decompress the sourceports with winrar, use the "extract here" option.
Then, you can either put a copy of your iwad of choice inside these sourceport folders or buy the classic doom games on steam and when steam asks you on which drive install the game, pick the c one, as these sourceports automatically detects them.
Then, assuming all steps were followed properly, click on any of these bat files included, and it should load the mod.

I know, i know, it is kinda overwhelming at first and I took note of some of that feedback, that's why next month, i'll upload a copy of the doosk mod without sourceports, without batch files and without directories, so that way, it will be more straightforward for those who likes to use zdl or just drag and drop.

I'm currently without internet service so I can't update it right now.

Also, i'm saving the update for next month, when a big patch hits, so that way i don't have to reupload something with cellphone data.

Sorry for the confusion and thanks for trying to give the mod a try. =P

AlphaEnt.

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Guest
Guest - - 689,475 comments

Is there a way to just have a wad or pk3 file to use the mod so it's easier to use it with different mods?

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Guest
Guest - - 689,475 comments

^ NM got the base files

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AlphaEnt Author
AlphaEnt - - 396 comments

I've been offline since february, so, sorry for the delayed response.

I'm planning to release a "files only" version of the mod for next update, together with a major doosk update (hopefully coming next month, if internet service comes back)

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

The Dusk blood rips are a neat touch, but they give the Hell Knight, the Baron of Hell and the Cacodemon the wrong blood colour. :S

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Guest
Guest - - 689,475 comments

i need a mod whit tha dusk monsters

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AlphaEnt Author
AlphaEnt - - 396 comments

Working on it ;)

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AlphaEnt Author
AlphaEnt - - 396 comments

It's already done.

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AlphaEnt Author
AlphaEnt - - 396 comments

The mod got updated! Current changelog:

Monsters update (10/12/20)
Improved flashlight on Dusk movement playerclass (Made by Ivory Duke)
Solved an issue with wrong version of fast fire totem showing up on heretic playthroughs.
Added the circle bar hud for Fastfire totem and Blistering heat powerups.
Deleted coloured blood from few Doom monsters.
Added extra vertical player boost to mortar and riveter's SP projectiles.
All obituaries and pickup messages were moved to language.enu for easier manipulation.
Increased Fastfire totem heal from 25 to 50.

25+ Dusk monsters ripped for the mod.
(Several modeldef coded by JD-513)
(Noesis suggestion and additional pickup models given by TheZombieKiller)
Added additional skill levels to play with Dusk monsters.
Added shotgun and assault rifle variants to soldier. They all fire projectiles though.
Added several audio cues to Big john's large attack state.
Added several voice cues to Mage/Soldiers.
Added random horizontal/vertical pitch to several Dusk monsters projectile.
Added some monster randomizers for certain monster types.
Made some monsters with high health pool more easily gibbeable.
Decreased stimpack value on dusk monsters mode from 10 to 7.
Decreased medikit value on dusk monsters mode from 25 to 15.
Now all dusk projectiles can be deflected (except cowgirl and bigjohn rocket projectiles)
Deleted frequent mutators options from skill menu, as dusk monsters were added and the space was needed for it.
Ripped rotating pickups for ammo, health, armor and powerups.
Added optional models to ammo and weapon pickups.
Added an accurate gore system, akin to dusk.
Supershotgun and Sniper rifle now can gib monsters.
Deflected projectiles now does 5x damage to monsters.
Added noblood flag to certain "sickle deflect monster" actors.
Projectiles no longer plays death sound when deflected by sickles.
Increased sickles blocker height and range.
Monsters corpses are now gibbeable (lzdoom/modern gzdoom only) Code taken from Q2TC demo.
Monster sprites were separated from base pk3. Monsters are now an optional addon, but they do require doosk to run properly.
Optional standalone versions of the monsters were made to be played without doosk. It requires a separate download.
Added dive, surface and puzzfail sounds to player.
Additional tweaks to some monsters, now some of them won't attack inmediately after entering see state.
Wendigo and dogbox now drops additional ammo, in compensation for the large health pool they have (3/4x more than the monsters they are replacing)
Added dusk monsters to heretic.
Added model definitions to heretic variations.
Added several multiplayer skins.
Added an option to delete single weapons upon picking up a duplicate weapon.
Tweaked health pool of "dusk heretic" monsters variants to fit the game better.
Dusk Monsters can now switch targets if they're attacked.
Added another hitsound option that changes based on which mode you're playing.
Improved mortar behaviour: Now grenade lives for full 6 seconds instead of exploding at random.
Mortar Projectile is less bouncier and it no longer spams the bounce sound if grenade is too attached to the floor.
Fastfire totem and soap no longer spawns on duels.
Mortar sprite replaced with actual mortar projectile.
Replaced some "vanilla replaced" sounds with custom ones.
Weapon pickup sprites converted into 8bpp.
Tweaked the options menu logo while on heretic mode.
Explosive/wood barrels replaced with actual dusk barrels.
Added radiation suit sprite/models replacements.
Tweaked the Assault rifle code while on fastfire mode.
Added different gore for scarecrow.
Reduced small chompers spit damage while on heretic mode.
Increased rat size.
Replaced several dialogues with language lumps.

(Michaelis) Players now shows the damage done to other players on dooskworld.
Addition to Crush states on all monsters.


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brosett311
brosett311 - - 123 comments

Not sure if there's something I missed, but the Dusk monsters seem absent. Followed the load order, tried mixing it up too, and no other mods loaded either.

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brosett311
brosett311 - - 123 comments

Nevermind...I'm retarded. It's part of the difficulty selection!

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