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DEYBAR_TECH

[GZDoom / Zandronum] Stellar Weapons v8.0: SHOW NO MERCY!!!

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STELLARW_LOGO.png.762a29b7920b02e9153b9b8aaec01b91.png

"Stellar Weapons" is an Advanced Mod for Zandronum and GZD that is designed to be played on maps with hundreds
or even thousands of enemies at once. Such maps are known as "Slaughter Maps"

and to deal with so large number of enemies, this Gameplay Mod has:

 

  • a rechargeable "Armored Shield" that will greatly reduce the damage received.
  • if the damage is extreme, an alarm will go off and make you invulnerable for a few moments.
  •  
  • an enemy search and tracking system. This system called "ScreenSeeker" is very useful to chase very fast or invisible enemies.
  • The Automap will always be revealed and will show the position of enemies and decorations. very useful to avoid being ambushed.
  •  
  • weapons of the "Overpowered/OP" type that inflict high levels of damage ranging from 11 to 10 000 damage points.
  •  
  • Advanced munitions capable of destroying/damaging or push over Decorations or inventory items.
  • "MIRV" attacks capable of dealing direct damage to fully Invulnerable Enemies or GOD2 cheat players.
  • "Instakill" projectiles capable of turning Enemies and Decorations into a pile of meat or scrap.
  •  
  • an unique "Inventory Recovery System" that will allow you to be always prepared
  • with all weapons and ammo upgrades that you found in other game sessions.
  •  
  • and finally, if the situation gets out of hand, look for the secret weapon "S.F.C."
  • to generate an impressive supernova that will erase from existence all the enemies reached by its bipolar rings.

 



now, not all of them are benefits for player:

 

  • "Stellar Weapons" makes extensive use of the "ReplaceActor" Skill property to replace monsters, decorations and even Items
  • to spawn even more enemies than normal and to add other types of monsters without losing compatibility with maps, MonsterPacks or other GameplayMods.
  •  
  • The reappearance of enemies or "Monsters Respawn" is another distinctive feature of "Stellar Weapons"
  • and is a property present in almost all difficulties to give the feeling of witnessing
  • a true apocalyptic invasion and to make the provocation of infightings useless.
  •  
  • In several difficulties there are no health items on the maps. This is so because most weapons have the ability
  • to extract Health Gems from enemies while at the same time blocking their return/Respawn.
  • This Gem mining and Respawn blocking is a vital game mechanic to survive and the player has to learn how and when to use this.
  •  
  • "Stellar Weapons" comes with a "build-in MonsterPack". many use the same direct "Mirv" or Instakill attacks as the player.
  • apart from the fact that there are completely invisible variations or with bullet-resistant metallic camouflages.
  • so depending on the difficulty/Replacements you select at the start of the game, things can get really scary.
  •  
  • and finally, Since weapons can be recovered at the start of a game,
  • weapons are very hard to find because there are
  • NO WEAPON SPAWNERS where you would normally find them.
  • Play the first 4 difficulties to find all the weapons.


"Stellar Weapons" was designed to be played on the Zandronum source port primarily in SinglePlayer mode.
however, It can also be played with GZDoom and Zandronum in Multiplayer modes
such as Survival-Coop, DeathMatch, LMS or any other ST/Zandronum modality.

To make PvP a bit less unfair, many projectiles have their damage levels reduced upon impact with a player.
(At the moment, kills caused by "MIRV" attacks will not add Frags or monster kills.)

 

 

 

Download: Stellar Weapons G4-6.0 "NO MERCY" edition

url=https://www.mediafire.com/file/k11xjvgaw259ui5/SW_NOMERCY_%2528G4-v8.0%2529.zip/file

 

 

 

you can also download the new trial version
with some experimental online functions.


You can also download the Mod directly through "The Sentinel's Playground":

https://allfearthesentinel.com/zandronum/download.php?file=stellar_weapons-(g4-8.0).pk3

 

 

 

 

 

This Project in ZDoom Forums

https://forum.zdoom.org/viewtopic.php?t=72041

 

Screenshots:

Quote

Stellar Weapons vs Okuplok (now is always possible in a single segment)
sw_vs_oku.png.a7b89a0831171e601087d6e2faa02691.png



Stellar Weapons Build-in new Monsters + Bot-Multiplayer
sw_new_monsters.png.d49c6e24d814935883a877ab6ae76048.png



surviving on Tarachillax with drain effect. 
sw_powerup.png.6c9dff39c350b1c1d7603093f23baf1c.png



Valhalla Battle Rifle + Space Sky2
sw_valta.png.629f6571d6cb2935fc54a3d0e039aa67.png



Neutron Blaster and Galactic Sky in "0 - Safe Travel" Skill
sw_galactic.png.a71b064c048ec44d69acfb6eb416a412.png



S.F.C. Supernova "1987A" in a test Map

sw_SFC.png.318308fd7b15fa36de557b91b97cc2d7.png

 

 

 

 

 

 

Quote

Videos:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Deybar_TECH: Stellar Weapons - Credits and Sprite sources:

Quote

Captain J's SnapShooting Workshop:https://forum.zdoom.org/viewtopic.php?t=37556

  • (GC-74) "Sukhoi" = Konstantinov SA-02
  • (GC-82) "Siege" = XM-4810 Assault Cannon
  • (SB-16) "Savage" = Pancor Jackhammer
  • (GC-38) "Valhalla" = WA2000 Semi-Auto Sniper Rifle
  • (GC-88) "Titan" = BG-1x Large Perforator Rifle

  • (GC-48) "Zeliska" = M-336 Tebana Revolver

 

Weapons:

  • (SB-40) "Giga Launcher" ???
  • (SB-11) "Twinjet" ???
  • (GC-15) "Darkness" = ???
  • (GC-21) "Horizon" = ???
  • (SB-27) "Fenrir" = ???
  • (SB-69) "Avenger" = ???
  • (SB-117) "Dragon Storm" = ???
  • NFG = ???
  • Neutron Blaster = Doom4Doom
  • S.F.C. = Doom4Doom


Effects and Monsters

  • Complex Doom: LCA / Clusterfuck
  • Complex Doom: God Complex
  • Zion v08 - FULL
  • D4D: Doom4DoomResources
  • QC: DOOM EDITION
  • Doom The Mercenaries

 

 


Zandronum Online Server for Stellar_Weapons.
anyone can enter. To find it, just enter "dt" into Doomseeker.
(just behave well when playing)

Screenshot_2.png.d8a6b55e5245ab63bbb5a4e8198ba293.png

 

Edited by DEYBAR_TECH : Release of SW 4.6: SHOW NO MERCY!!!

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10 minutes ago, DEYBAR_TECH said:

XD_MUERTES is a large audio package with more than 1500 new sounds from different video games.

I hate to play devil's advocate, but I'm asking myself how this pans out in terms of legality...

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The argument that it's free is not something that will hold a lot of sway when a company feels like somebody distributed some of their assets for free and without their consent...

 

I don't know what's in that audio-package, but at 1500 samples it seems rather comprehensive to me... I suppose we've been afforded a fair bit of leniency in the past from the side of id/bethesda when it came to stuff like using hexen/heretic assets in custom doom maps, but I'm not sure things will be the same when there are some assets from EA or nintendo in there, for example.. those companies happen to be quite the bitch when it comes to the legal protection of their assets... So, I hope this doesn't cause you any trouble... And sorry for starting the discussion like that, but seeing the sheer number of assets "ripped" I sort of expected that it might be iffy...

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A few days ago, I wanted to add the
Assault Rifle (Heckler & Koch - G11) to
this project but I couldn't find Sprites
that met my expectations.

so I tried to capture some YouTube videos
to transform them into Sprites,
but the work required for each frame
and the end result was a disaster.

