DOOM NG (New Generation DOOM)
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DOOM NG (New Generation DOOM)
get yourself some new tools, without forgetting the old ones...
=========================================================================== Archive Maintainer : Ty Halderman Update to : rslengee.zip in /combos subdirectory, this is RELEASE #22+! Advanced engine needed : GZDOOM 1.6.0 (OpenGL renderer) Primary purpose : Single play =========================================================================== Title : DOOM NG (New Generation DOOM) Filename : pkphirsl.wad, rslengee.wad -> rslengee.pk3; Alt\rslngap0.wad .. Alt\rslngap9.wad for alternate palettes (optional); Alt\rslngams.wad for alternate mugshot (optional); Alt\rslnghud.wad for visor HUD (optional) Release date : March 01, 2014 Author : Richard Smith Long Email Address : firstname.lastname@example.org Other Files By Author : rslproto.zip, rslrebel.zip, rslvenge.zip, rsliczdp.zip Misc. Author Info : AKA "Dick S. Long" Description : get yourself some new tools, without forgetting the old ones... My rationale: ------------ When I released my mod "Revenge", I immediately received a lot of criticism for the changes done to the standard DOOM weapons (manual reload in particular). Beyond the change of graphics and sounds, what I had in mind most was to alter the original arsenal behaviour, introducing slight balance alterations that would have forced you to rely more on certain weapons than before. After having read all the comments on /IDGames, I set out to improve on my original idea, this time with a different approach: the original weapons now retain their classic power and speed values, reload is automatic, and to enrich the arsenal a number of new tactical weapons are introduced. With everything rendered as smoothly as possible, taking the work of Perkristian and phi108 as the starting base. The result is some sort of "Revenge 2: The Revenge", but more so. :-) DISCLAIMER: the work of Perkristian and phi108 has been collected and tidied up in a separate WAD, which can still work on its own. They are given full credit, along with all other originators of resources I have used in the mod. As usual, please let me know if I forgot somebody or made mistakes in this connection... Changelog: --------- May 08, 2010: initial release. May 27, 2010: release #2. - fixed classic weapons primary ammo pickup bug (each pickup refilled the weapon magazine, thus sparing the player the fuss of reloading). July 15, 2010: release #3. - fixed custom HUD scaling. - improved twin pistols fire rate (now more fun to use). - *heavily* toned down armored imps. - corrected angered soul rotations, toned down a bit vile skull secondary attack. - lowered nitrogen rifle idle sound volume. - completed player with diversified death animations. - fixed supershotgun and rocketlauncher ammo drops. - commented out +CHEATNOTWEAPON by popular demand. August 28, 2010: release #4. - optimized sprites through selective cropping. - added ACCU and portable infrared goggles inventory items. - added custom puffs for firearms. - slightly improved servo-assisted minigun effectiveness. - made inventory items durable across different levels. - added custom player sounds. October 28, 2010: release #5. - bugfixed inter-modification weapon list definition. - added custom fullscreen HUD. November 13, 2010: release #6. - corrected shotgun and rocketlauncher raise animation sounding. - corrected casings of pistol and MP40. - corrected casings of shotguns. - corrected casings of belt-fed automatic firearms. - corrected shock grenade bouncing behaviour. - added 'dead Baphomet Guardian' actor to provide a (rare) magical weapon in DOOM / Ultimate DOOM too. - added optional set of palettes for thematic adaptation of the modification. February 19, 2011: release #7. - minor sprite cleanups. - added binoculars and sniper scope zoom/light amplification effects. - improved servo-assisted minigun effectiveness. - added MrGreen custom blood system (can be rolled back). February 25, 2011: release #8+. - added custom fonts, fixed no-ammo shock grenade deselection (got overlooked during reworking for the last release). September 5, 2011: release #10. - fixed display scaling with normal HUD. - added HUD smooth interpolation. - added standalone GLDEFS to pkphirsl.wad. - beefed up sniper rifle scope fire. October 30, 2011: release #11. - added new custom soundset to player class. - rationalized weapon redundancy through substitutions: - MP40 replaces pistol(s); - supershotgun replaces shotgun; - servo-assisted