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sdguns2.wad
Size
18.81 KB
MD5
19480601e543c11f7118589018ee75b5
SHA-1
b76e9b414b0fb736ac417ee04244375d86e7bf6a
WAD Type
PWAD
IWAD
UNKNOWN
Engine
UNKNOWN
Lumps
12
Maps
0
SDGUNS2  -  Super Doom Guns (version 2)  -  for DOOM or DOOM II v1.9

NOTE: requires a Doom Port which can import DeHackEd patches and PWADs
      containing sprite data (such as Legacy, ZDoom, PRboom, Boom, etc)

This is an updated version of SDGUNS11.ZIP
Original author:  Richard Cheung           richard.cheung@dataport.com
Version 2 Update: Sparky of KISS Software  kelm@eisa.net.au

The original version was just a pile of .gif files, and it used an
unknown patching program - hence was only compatible with DOOM I v1.2 !
It also used the program DMGRAPH to modify your doom.wad file.
This version is now compatible with both DOOM and DOOM II, and the
patch file is now in the popular DeHackEd format.


Mods made by Sparky of KISS Software:
- the original distribution contained 19 files, this one's only got 3:
  SDGUNS2.DEH   SDGUNS2.WAD   SDGUNS2.TXT
- the .gif files have been put into a WAD file
- I added a DeHackEd patch to try to simulate the original patch file
  (compatible with DOOM/DOOM2 v1.9 and most popular source ports).
- all weapons are now faster - including the Super Shotgun of DOOM II
- all weapons now have infinite ammo instead of large capacities


Use SDGUNS2 with a Doom Port which can import DeHackEd patches and
PWADs containing sprite data (Legacy, Boom, PRboom, ZDoom, etc).
Patching is not required, just run SDGUNS2 as-is.  For example:

  To use SDGUNS2 with the original Doom levels:
    ZDOOM  :    zdoom -deh sdguns2 -file sdguns2
    BOOM   :    boom -deh sdguns2 -file sdguns2
    LEGACY :    legacy -file sdguns2.deh sdguns2.wad

  .. or with your favourite External User Level:
    ZDOOM  :    zdoom -deh sdguns2 -file sdguns2 MYLEVEL
    BOOM   :    boom -deh sdguns2 -file sdguns2 MYLEVEL
    LEGACY :    legacy -file sdguns2.deh sdguns2.wad MYLEVEL.WAD


Tested okay with:
  ZDoom v1.17c
  Boom v2.02
  Legacy v1.28
  (should work with any source port which can import DeHackEd patches
   and PWADs containing sprite data)


Note: SDGUNS2 can be used with 'Plain Vanilla' Doom or Doom2 but
      you'll need to add the missing sprites to the PWAD.  This is
      definately NOT recommended as the file could be up to 3.5 MB !!
      You would also need to run the patch file through the program
      DeHackEd v3.1 (or greater).


The original text file follows:


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


      Super DooM Guns
   v1.1
     by Richard Cheung 
    
     Only for Registered, Unmodified DooM v1.2
컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴
    IMPORTANT!  MUST READ!
컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴
   DISCLAIMER