 

 

 

so I decided to create 3D models of all the weapons
that are in the project to add them
directly in (.MD3) format.
I will first start with (G11)
and for its design, I am based mainly on
an old prototype and not on the version
that everyone knows.

 

 

 

 

Years ago I wanted to make a Mod with
3D weapons, but the development of my
flight simulator (3D_ACE) caused this idea
to be completely abandoned.

 

 

 

The process of creating 3D objects is quite slow
but with each improvement,
I will be updating the forum with
screenshots of the models
every time I can connect.

Edited by DEYBAR_TECH

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1 hour ago, Morpheus666 said:

downloading because i have a feeling this is going to be removed soon

 

I hope that doesn't happen.
have fun  :)

 

if you have any opinion or found a bug, feel free to comment!

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These days I was expanding the amount
of data that the new version of my
sound pack (XD_Muertes) will have.

 

It will be approximately 10Mb bigger
than the previous version and there
will be big expansions for:


PS2 Black (all voice samples)
Marvel vs Capcom (melee sounds) Shinobido way of the ninja (melee sounds)
Ace Combat 4 & X (radio voices)

 

 

 

XD_Muertes-G10.pk3 is still under construction
and will later have to undergo extensive
performance testing and sound management.

I hope I can handle the infinite audio channel problem that has plagued all of its predecessors.

 


Because I was improving XDM, I couldn't
have time to work on the 3D weapons.

 

Edited by DEYBAR_TECH

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There have been a lot of problems with the 3D weapons.

 

1- I have long since lost my enthusiasm
for firearms. And unlike airplanes,
rebuilding 3D weapons was very daunting.

 

2- I always had the feeling that I was
missing something or was making a
design mistake.
so I would always suddenly stop 3D
construction to search for
more information or find some design idea.

 

3- there are thousands of calibers
and types of bullets.
many of which have arbitrary decimal
measurements and sizes.
and the fact that there are the
same bullets but measured with
"mm / inch / gauge / bore"
are causing a lot of confusion when
choosing some type of ammunition
or creating a new standard for my 3D weapons.

 

4- Unlike ammunition, it is very difficult
to find reliable comparative sizes
between weapons.
many times I found images of pistols
and submachine guns larger than
assault rifles or shoulder rocket launchers.

 

 

 

This last issue has forced me to create
my own ammunition and weapon
size comparison chart.
I am currently guessing the size of
each weapon by means of the ammunition
they fire since this method seems
to be the most approximate and the
only one available.

 

Weapons-Ammo-size.png.3d3d8742b6eb89dfa35e0f04f86a1b15.png

 

Edited by DEYBAR_TECH : new size image

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93488992_Jericho_6mm(Rapier52-F40).png.1121bef77c7a60a8b2c3e0b1ce8dff9c.png


I'm going at a snail's pace,
but this pistol (Jericho 9mm.41)
is very close to completing its
modeling phase.
then it will only be necessary to
paint/texturize it with static lighting
so that it is compatible with Zandronum.

 

 

This modified handgun will use:
https://en.m.wikipedia.org/wiki/FN_5.7×28mm

 

small rifle cartridges much more
effective than the original 9mm.

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these are videos of the Secret: sLAUGHter_Weapons-G4.
More videos of this version will appear
on my YouTube channel.

mainly to show the progress of the
new: XD_Muertes-G10
with more than 3200 sounds and voices.
I hope to have it ready next August.

 

 

3D weapons will be included in:
sLAUGHter-5 which will be an
absolute rebuild instead of an
expansion and correction of features
as is the version 4.

 

 

 

Many thanks to: Captain J
for allowing me to use many of
his excellent Sprites.

please visit their forum:


https://forum.zdoom.org/viewtopic.php?f=37&t=37556

 

Edited by DEYBAR_TECH : remove videos

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During these days, I dedicated myself
to creating some new enemies and
making many adjustments to the new:
sLAUGHter Weapons-G4.

In these 2 long and relatively old videos,
I started to improve the
enemy "Respawn" system.


