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- Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.
- I made sure my file(s) follow the Submissions Guidelines
- Yes
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- Yes
DoomGuy, the most famous UAC marine from DOOM arrives finally into SRB2 after years of development!
Travel through levels with it's weapons from DOOM 2 which are dropped from badnicks and/or bosses, with also ammo included!
It's possible to do rocket jump, be aware tho; The blast damage is very high the more you're close to the explosion (and it's vertically infinite). It's recommented to have considerable amount of armor and health or better yet, invulnerability.
Certain powerups are dropped to like the Radiation Suit, Berserk, the Partial Invisibility Sphere, the Soul Sphere, the Mega Sphere, and the Invulnerability Sphere.
Super sneakers makes DoomGuy's rate of fire doubles at the cost of the ammo depleting more faster except for the Fist and the Chainsawas these don't use any type of ammo.
It also doesn't drowns underwater or dies from outerspace instantly, instead it as a perior of time of oxygen until it runs out and drains his health bypassing any time of armor.
DoomGuy is meant to play kinda as a movement shooter-like due to it's movement set.
Controls:
Fire: Fires the weapon currently youre holding if you have ammo for it.
Fire Normal: Toggles sprinting like the original Doom (except you don't need to hold the button)
Weapon Prev/Next: Cycles through avaliable weapons
Weapon Slot 1-7: Selects a weapon from that slot if avaliable, multiple weapons can be on the same slot so tapping multiple times if recommended.
Spin: Makes DoomGuy crouch so you can pass small gaps, also underwater forces to swin down quickly.
Jump: Makes DoomGuy jump, it has higher jump factor. Also underwater you can swin up.
Tossflag: You make Unf's that's it!
Console Variables:
Moddeability:
DoomGuy has a in-built weapon and ammo system which allow adding and/or replacing existing weapons and/or ammo (see Lua\Definitions inside the addon to see how to).
At the moment custom weapons and ammo are supported, more moddeability will be added soon.
Also all DoomGuy's functions, variables and tables are freely exponsed. Go nuts with it.
You can also go and add compatibility with DoomGuy on your addons too!
Reusability:
While all the Lua code inside this addon is non-reusable without my permission.
All the used Doom's assets however, they're under Id Software's IP.
Credits:
Id Software for making the Doom franchise.
SRB2-Español-Spanish for all the playtesting and feedback duing development.
Amperbee for the custom font rendering used on the HUD.
Me as for making this whole addon on the entire scripting part.
Travel through levels with it's weapons from DOOM 2 which are dropped from badnicks and/or bosses, with also ammo included!
It's possible to do rocket jump, be aware tho; The blast damage is very high the more you're close to the explosion (and it's vertically infinite). It's recommented to have considerable amount of armor and health or better yet, invulnerability.
Certain powerups are dropped to like the Radiation Suit, Berserk, the Partial Invisibility Sphere, the Soul Sphere, the Mega Sphere, and the Invulnerability Sphere.
Super sneakers makes DoomGuy's rate of fire doubles at the cost of the ammo depleting more faster except for the Fist and the Chainsawas these don't use any type of ammo.
It also doesn't drowns underwater or dies from outerspace instantly, instead it as a perior of time of oxygen until it runs out and drains his health bypassing any time of armor.
DoomGuy is meant to play kinda as a movement shooter-like due to it's movement set.
Controls:
Fire: Fires the weapon currently youre holding if you have ammo for it.
Fire Normal: Toggles sprinting like the original Doom (except you don't need to hold the button)
Weapon Prev/Next: Cycles through avaliable weapons
Weapon Slot 1-7: Selects a weapon from that slot if avaliable, multiple weapons can be on the same slot so tapping multiple times if recommended.
Spin: Makes DoomGuy crouch so you can pass small gaps, also underwater forces to swin down quickly.
Jump: Makes DoomGuy jump, it has higher jump factor. Also underwater you can swin up.
Tossflag: You make Unf's that's it!
Console Variables:
doomclient_noflashes <Yes/No>
: In case you're photo-sensitive with the screen flashes, you can disable it and will show an alternate hud element instead.doomclient_fullscreen_hud <yes/no>
: Enables the Fullscreen HUD instead if a status bar at the bottom of your screen.doomgameplay_keepinv_on_death <Yes/No>
: (Admin Only) Allows all the current DoomGuy's on the server to keep their entire inventory (except powerups) upon death. This only applies to Co-Op.doomgameplay_drop_weapons_on_death <Yes/No>
: (Admin Only) Determine if DoomGuy's can drop their weapons upon death.doomcheat_allweapons <Yes/No>
: (Admin Only) Allows all the avaliable DoomGuy's on the server to bypass any inventory check and use any weapon with infinite ammo.doomcheat_infinite_ammo <Yes/No>
: (Admin Only) Allows all the avaliable DoomGuy's on the server to have infinite ammo, inventory checks are still done (i.e if the player has a certain weapon in their inventory).Moddeability:
DoomGuy has a in-built weapon and ammo system which allow adding and/or replacing existing weapons and/or ammo (see Lua\Definitions inside the addon to see how to).
At the moment custom weapons and ammo are supported, more moddeability will be added soon.
Also all DoomGuy's functions, variables and tables are freely exponsed. Go nuts with it.
You can also go and add compatibility with DoomGuy on your addons too!
Reusability:
While all the Lua code inside this addon is non-reusable without my permission.
All the used Doom's assets however, they're under Id Software's IP.
Credits:
Id Software for making the Doom franchise.
SRB2-Español-Spanish for all the playtesting and feedback duing development.
Amperbee for the custom font rendering used on the HUD.
Me as for making this whole addon on the entire scripting part.
As for some of the issues you mentioned:
1.- The Item Drop system not being balanced is kind of a intencional, as there is 0 way to actually determine what kind of progress you are in campaing, singleplayer or co-op. A weak solution may be add randomized chances instead of literally all random.
2.- The BFG has tracers, the major problem is that SRB2 lacks any type of hitscan function since it got removed many years ago. So everything like the Pistol, Fist, Shotgun, Chaingun. Is just a hacked fast missile with Rail Ring's logic from SRB2's Ringslinger and there is no way to re-implement that other that STJr re-adding those functions.
3.- The Chaingun fire 2 bullets even with tapping the fire key once, the entire development of DoomGuy was based using the Doom's source code while finding a way to implement it into SRB2 itself.
4.- The HUD is different yes, but it's because things like keys display are worthless to implement as SRB2 removed that system already. As for the blinking, because it looks as a neat detail. That's all.
5.- About enemies waking up on firing, it's totally not ideal. Already talked about that with my playtesters, even if just a flood fill function to wake up enemies, going through all the map is just bad in performance as SRB2's maps are a lot bigger than Doom's map. And waking enemies is totally worthless too since enemies in SRB2 doesn't travel the map in long distances since it's practically impossible for them.
6.- And about looking up and/or down, Autoaim depends of thesse same hitscan functions that no longer exists. Simple.
After all, my goal for DoomGuy is just to have fun. Not to be critically 100% accurate, since already tried to do the most things possible with the limits of SRB2's engine.