SUPER DOOM GUNS, ANYTHING CONTAINED ON IT AND/OR FROM IT, IS PROVIDED "AS IS"  
WITHOUT WARRANTY OF ANY KIND.  THE ENTIRE RISK AS TO THE RESULTS AND
PERFORMANCE OF ANYTHING CONTAINED ON SUPER DOOM GUNS AND/OR FROM SUPER DOOM 
GUNS IS ASSUMED BY YOU.  SUPER DOOM GUNS, THE AUTHOR, HIS FAMILY AND/OR 
RELATIVES, AND ANYONE ELSE INVOLVED WITH SUPER DOOM GUNS DOES NOT WARRANT, 
GUARANTEE, OR MAKE ANY REPRESENTATIONS REGARDING THE USE OF, RESULTS OF, 
MERCHANTABILITY OR FITNESS FOR A PARTICULAR USE OF ANYTHING CONTAINED ON 
SUPER DOOM GUNS AND/OR FROM SUPER DOOM GUNS SHOULD ANYTHING CONTAINED ON 
SUPER DOOM GUNS AND/OR FROM SUPER DOOM GUNS PROVE DEFECTIVE, YOU (AND NOT 
SUPER DOOM GUNS, THE AUTHOR, HIS FAMILY AND/OR RELATIVES, AND/OR ANYONE ELSE 
INVOLVED WITH SUPER DOOM GUNS) ASSUME THE ENTIRE COST OF ALL NECESSARY 
SERVICING, REPAIR OR CORRECTION.  FURTHER, SUPER DOOM GUNS, THE AUTHOR, 
HIS FAMILY AND/OR RELATIVES, AND/OR ANYONE ELSE INVOLVED WITH SUPER DOOM GUNS 
DOES NOT WARRANT, GUARANTEE, OR MAKE ANY REPRESENTATIONS REGARDING THE USE 
OF, OR THE RESULT OF THE USE OF ANYTHING CONTAINED ON SUPER DOOM GUNS AND/OR 
FROM SUPER DOOM GUNS IN TERMS OF CORRECTNESS, ACCURACY, RELIABILITY, 
CURRENTNESS, OR OTHERWISE; AND YOU RELY ON ANYTHING CONTAINED ON SUPER DOOM 
GUNS AND/OR FROM SUPER DOOM GUNS AND RESULTS SOLELY AT YOUR OWN RISK. SUPER 
DOOM GUNS, THE AUTHOR, HIS FAMILY AND/OR RELATIVES, AND/OR ANYONE ELSE 
INVOLVED WITH SUPER DOOM GUNS WILL NOT BE LIABLE FOR ANY DAMAGES, INCLUDING 
BUT NOT LIMITED SYSTEM DAMAGE, SERVICE, REPAIR, CORRECTION, LOSS OF PROFIT, 
LOST OF SAVINGS, OR ANY OTHER INCIDENTAL, CONSEQUENTIAL, OR SPECIAL DAMAGES 
OF ANY NATURE WHATSOEVER RESULTING FROM THE USE OR INABILITY TO USE ANYTHING 
CONTAINED SUPER DOOM GUNS AND/OR FROM SUPER DOOM GUNS.
컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴
[History]
------------------------------------------------------------------------------
v1.1
- Troopers dropped Chainguns...  well that didn't work in a modem game.  I 
solved that, I let them drop clip again, but I sped up the pistol fire rate.  
Oh well, I'm too lazy -- I'll make them drop Chainguns correctly someday.
- Chaingun fires twice as fast.   

v1.0
- Hey, that little shotgun error in v.3b irritated me too, so rush out this
  version.  The shotgun error is solved.  Gone.  Poof.  <Atleast I hope :)>
  Also, the shotgun is full-auto.  :)
- Rockets can now shoot over small ledges.
- Troopers now drop Chainguns.
- Perhaps no one noticed, but there was serious flaw in the unistall that only 
  gave you 2 bullets from ammo clip rather than the normal 10.  Fixed.  

v.3b
- Name changed to Super DooM Guns, (formerly call New Doom Guns)!
- Semi Automatic Shotgun patch!
- Bullet Ammo carrying capacity increased to 400 at start.  Ammo from clips,
  boxes, etc. doubled.

v.2b 
- Plasma Gun shoots smaller shots and have more transparent explosions!

v.1b
- First Plasma Gun and Rocket Launcher patch introduced.
------------------------------------------------------------------------------
IMPORTANT: WHEN PLAY TWO OR MORE PLAYER DOOM GAMES, *ALL* PLAYERS MUST HAVE 
THE SUPER DOOM GUNS V1.0B PATCH INSTALLED!
------------------------------------------------------------------------------
THIS *DOES NOT* WORK WITH ANYTHING *BUT* *REGISTERED* *DOOM* *V1.2*!
THIS WILL NOT WORK WITH ANY OF THE HACKS OR OFFICIAL DOOM UPGRADES!
------------------------------------------------------------------------------
BEFORE YOU RUN THIS PATCH *BACKUP* *DOOM.EXE* AND *DOOM.WAD*.  "OLDGUNS.BAT" DOES NOT ALWAYS WORK!
------------------------------------------------------------------------------
[Notes on v1.1]
This is my final release for DooM v1.2.  My next one is for DooM v1.5!

Whoops...  Troopers dropped Chainguns in the previous version, but you
can't pick up more than one during modem games.  Oh well, I just sped up the 
pistol.  Eventually, I'll get around to that Chaingun problem, but think as
the pistol thingy as a temporary solution.
In Deathmatch, with a Auto-Shotgun, Rocket Launcher, and the energy 
weapons, the Chaingun is really no match.  Well, the Chaingun shoots much 
slower than any real automatic weapon... so why not, I made it shoot twice as 
fast.  Just watch how much ammo you can hose with the new Chaingun!