Now, in this Mod the Respawn is used
mainly to help the enemies to be
more challenging and it serves to give
a feeling of game type (Invasion)
that is an infinite survival of enemies.

 

Previously in Slaughter_Weapons-G3,
only KINETIC ammunition and
ExtremeBFG could block Respawn.
What in high difficulties caused
an absolute preference towards
these weapons.

 

Now that all the difficulties will use
the Respawn of enemies,
I am creating new tactics and
specific actions so that all weapons
can counter the Respawn of enemies
in their own style.

Edited by DEYBAR_TECH

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A new version of "Slaughter Weapons" has been released!!!

This version "g4+" has been archived in the freezer for almost a year
and now that it's been released, these are the most interesting details:

 

  • (enemy: Revenant - Facemaw) is a customized version of the Revenant. Throw grenades and shoot electric bolts.
  • (enemy: Cacodemon - Sky Hornet) is a flying robot that fires specially targeted missiles and fires plasma.
  • (enemy: hellknight-Knight) very similar to his replacement but has the ability to fire large beam projectiles.
  • (enemy: baron of hell - Baron) existed before the Knight, but charges and launch low-powered Extreme BFG attack.
  • (enemy: Arachnotron-Mind) almost identical to his replacement, but is equipped with an explosive laser shotgun and a BFG10K.
  • (enemy: spidermastermind - Mastermind) equipped with powerful miniguns and the same eraser Extreme BFG projectile as the player.
  • (enemy: beta & Lostsoul) new Lost Soul with extremely speed and BetaLostsoul that does direct damage.
  •  
  • (enemy: Demon - zarg) is a adorable very fast worm from freedom.
  • (enemy: Spectre "+shadow") Fuzz-rendered enemies have metallic camouflage, making them resistant to Advanced slow-flying Hitscans.
  • (enemy: Stealth monsters) There are green enemies that are completely invisible and capable of going through walls. look for them with the lockon system.
  •  
  • (Weapon: Shortgun) is a double barrel shotgun "SSG" very complicated to handle and can change the type of ammunition.
  • (Weapon: MSG 500) is an assault rifle capable of changing ammunition types: pistol or rifle rounds.
  • (Weapon: Desert Eagle) This weapon does not need an introduction but it is unreliable and can jam.
  •  
  • All 8 ammo types can be "remembered" from the previous game by pressing "Use" when starting new game.
  • several weapons changed names.
  • Auto Cannon has better sprites.
  • M-16, Auto-Cannon and MSG-500 will fire the advanced slow-flying Hitscan.

 

 

this project can still be combined with the old XD-M9, but I recommend mixing it with the new XD_Muertes-G11.

Even so, this version has received some last-minute changes
and various sounds were temporarily disabled,
so it is likely that errors or unexpected problems will appear.

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This is a Features and Weapons Demo Video of "E-SAW.pk3"
which is the predecessor of the current Slaughter_Weapons.

This Smartphone predecessor had weapon change with dedicated weapon slots,
a level-up system that changes the performance and Ammo Capacity of weapons,
the indispensable Lock-on system that greatly helps the touch screen,
and finally, weapons could "Swap of Types of AMMUNITION".

It's important to watch a little this Weapons demonstration Video
to understand the upcoming ammunition report
and why it's what all of Slaughter_Weapons wants to be again
but with the most mechanically possible approach.

Or maybe it would be better to keep the ammo capacity upgrades.???

 

 

 

 

 

Just in case, whenever possible I try to keep the same project

in sync with both zdoom Forums and Doomworld.

 

Link to Zdoom Forums:

https://forum.zdoom.org/viewtopic.php?p=1233452#p1233452

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ammo_research_low.jpg.f5fe3c530c848b811b0e7eb39b236e3f.jpg

 

finally here is the first part of my boring ammo technical report.
I was working on this topic from May 2021 until this final date of 2022
and the worst thing is that I still haven't finished.