minigun replaces chaingun; - weirding cannon replaces plasma rifle. - added target lock system to missile repeater. - beefed up weirding cannon firepower. - added knife slash death for gibbable foes. - added weapon tag names. - added appropriate flags to A_WeaponReady in the shotgun reloading DECORATE section. February 10, 2012: release #13. - added blend effect to player burning death. - improved peculiar effectiveness of Liquid Nitrogen Rifle. - fixed Missile Repeater reload bug. - fixed Vile Skull animations. - rationalized Dark Mana drops. - fixed HUD fragcount. - fixed overriding pickups behaviour / messages. - aligned small font symbols properly. - nerfed contact knife a bit. April 17, 2012: release #13+. - fixed A_WeaponReady extra calls for Contact Knife. - reduced spawning rate of Armored Imps. - nerfed availability and storage of shock grenades. - added custom teleportation effect. May 31, 2012: release #15. - rebalanced the whole mod in terms of: - weapon power; - ammo abundance; - spawners occurrence. (this should hopefully give you good reasons to use all weapons, each one for a specific purpose...) - increased player sounds volume. - differentiated Hades Lance and Baphomet Guardian attack power. - fixed SuperShotgun appearance in Ultimate DOOM. July 17, 2012: release #15+. - added custom fonts to alternate palette variations. November 03, 2012: release #17. - added custom alternate palette / font variation 0. January 07, 2013: release #17+. - added custom alternate palettes / font variations 8 and 9. - fixed statusbar HUD counters appearance. February 22, 2013: release #19. - added imp riding ability (thanks Uboa!). - integrated gloved version of the smooth PerKristian fists. March 22, 2013: release #19+. - made magazines ammunition independent from skill level. June 07, 2013: release #20. - added custom replacement mugshot to match the effected voice of Quake's Ranger. - fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR). - fixed dual fire behaviour of Vile Skull. - improved appearance of still actors whenever applicable (FORCEXYBILLBOARD). - rationalized directory structure of the modification. - integrated 'LeftOvers' data bank. March 01, 2014: release #22+. - again integrated 'LeftOvers' data bank. - added Mike12's Visor HUD adaptation. - added mounted imp idle sounds. - made binoculars and sniper scope widescreen-compatible. The arsenal ----------- Starting weapons: pistol, one shock grenade (and your fists, of course). NOTE: all weapons requiring reload enter automatically such state when you try to fire with an empty magazine (provided you have enough ammo in store to refill the weapon). knife _____ An excellent replacement for your fists, this contact weapon allows for long-sustained melee attacks. TACTICS: use its blade on demons and spectres, or even on former humans if you're running short of ammunition. *Special*: altfire lets you try to ride an imp and use its claws! You won't be able to pick anything up, though. pistol / twin pistols _____________________ Magazine capacity: 10 rounds (per single weapon). Ammo type: 9-gauge bullets. When you get another one from a former human, you can wield both in an akimbo fashion, benefitting from increased firing speed. TACTICS: the preferred hitscan weapon for the weakest opponents in general; quite accurate, allows you to spare the mightiest ammunition for stronger foes. THEY GET DITCHED ONCE YOU FIND AN MP40. mp40 ____ Magazine capacity: 40 rounds. Ammo type: 9-gauge bullets. This automatic weapon can be stolen from nazi guards you may encounter during yor journey through hell. Once you find this, your pistol(s) become almost of no use since the mp40's firing ratio is way better, only at the cost of slightly less power per round. TACTICS: the ultimate 9-gauge weapon; quite rare depending on your quest. Use short sprays on the weakest targets, and you'll make the most of it. shotgun _______ Magazine capacity: 8 rounds. Ammo type: 12-gauge shells. Staple of the DOOM arsenal, always (rightfully) retaining an horizontal pellet dispersion effect only. The reload sequence can be interrupted in case of dire fire need. TACTICS: once the all-round DOOM weapon, now impaired by the (yet interruptible) reload sequence. Still the best power/accuracy ratio - recommended at mid-range, especially on mid-tier monsters. IT GETS DITCHED ONCE YOU FIND A SUPERSHOTGUN. super shotgun _____________ Magazine capacity: 1 round. Ammo type: 12-gauge shells. Its smashing blast now sports a handy kickback effect - this is particularly useful during one-on-one