[What it does]

In creating SDG, I tried to remedy the greatest flaws of each gun.  
Note: This patch tends to raise the power of weaker guns to make them more 
evenly powered, especially good for Deathmatchs.  (Unless, of course, you like
playing deathmatchs with huge weapon advantages. :) )  

     Weapon               Problem              Super DooM Guns v1.1
|-----------------|-----------------------|----------------------------------|
| Pistol          | Fires slower that any | Increased firing rate            |
|                 | real semi-auto pistol |                                  |
|                 |                       |                                  |
|                 | Bullets: Weak ammo    | Max. capacity: 400               |
|                 | does too little damage| Clips, boxes, etc: Doubled       |
|-----------------|-----------------------|----------------------------------|
| Shotgun         | Shoots too slow       | Shotgun made FULL AUTO   :)      |
|-----------------|-----------------------|----------------------------------|
| Chaingun        | Fires much slower     | Firing rate doubled.  Watch how  |
|                 | than any real assault | ammo you use!                    |
|                 | weapon                |                                  |  
|-----------------|-----------------------|----------------------------------|
| Rocket Launcher | Rockets blows up on   | Rockets (in the THING data) are  |
|                 | everything over 1mm   | made smaller.  (Still same       |
|                 | stick out of the      | damage, explosion size, and kills| 
|                 | group or wall         | the same amount of people.)      |
|-----------------|-----------------------|----------------------------------|
| Plasma Gun      | Explosion blocks view | See through-explosion            |
|-----------------|-----------------------|----------------------------------|      

[Super Weapons In Detail]
<Pistol>
Have you even noticed how SLOW the pistol shoots?  It saddens me to 
think that in the future pistol will shoot slower than they do today.  Maybe 
it's result of too many gun control laws!  Anywayz, I sped up the pistol so it 
is more in tune with a real semi-auto pistol.   
<Shotgun>
Full Auto Shotgun... 'nuff said.
<Chaingun>
Once again we have an apparent bad case of future gun control laws.  
Why is it that the Chaingun fires slower than any real assault weapon we have 
today?  Now it shoots twice as fast.  Can you say, hoser?  (Wait, that's 
paintball terms... whoops.)  Watch how much ammo you end up using on a 
Trooper that only takes about two shots.   
<Rocket Launcher>
Also, while playing, I noticed rockets like to blow up in front of you
if you try to shoot over a rise, usually followed by loud swearing.  I solved 
that (not the swearing... I can only hope we never solve it).  Try shooting 
the rocket over SMALL rises and around corners.  The rocket should be able to 
go over a couple steps too, depending on how high they are.  The rocket THING 
data size is now more proportional to the actual graphic of the rocket.  
(Oh yeah... I made a cool new explosion...)
<Plasma Gun>
Ever try shooting a monster in front of you and you can't tell if you 
hit the wall or the monster.  Well now the Plasma Gun shoots these little 
disks things with a big burst for an explosion.  It's like bread mold, but 
can't make medicine out of it.  Anywayz, it has a see-through middle.  
(Did you know that the Plasma Shot goes slower than a paintball?  Just thought 
you'd like to know that.  I'm not tempting you try/play paintball or 
anything?)  
<BFG>
Leave me alone, I'm too lazy to do anything about this gun.  
Isn't it powerful enough?  Okay, well I don't think so either... you want it 
easier... then just cheat.    


[To Run]
REMEMBER, NO GARANTEES, so *TRY* *IT* *AT* *YOUR* *OWN* *RISK!*       

MAKE A *BACKUP* COPY OF *DOOM.EXE* AND *DOOM.WAD*!!!

This will NOT work if you patch this over an old version of Super DooM Guns.  
This will only work on Unhacked, Unmodified, Registered DooM v1.2.  So, 
restore from backup.

Decompress/Copy all Super DooM Guns files to your DooM directory and type
the following:

Type NEWGUNS.BAT to install.
Type OLDGUNS.BAT to uninstall.

[Special Thanks to]
Matt Fell (matt.burnett@acebbs.com)  
The Writer of the DooM Hack Specs.  Thanks, man.  I just
got it and this is the first version it used your info.
You saved me hella time!  Now I have more insomiac hours to
PLAY DooM.  :)
Gregory Lewis (gregory.lewis@umich.edu)
Thanks for sending DooM Hack Specs.  

This is FREEWARE.  If you somehow paid for this, you got screwed over.
Please distribute UNMODIFIED with ALL THE FILES!
-Leechlord [Richard Cheung]
(richard.cheung@dataport.com)
(Leechland BBS  510/657-9123)

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