Maybe this technical report is too out of place (Off-Topic) with Doom Mods,
but making this report helped me a lot to simplify and solve several problems that are more evident now that they are written.


now the initial goal of all this research was to reset and upgrade all existing ammo types in this mod.
each ammo type in this new ammo "standardization"
had to have unique methods of blocking enemy "Respawn"
and each it had to have some special property
to differentiate it from the other categories of ammunition.

Also and very importantly,
the 3D weapons that I plan to add to the project need ammunition also made in 3D
to be able to build the rest of the weapon around it.
so not only did I have to modify the properties and codes of each ammunition,
now I had to analyze and select several real life ammunition
to make a list of 3D cartridges to finally be able to create
the entire arsenal of weapons based on that list of ammunition.

During this first part I will talk about my research of real life ammunition.
In a second publication I will talk about the new and redesigned ammunition categories.

 

 

 

(in my zdoom forums comment you will find more interactive links)

https://forum.zdoom.org/viewtopic.php?p=1234619#p1234619


that was the introduction. Now let's start with the report:

Quote


For the creation of the 3D ammunition list,
I first had to study several real life examples to discover
common measurements or diameters that I would use later
to design weapons and unique ammunition.

after reading the histories and characteristics of 300 different ammunitions,
what I found were hundreds of contradictions and strange comparisons since for some reason,
4 different units of measurement were used
along with 2 other measurement methods to measure and name ammunition:
"Inch, Milimeter, Gauge, Bore" + "Bullet Diameter" / "Bullet Lands"


The real cause of all this confusion is the word "Caliber"
which according to many sources means "Cual Libra? / Which Pound?".

In ancient times, the performance of the cannons was represented by the "weight" in Pounds they could throw
possibly in order to be compared to the catapults of the time.
Unfortunately, this word did not fall into disuse
like other words of its time and is currently used to refer to firearm ammunition
and is often used as a kind of unit of measure.

the problem with using the word "Caliber" is in fact a "nickname" and not a unit of measure.
while continuing to use a word that has no constant interpretation or conversion,
weapons designers and ammunition manufacturers will not want to be reliable
when it comes to naming their ammunition or referring to them.

The final conclusion to this part is that from now on, whenever I can,
I will use the words "diameter", "cartridge", "Case" or "ammunition" to refer to them.
and to only measure in a reliable, constant and precise way all the lengths and angles present in the ammunition,
it would be best to use the metric units "Millimeter" with "Degree".





After seeing the chaotic ammunition nomenclature in real life,
I came up with the idea to create my own cartridge naming system.
and one of the things he most wanted to regulate and standardize was the bullet diameter.

now, the variety of products is always good
and the lack of regulations in the diameters has allowed me to find
several unique and interesting ammunition that fit perfectly for this project.
the problem is that there are too many cartridges that only insignificantly modify existing cartridges
such as the "6mm ARC" which is based on the "6.5 Grendel" but with a 0.5mm thinner bullet
and the "30 Super Carry" which is just 1mm thinner than the "9x19mm Luger", it claims to be: the most revolutionary advance that has ever occurred in all of history.

To give these rogue diameters a definitive order,
carefully choose each of the following bullet diameters:

  • 172 = 4.0mm "+0.0mm"
  • 224 = 5.5mm "+1.5mm"
  • 280 = 7.0mm "+1.5mm"
  • 338 = 8.5mm "+1.5mm"
  • 429 = 10.0mm "+1.5mm"
  • 475 = 12.0mm "+2.0mm"
  • 577 = 14.0mm "+2.0mm"
  • 700 = 17.0mm "+3.0mm"
  • 800 = 20.0mm "+3.0mm"
  • 950 = 25.0mm "+5.0mm"
  • 1100 = 30.0mm "+5.0mm"
  • 1500 = 40.0mm "+10.0mm"

This list of "ideal diameters" is very strict and has insignificant tolerances.
By only using whole numbers or half numbers, each new diameter can be increased in size
in a constant and progressive manner.
the limit is 40mm and any larger diameter will use another list but on an artillery scale.

the numbers of these "ideal diameters" will be used to strictly control the cylindrical part of the bullet
that is held by the cartridge. This is so because, in general, the bullets become narrower or more pointed and not the other way around.

