=========================================================================== Advanced engine needed : GZDoom 4.8.0+ Primary purpose : No levels included =========================================================================== Title : Shotgunnery v1.8 Filename : Shotgunnery.pk3 Release date : November 11, 2022 Author : Chaosvolt Email Address : [redacted] Other Files By Author : cheeki.pk3, The Vile Keep, other old and unreleased projects Misc. Author Info : Psycho bored dragon Description : A playerclass/weaponset mod compatable with Doom, Doom 2, Chex Quest, and Heretic. Focuses on the idea of the player having one weapon (sometimes two, with the right powerup), with multiple ammo types serving the role of other weapons. Initially released on the ZDoom forums, with v1.8 being first release uploaded to Doomworld. See below for more information, or included readme file. Additional Credits to : Ekarus Rynden on discord for initial musings that led to this idea, Phantombeta, Blue Shadow, and Player701 on the ZDoom forums for code assistance, JDRedAlert for Angled Doom sprites to use as an editing base for dual shotguns and more consistent hands. =========================================================================== * What is included * New levels : None Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Yes, ZScript and ACS Other files required : None * Play Information * Game : DOOM, DOOM2/Final Doom, Chex Quest/Chex Quest 3, Heretic Map # : none Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Designed for Other game styles : No Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Initial release on ZDoom forums on 6/13/2022, intermittent update across the past 5 months. Editor(s) used : Notepad++ for ZScipt work, GIMP for sprite edits, Audacity ACC Known Bugs : Status bar has some tweaks to font overrides and key graphics that could be done to improve appearance when playing with Chex Quest and Heretic. May Not Run With : Versions of GZDoom with ZScript versions older than 4.0.0. Tested With : GZDoom version 4.8.0. * Summary * The basic concept is, instead of an assortment of weapons, the only weapon you'll ever need is a simple double-barreled shotgun (and your fists, if you're so inclined). Switching weapons instead changes out what type of shell is loaded into them, smoothly swapping between them with the same animation used in reloading. To add a bit more depth to it, your basic shotgun fires off a single barrel instead of both like the vanilla super shotgun, with the altfire dealing out both barrels if available. Things start off about consistent with the vanilla super shotgun in terms of raw damage (10 pellets a shot), with later ammo types offering both more firepower and more options. As this is a replacement for playerclass, weapons, and some item spawns, this means it will not be compatible with mods like Brutal Doom that also affect playerclass and weapons. As it does not replace monsters however, it can readily be used with the Brutal Doom Monsters Only mod, Ketchup, or other mods that alter monsters. As mentioned, you start off with just your bare fists and a shotgun (in code terms, technically 7 weapons in total), and that's all you'll need. Your fists have some basic fleshing out and rebalancing compared to vanilla, with primary being 10-30 damage, and altfire being a slightly faster right jab that deals the average damage comparable to vanilla (5-15 vs 2-20). They can be up to 5x as powerful with the right powerup as is normal. However, the real meat of the mod is the shotgun. You start off with some buckshot and both barrels loaded, with your alternate ammo being used to track how many shells have been loaded currently. You can fire them off in fairly quick succession, reloading automatically when they're empty, and can reload a half-empty shotgun manually if you bind that key. Altfire will fire both barrels at once like you're used to, though this comes at the cost of increased spread and recoil. You also actually have to have both barrels loaded for this, if you use the altfire with only one shell loaded it will act just as if you hit fire. Firing two barrels at once also deals bonus damage at point-blank range. Hold states are also present, so you'll have to take advantage of that low refire delay manually. In addition to reloading after each shot or on demand, switching weapons also entails a reload. After all, you only have one weapon but multiple ammo types, so rather than simply lowering and raising the weapon you'll actually, visibly reload the shotgun to swap out ammo type when you switch to a different load. Switching back and forth between your fists and any of the shotgun loads also plays a different animation implying holstering/drawing, as well. Running out of what type of ammo will also autoswitch to whatever you have available as is normal, and will correctly show you reloading a different ammo type instead. And of course, if you only have one shell left, you'll only end up with one barrel loaded. In addition to dedicated fisticuffs, the zoom function is used by the shotguns for a dedicated pistol-whipping (well, shotgun-whipping you could say) function. The key can be held down to leave the attack wound up if needed. Overall speed is slightly slower than a punch (not counting the time it'd take to switch) in exchange for a bit more damage, knockback, and range. If a certain setting is turned on (see below), it will also gain the benefit of blocking projectiles. This feature is off by default. For even more fun, you can end up dual-wielding shotguns with the right powerup. These obviously give you 4 rounds at a time to work with. Altfire still only lets off 2 barrels at a time by default, but with twice the barrels that means you can do 2 in a row if the situation warrants it. Or you could just as easily fire off a single shot, then an altire, then follow up with another single shot. It's fairly flexible. If a certain setting is turned on (see below), you have the option of unleashing all four barrels at once (if fully-loaded) for complete overkill. See Readme.txt for details on the various ammunition types that can be obtained, the powerups including the Adrenaline mechanic, a summary of available mod settings that can be adjusted, along with details on future plans for this mod. * 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.gamers.org/pub/idgames/ and mirrors Web sites: ZDoom forum link: https://forum.zdoom.org/viewtopic.php?t=75615 FTP sites: