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 Post #1
 15th February 2009 Last edited by Ghor; 4th February 2010 at 09:56PM..
Ghor's Avatar
February 2009
108 Posts
A project I started sometime back in November of 2008. I hadn't seen any real DOOM SWEPs, so I thought I'd get to work on them.

Included Weapons:
-Fists
-Pistol
-Shotgun
-Super Shotgun
-Chaingun
-Rocket Launcher
-Plasma Gun
-The BFG9000

Included Spawnable Entities:
-Clip
-Box of Bullets
-Shotgun Shells
-Box of Shells
-Rocket
-Box of Rockets
-Energy Cell
-Cell Pack
-Berserk Pack
-Health Bonus
-Stimpack
-Medikit
-Armor Bonus
-Armor
-MegaArmor
-Supercharge
-Megasphere
-Invulnerability
-Radiation Shielding Suit
-Light Amplification Visor
-Barrel
-Cyberdemon

I've taken the time to make these weapons work as closely as possible to the original weapons from DOOM and DOOM II.

Download:

NOTE: This addon is incompatible with the current version of SpiderMod due to an overwrite of a gmod function (DamageInfo()) with a table within SpiderMod.

Video:


And of course, id Software is credited with all of the original DOOM and DOOM II sounds and textures (as well as two of the finest shooters to ever grace the history of computer games).
-------------------------------------------------
01/13/2010 - 1.3 (newest version)
-fixed weapon viewsprites being misaligned after a recent gmod patch
-fixed entities flying off in an arbitrary direction when killed
-fixed a weapon creating multiple effects per tick at higher pings
-fixed some sprites animating incorrectly
-fixed some textures not using the proper VTF flags
-fixed view bob appearing while in vehicles
-fixed this addon causing camera issues with the shuttle addon
-(hopefully) fixed the Chaingun not animating properly on some computers
-(hopefully) fixed the Plasma Gun firing incorrectly on some computers
-(hopefully) fixed textures spilling over the top and causing a horizontal line through the middle of the screen with a doom weapon equipped on some computers
-changed the way clientside prediction is done in singleplayer
-updated the Plasma Gun to use trace hulls instead of tracelines
-updated the weapons to use damage types
-updated the rendering code on the rocket to draw it correctly when viewed from any angle
-updated the rocket launcher to use the correct cooldown
-recoded and added entities from the doom pickups addon
-added Cyberdemon SNPC
-added explosive barrel SENT
-added teleporter scripted effect
-added option to disable additive plasma (cl_doom_plasma_additive)
-added radiation shielding suit item
-added world sprite, spawn icon, and kill icon for the pistol
-added spawn icon and kill icon for the fists
-added code to reassign the owner of a rocket to a player that catches it with the gravity gun
-added lag compensation to the pistol, chaingun, shotgun, and super shotgun
-added HUD notification system that the items and weapons now use (can also be called by other scripts on the client as doom.AddHUDText(textstring))
-added fix for the light amplification visor (if you have gm_cvar2 installed on your client the addon will allow the LAV to use fullbright instead of dynamic light)
-added server convar sv_doom_spawneffect
-added server convar sv_doom_ammocaptype
-added server convar sv_doom_backpackstyle
-added server convar sv_doom_itemlifetime
-added server convar sv_doom_deathscream
-added tag that shows up in the server browser
-updated the way weapon sway is calculated
-updated the way view bob is calculated
-restored the BFG Ray effect to displaying even if it didn't make a kill
-capped rocket velocity
-modified chaingun firing
-most weapons are now usable by NPCs
-------------------------------------------------
 Post #2
 15th February 2009 Last edited by Ninjers; 15th February 2009 at 07:56PM..
Ninjers's Avatar
January 2006
406 Posts
I thought this was released awhile back? Anyways nice work dude. Gonna give this shit a try now.