This list of "ideal diameters" is used and behaves like an index
because the absence of rogue decimals, for example "7.92mm".
this ironically makes the exact representation of any of its diameters completely irrelevant 
because there is no "7.62mm" or "7.65mm" with which it can be confused.

This unexpected paradox, allows the use of the old "Inch" numbers NOT as a measurement method,
but as product models like the "Mark44 / Mk316 / M249" ( without initial dot ".")
This is so because it is easier to remember and pronounce a "30-06" than a "7.62x54mmR".

And already to finalize the creation of this new nomenclature,
the index number of the bullet should always be accompanied
with the combination of the diameter of the base and the height of the cartridge case.

for example, a "10mm Automatic/10x25mm"
would be: "429-36 Auto"





Until the creation of "ideal diameters",
the search and selection of cartridges was completely overwhelming.
all the cartridges presumed to be
the most iconic,
the most popular,
the most available and the most efficient.

But as I selected a new ideal index,
the search became much easier. and together with an energy calculation that is not entirely correct,
I was able to order the hundreds of cartridges that I had found to finally select the best ammunition.

Now, if we consider the unfair strength of some legendary enemies
and the huge number of these evil monsters placed on several maps,
we can come to the conclusion that most of the famous ammunition is not going to be useful to face such an apocalypse.

and if we take into account that all military ammunition was not designed to exterminate,
but to just hurt humans, we will see that these ammunition
would be practically useless against muscular demonic creatures with super powers.

I definitely don't want to choose ammunition as weak as the "22 Magnum"
but I also don't want to give the player exaggerated 37x380mmR Anti-Air Artillery to use as an assault rifle.

the following list of 11 cartridges is in my opinion enough powerful to deal with hundreds of monsters on "Slaughter" type maps.
each of these is not going to be 100% identical to its real life counterpart
but what I like most of these ammunitions is that properly trained people
are going to be able to shoot several of these cartridges in fully automatic or even one-handed modes
without having to require some huge mech suit like in StarCraft.

 


 

having said that, finally here is the list of project cartridges:

Quote


7.5 FK BRNO (for Pistols and SMG)
Velocity 610 m/s (in 10cm cannon)
Energy 1 146 Joules
Height 35
Width 10.8
Bullet 7.8mm

real life military pistols are rarely used in combat because
the large diameter of their bullets make them incapable of piercing body armor,
having no stocks or handguards they are absolutely uncontrollable,
have very little stopping power
and above all, They have a very short effective range.

even so, my project needs to have backup pistols or at least, some submachine guns.
To feed these weapons, I would definitely use the 7.5 FK for its incredible ballistic performance
that exceeds any other pistol, SMG, or PDW ammo.






224 Valkyrie (for assault rifles)
Velocity 918m/s (in 61cm cannon)
Energy 2 050 Joules
Height 57
Width 10.69
Bullet 5.7mm

This cartridge is very similar to the well-known and worldwide used "5.56x45mm NATO"
but the 224 Valkyrie is more powerful and uses longer bullets, which gives it greater precision
and longest effective range.
and when it increases its length to 65mm it will be even more powerful.

224 Valkyrie is the best alternative I could find
for a controllable automatic rifle capable of firing very high velocity small diameter projectiles.





280 Remington (for battle rifles)
Velocity 817m/s (in 61cm cannon)
Energy 3 788 Joules
Height 84
Width 11.9
Bullet 7.21mm

this cartridge is not popular anywhere in the world. With very low sales,
his company changed his name several times but this caused him to be confused with other cartridges.
The need for a larger and full power cartridge than the typical "7.62x51mm NATO"
made me select it for use primarily in battle rifles
which are similar to assault rifles but more powerful and less controllable.