confrontations with heavier demons, in case your opponent tends to get too close. TACTICS: the best in case of close combat with hell nobles and mid-bosses in general. And the augmented kickback lets you make some room to escape when you need it. chaingun ________ Magazine capacity: 200 rounds. Ammo type: 10-gauge bullets. The chaingun now has its own firing sound, and refueling needs: it is fed by 10-gauge bullets (an ammunition type different from the one exploited by the pistol or MP40). TACTICS: perfect in case of 'guerrilla-style' action. Let out a short burst, take cover, and repeat. Watch out for the belt counter, though. IT GETS DITCHED ONCE YOU FIND A SERVO-ASSISTED MINIGUN. servo-assisted minigun ______________________ Magazine capacity: seamless feed. Ammo type: 10-gauge bullets. Depicted as the natural evolution of the standard-issue chaingun, this automatic weapon boasts an impressive firing rate and does not require reload. Its only real drawbacks are the wind-up and wind-down delay, and the embarrassing recoil effect. TACTICS: thanks to the impressive fire rate, it almost serves as a replacement for the plasma rifle, should you lack sufficient cell ammo. But you'll have a hard time keeping it pointed to the right direction. Works wonders against crowds of former humans. sniper rifle ____________ Magazine capacity: seamless feed. Ammo type: 10-gauge bullets. A special-purpose firearm: moderately powerful yet highly accurate, this is your weapon of choice for remote targets. TACTICS: sniping at long range - this is what it's all about, and not much more! rocket launcher _______________ Magazine capacity: 1 round. Ammo type: rockets. TACTICS: the rocket launcher has mantained its power, but not its fire rate (requires reload after each shot). However, it's still the most straightforward explosive weapon at your disposal, and you'll often revert to it despite the more powerful alternatives you'll find along the way. shock grenades ______________ Ammo type: shock grenades. A new explosive device available to space marines, this kind of grenade can sustain a good number of impacts before exploding. Releases a generous load of fragments upon deflagration. TACTICS: good for striking the enemy around corners; a great asset against tougher monsters in general. One may be sufficient to kill an archvile, two can thrash a baron of hell - but you may want to practise your throwing skills, for it can bounce back at you very easily. Avoid wasting them on liquid surfaces! missile repeater ________________ Magazine capacity: 20 rounds. Ammo type: mini-missiles. The most effective explosive weapon designed by UAC engineers, this double-barreled, shoulder-mounted missile launcher can emit up to 5 missiles per seconds. Unfortunately, it has first been exploited by hellspawn (you'll find how ;-D). After having been fired, each missile weaves around for a few seconds before stabilizing on its final trajectory, and then homes in at full speed on the target locked at the time of launch. If no target was locked, the missile proceeds following a straight line. TACTICS: a wonderful high tier weapon, if not for the blast damage and stabilization time required by each projectile. By far the best choice against fast-moving targets (i.e. revenants, archviles). plasma rifle ____________ Magazine capacity: 80 rounds. Ammo type: cells. TACTICS: the plasma rifle has retained all its old figures, and it remains the best classic rapid-fire weapon. The fact that it holds a magazine capacity of 80 cell units minimizes the time wasted for reloading it, but may still require you to adjust your old tactics a bit. IT GETS DITCHED ONCE YOU FIND A WEIRDING CANNON. weirding cannon _______________ Magazine capacity: 60 rounds. Ammo type: cells. A highly-experimental, energy-based UAC weapon whose power revolves around the exploitation of highly-concentrated wave streams. Tests conducted on former human subjects have at best resulted in heavily disturbing effects. TACTICS: only really effective at mid-range, this weapon is really deadly against crowds of imps or former humans: first concentrate on one of them, then unleash the chain-reaction and enjoy the show! bfg 9000 ________ Magazine capacity: 3 rounds. Ammo type: cells. TACTICS: the bfg 9000 will always be the easiest weapon in the hardest situations. Yet the once-possible continuous fire is now no more, for the magazine weapon holds only three rounds and it's slow to reload, so all you HR-style players have been warned ;-) liquid nitrogen rifle _____________________ Magazine capacity: seamless feed. Ammo type: liquid nitrogen flasks. A well-known physical phenomenon, a brilliant exploitation for modern warfare: this nitrogen-fueled rifle is one of the most effective weapons designed to face the hordes of the netherworld. Its tank-fueled, seamless gas stream allows to irreversibly freeze even the most enduring creatures, all in a matter of seconds. After a while, the frozen body shatters in a multitude of chunks, leaving no resurrectable corpse. TACTICS: good in every situation, but especially when an archvile is around and you don't want to let him find any corpses to revive. hades lance ___________ Power source: dark mana. The strength of this horned staff naturally revolves around the power of hell fire. Forged out of the darkest iron within the bowels of hell, the lance incorporates two distinct attack modes: >one-shot fire (DRAINS HEALTH): hurls a slow, gravity-affected lava blob that explodes upon first contact. While its power allows the wielder to devastate an extremely large area with a single blow, for this very reason he is also very prone to get killed in the process. >continuous fire: unleashes a stream of fireballs that explode upon collision, granting heavy localized damage. TACTICS: generally very powerful, it is able to turn former humans into flaming torches almost instantly. The continuous fire mode is good for everything albeit not at close range; with the one-shot attack you can clean entire areas in a single round, but just after you fire the meteor, be sure to *run away and take cover*. Both fire modes need a considerable amount of warm-up time. vile skull __________ Power source: dark mana. If in the hands of the marine, the head of an archvile can become the ultimate hellish weapon - against hell itself. Ways of obtaining an intact skull are somewhat obscure, you'll have to discover them. >primary fire (DRAINS HEALTH): allows to exploit the vile's healing ability, resurrecting dead monsters to fight on your side. >secondary fire: the skull vomits two angered spirits from its orbits, that seek for nearby creatures and torture them for a while before expiring spontaneously. TACTICS: this weapons' altfire is the preferred means for dealing with large bosses. The healing ability can be exploited in a variety of ways: as an example, to momentarily deceive the enemies' fire on another target and gain time to counterattack them from another side. the storage ----------- UAC proximity landmine ______________________ A powerful nuclear device that can be taken around and activated whenever necessary. When deployed on the ground, the mine enters its ready state: as soon as it comes into contact with any moving target, it signals activation with a brief alerting sound and then explodes, leaving a shockwave that lasts for a few seconds and continues to deal damage to the surrounding area. UAC ACCU ________ The "Atomic-Core Cluster Unit" is the latest among UAC's ever-growing arsenal offerings, and it is aptly named. Upon release, this electronically-controlled explosive package exhausts a short timeout and then generates five waves of cluster explosions, that should clear the surrounding area. To top it off, the device finally deflagrates with a small-scale nuclear explosion that should finish the job. UAC portable infrared goggles _____________________________ A more modern version of the popular UAC gadget, these ones can be carried around and activated whenever necessary. powerups -------- triple damage sphere ____________________ When acquired, this magical sphere grants you triple damage for any weapon. Unfortunately, its effects do not last long. extras ------ Additional color palettes/font sets are provided to load after the main modification to adapt its colours to different quest themes (from sci-fi to horror). Such palettes were evaluated by me across all my modification work to support specific arsenals; while I abandoned the idea, I am providing here all of them - fully credited - also for easier integration in other works by different authors, *provided that the original author is credited*. A custom mugshot addon is also provided to better match the default effect player voice (taken from id Software's Quake). And a visor-style HUD originated from the design of Mike12 can be loaded to support both regular (4:3) and widescreen (16:9) resolutions. Footnotes: (1) The suggested commandline for launching the modification is the following one (assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory): (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslengee.pk3 