edit: Got a little extra shit on the machine gun texture :)

http://i42.tinypic.com/1ze8nsy.jpg
 Post #3
 15th February 2009
Dennab
February 2007
3,235 Posts
Simply amazing. Good job.
 Post #4
 15th February 2009
Gold Member
mastermaul's Avatar
January 2008
9,526 Posts
Hell yes.
 Post #5
 15th February 2009
Hellmonkey13's Avatar
January 2007
61 Posts
HOLY FUCKING SHIT!!!!!! EPIC!!!! Downloading! :D
 Post #6
 15th February 2009
Gold Member
Whatsinaname's Avatar
February 2006
3,973 Posts
Damn that's a lot of fixes. Nice work.
 Post #7
 16th February 2009
Gold Member
hexpunK's Avatar
August 2008
10,311 Posts
Awesome it even has the nasty ass models.
 Post #8
 16th February 2009
Pixel's Avatar
August 2006
629 Posts
Awesome! I made a BFG 9000 a while back with the same mechanics and sounds as in Doom 2, but it didn't have the model or sprites.
Very nice job on all of them.
 Post #9
 17th February 2009
Gold Member
hexpunK's Avatar
August 2008
10,311 Posts
These are hard to aim, especially the BFG
 Post #10
 17th February 2009
Gold Member
Dennab
May 2008
3,097 Posts
pics please?
 Post #11
 17th February 2009
Kumari24's Avatar
December 2007
515 Posts
these are awesome, my father passed by the door and heard me playing with them and sat down watching me play with them. great job!
 Post #12
 17th February 2009
Gold Member
flashn00b's Avatar
August 2005
7,002 Posts
It takes only two words to describe this swep pack: FUCKING. AWESOME.
 Post #13
 18th February 2009
Pogostick's Avatar
July 2007
352 Posts
These are awesome, you are awesome. Doom II was my first FPS.
 Post #14
 18th February 2009
Gold Member
noobcake's Avatar
November 2006
4,697 Posts
As it was mine. Awesome.
 Post #15
 18th February 2009
Gold Member
Tk1138's Avatar
October 2005
6,344 Posts
pics please?
Pictures in the download link
 Post #16
 18th February 2009
Gold Member
HiddenMyst's Avatar
June 2006
8,111 Posts
Now to make a PP effect to give the 320x240 illusion.
 Post #17
 18th February 2009
Ell Nic's Avatar
March 2007
186 Posts
this is awsome, i am having tones of fun
 Post #18
 18th February 2009 Last edited by Janorkie; 18th February 2009 at 07:02PM..
Dennab
October 2008
145 Posts
Wonderful and innovative. I like how everything is a sprite, keeps that doom feel.
 Post #19
 19th February 2009
Python1320's Avatar
May 2007
690 Posts
Nice, now if someone also remade some of the doom levels for source engine.
 Post #20
 19th February 2009
Gold Member
TheCombine's Avatar
February 2007
3,929 Posts
Nice, now if someone also remade some of the doom levels for source engine.
http://garrysmod.org/downloads/?a=view&id=44045

E1M1.
 Post #21
 19th February 2009
Gold Member
Whatsinaname's Avatar
February 2006
3,973 Posts
Now we need the hud and some npcs.
 Post #22
 23rd February 2009
RocketRunner's Avatar
February 2009
1,523 Posts
I downloaded it.
One day I will test it out.
 Post #23
 23rd February 2009
Dennab
October 2008
511 Posts
Could you make the monsters? that'd be epic to have, say the Shotgun guy or the Cyberdemon as an SNPC
 Post #24
 24th February 2009
Gold Member
Tinter's Avatar
March 2008
2,314 Posts
This is 1 week old but I´m going to say it anyway! FUCKIN AWESOME!!
 Post #25
 24th February 2009
RocketRunner's Avatar
February 2009
1,523 Posts
Just tested them out.
Awesome weps, but there's a problem with the Plasma Gun.
I start firing it, it fires one or two shots and then it goes into the "end firing" animation, while ammo is just disappearing until I stop firing it.
I think someone else had this problem too.
 Post #26
 24th February 2009
Gold Member
Whatsinaname's Avatar
February 2006
3,973 Posts
Just tested them out.
Awesome weps, but there's a problem with the Plasma Gun.
I start firing it, it fires one or two shots and then it goes into the "end firing" animation, while ammo is just disappearing until I stop firing it.
I think someone else had this problem too.
I had this problem too. I solved it by deleting some of my mods.
 Post #27
 24th February 2009
RocketRunner's Avatar
February 2009
1,523 Posts
I had this problem too. I solved it by deleting some of my mods.
What kind of mods?
 Post #28
 27th February 2009
ramirezoid's Avatar
November 2007
215 Posts
Super shotgun is rad. I'm gonna see if I can fiddle this into working with gibsplat or dismemberment mod, because the BFG and chainsaw don't explode anyone. It kind of sucks just using the greatest weapons ever and watching people just plop over dead.
 Post #29
 27th February 2009
Gold Member
Whatsinaname's Avatar
February 2006
3,973 Posts
What kind of mods?
I don't know. I just deleted all of my mods, checked to see if it worked, then brought my mods back one at a time to see if anything would cause it to stop working properly.
 Post #30
 28th February 2009 Last edited by yuki; 28th February 2009 at 03:58PM..
Gold Member
yuki's Avatar
December 2006
4,645 Posts
This would go great with my old GDOOM Sents.