if under GZDOOM, please ensure that the renderer is set to 'OpenGL' to exploit dynamic lights. (2) To try a different color palette/font set for better integration in peculiarly-themed quests, also append 'RSL\Alt\rslngap<N>.wad' (where <N> is the chosen palette number). (3) To try a custom player mugshot for better integration with the character's voice, also append 'RSL\Alt\rslngams.wad'. (4) To try a visor HUD readaptation of Mike12's original, also append 'RSL\Alt\rslnghud.wad'. WARNING: DM counters are unsupported in this HUD; also, even if a widescreen version is provided for completeness, remember that this modification is not designed with widescreen compatibility in mind. (5) Do not forget to bind a key for weapon reload/imp dismount under 'Options > Customize Controls' in (G)ZDOOM. (6) Also, do not forget to bind a key for binoculars/sniper scope activation still under 'Options > Customize Controls' in (G)ZDOOM. (7) To try the basic weaponset that the main modification is based on, extract file 'pkphirsl.wad' from 'rslengee.pk3' in the same directory, and use the following commandline: (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\pkphirsl.wad (8) To obtain the complete set of weapons and/or carriable items for quicktesting without breaking the weapon set at your disposal, type 'rsl' in the console. (9) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM. WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- By reading the following credits you may spoil certain "surprise monsters" in the modification... ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING Additional Credits to : Various sources (see below) Perkristian for the "DOOM smoother weapon animations" mod, an instant classic. Be sure to try out his original version for Doomsday! phi108 for the first official DECORATE translation of PK's work Nash Muhandes for the original version of his blood effects eliw00d for the original casings code eliw00d and id Software for many sound resources DoomRater for his reloading system Vaecrius for his ACS recoil script Xaser for the new exploding barrel Kinsie for the breakable props Lobotomy Software and Monolith Software for the knife 3D Realms for the MP40 Rogue Software and Eriance for the servo-assisted minigun id Software for the sniper rifle LucasArts for the shock grenade and proximity landmine 3D Realms and Rogue Software for the missile repeater The Skulltag Team for the weirding cannon Eriance, Banjo Software and 3D Realms for the liquid nitrogen rifle Raven Software for the hades lance, vile skull and baphomet guardian Rogue Software for the burning corpse sprites BilboHicks for the armored imp and triple damage sphere (I couldn't resort to any more accurate identification of the authors) Cory Whittle, Neoworm, The Innocent Crew, id Software/TerminusEst13, Mike12, Max Dickings, M_ZilLa for the custom HUD 3D Realms for the new bullet puffs graphics id Software for the custom player sounds base Uboa for the imp riding ability idea (and implementation!) NeuralStunner and NightFright for the gloved version of PerKristian's fists Jimmy91 for color palette #1 Enjay for color palette #2 Team Future for color palette #3 M@@@H!aK and Guest for color palette #4 Tormentor667 for color palettes #5, #6 and #7 MagSigmaX for color palette #0 Tormentor667 for color palette #8 Williams Entertainment for color palette #9 MrGreen for the custom blood system Midway and the 'Absolution' team for the custom fonts Rogue Software for the custom teleportation effect Jimmy91, Rogue Software, Apogee, Brian Goodsell, Alterworldruler and the Urban Brawl Team for the alternate font sets Jekyll Grim Payne for the binoculars/sniper scope system in 'Bad Guns Revised', which inspired me. All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could. If you here notice some of your resources un-mentioned, please notify me and I will try to remedy. =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : (G)ZDOOM-specific lumps Other files required : None * Play Information * Game : DOOM Map # : None Single Player : Designed for Cooperative 2-4 Player : Maybe (untested) Deathmatch 2-4 Player : Maybe (untested) Other game styles : None Difficulty Settings : N/A * Construction * Base : New from scratch Build Time : 5 months total Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE Known Bugs : Widescreen modes are not supported. Sorry. May Not Run With... : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: None others than the IDGames archive FTP sites: None others than the IDGames archive