Now make DOOM SNPC's.
 Post #31
 28th February 2009
ramirezoid's Avatar
November 2007
215 Posts
This would go great with my old GDOOM Sents.

Now make DOOM SNPC's.

That would look pretty retarded unless the sprites were resized. Doom's sprites look terrible in vector.
 Post #32
 1st March 2009
RocketRunner's Avatar
February 2009
1,523 Posts
Ghor, could you tighten the Shogun and Super Shotgun's cones a little?
The Super Shottie's firing cone feels a little too ridiculously wide.
 Post #33
 1st March 2009
Ghor's Avatar
February 2009
108 Posts
That would look pretty retarded unless the sprites were resized. Doom's sprites look terrible in vector.
What? I've got a semi-working Cyberdemon NPC and it looks perfectly fine, you can even see it one one of the screenshots. I'll try to get it out at some point, but the problem is that it has awful hit detection right now. Rockets and BFG shots fly right through it as well as any other projectile. It's also completely vulnerable to the effects of combine balls.

The other thing is that it's a much more considerable investment of time to rip, realign, give transparency to, and compile into one .vtf all the frames that make up an NPC. I have another much bigger project I'm working on right now that I really want to see finished. What I can say is that if you want to play DOOM, play DOOM, not GMod trying to be DOOM.

When I collect a few more bugs or any feature changes that need to be made I'll put those into a new version, maybe with the cyberdemon.
 Post #34
 2nd March 2009 Last edited by redBadger; 2nd March 2009 at 09:59PM..
redBadger's Avatar
November 2008
2,354 Posts
Now all we need is some Quake sweps, then I will rest happy.

Edit

Actually, i have quake myself. Do you have the steam version of Doom or...?
 Post #35
 7th March 2009
shoehorn5's Avatar
August 2008
2 Posts
thank you for these sweps. this will be very useful in my personal "quest" to create the most nostalgia-ridden screenshot ever!
and the loading time of about half of a second made me grin.
 Post #36
 7th March 2009
Dennab
September 2007
110 Posts
Awesome sweps!Make Wolf3d sweps,too :D
 Post #37
 11th March 2009
Gold Member
Feihc's Avatar
October 2006
3,692 Posts
I would NEVER have thought to superimpose the image files onto the HUD for the models and animations like you did.
That is very clever, VERY nice work on this.
 Post #38
 12th March 2009 Last edited by Cobrastr1ke; 12th March 2009 at 05:44PM..
Cobrastr1ke's Avatar
December 2008
100 Posts
Very impressive, I also perticulary liked how you included the sprites on guns and how you did the effects on the projectiles.
 Post #39
 27th March 2009 Last edited by 00Kirby00; 27th March 2009 at 03:10PM..
00Kirby00's Avatar
July 2007
57 Posts
Yay, now we can wield the Big Fucking Gun 9000, in classic Doom style! SOMEONE MAKE A DOOM SERVER QUICK.
 Post #40
 27th March 2009
Python1320's Avatar
May 2007
690 Posts
I had those on my server for quite a while but decided to remove them as clients had to download assload of stuff just to get the doom textures part of my server's already long download list.
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