280 Remington has quite a sad and forgettable history but all who discover it
recognize that it is the best 7mm cartridge for its excellent recoil, control and ballistic performance.





416 Ruger (for Super Assault rifles, Lever Rifles and Revolvers)
Velocity 730m/s (in 60cm cannon)
Energy 6 935 Joules
Height 85
Width 13,5
Bullet 10,6mm

This powerful "Big Game" cartridge will serve the same purpose as the "458 SOCOM":
replacing a small assault rifle cartridge with a much larger one that sacrifices magazine capacity for much greater stopping power.

the 416 Ruger being too long so it will be trimmed down to 65mm.
which will reduce its energy to probably 4500 Joules which is still quite a lot power.





338-06 (for Super battle rifles and Bolt rifles)
Velocity 771m/s (in 58cm cannon)
Energy 4 820 Joules
Height 83
Width 11.9
Bullet 8.6mm

this cartridge was chosen to serve the same purpose as the "300 Blackout":
keep the same capacity in the magazine when reusing the same cartridge
but now equipped with a slightly larger bullet to achieve better subsonic properties and considerably more power.

Compared to a 416 Ruger, the 338-06 is a minimum upgrade for battle rifles
but in exchange, you will not lose so much long-range performance
and no ammunition will be sacrificed in the magazine.





577 Tyrannosaur (for Dangerous Game Rifles and Super Handguns)
Velocity 760m/s (in ??cm cannon)
Energy 13 880 Joules
Height 94
Width 17.5
Bullet 14.9mm

The 577 Tyrannosaur is a tremendous "big game" cartridge that I tried not to select
because it is too well known and when fired, it gives an extraordinary recoil kick.
but, its bottlenecked design and 14mm bullets made it a perfect candidate for use in double rifles,
Super bolt-action Rifles, and luxury single-shot pistols.
although, I will have to reduce its energy to 9500 Joules to be able to shoot it with a more security.

For all these "Super" improvements,
I originally planned to use straight, fully cylindrical cartridges
but the bottlenecked design allows for the quieter "captive piston" firing system
and the use of heavier and larger bullets for use in silenced subsonic weapons.





7.92x107 Mauser (for long range sniper rifles)
Velocity 1275m/s (in ??cm cannon)
Energy 11 850 Joules
Height 132
Width 17.5
Bullet 8.22mm

the 7.92x107mm Mauser is not entirely sure that it will stay in these list
but it was temporarily included due to its very particular design.

His high speed of more than 1200 meters per second makes him ideal for causing the "Hyper-shock" effect.
Something that if I remove it from this list, would be something that only the 224 Valkyrie would be able to achieve.





12.7x108mm (for Super sniper rifles)
Velocity 825m/s (in 100cm cannon)
Energy 19 621 Joules
Height 147
Width 21.7
Bullet 12.98mm

for the sniper rifle role, the project needed a cartridge considerably more powerful than the 280 Remington
and not the more widely known ".50BMG".
to accomplish this goal, for now, I will use this 12.7x108mm.
It is not bad but I would like to give the opportunity to some other much more unknown cartridge.
maybe the 460 Steyr or something similar will replace it





10 Gauge (for shotguns)
Velocity 390m/s (in ??cm cannon)
Energy 3 772 Joules
Height 88.9
Width ??
Bullet 19.7mm

as for shotgun shells/ammo is concerned,
I just wanted to avoid going back to the typical red 12 Gauge shell.
At some point I considered using the KS-23 carbine ammunition but until now
I couldn't find its ballistic information.

so at almost 20mm in diameter, the 10 Gauge shotgun shell is more compatible
with my ideal diameters and is more powerful than the aforementioned 12 Gauge.





30x29mm VOG-17 (for grenade launchers)
Velocity 185m/s (in ??cm cannon)
Energy 4 791 Joules
Height 132
Width ??
Bullet 30mm

the Soviet era VOG-17 30mm grenade seems to be a fairly balanced compromise
between the 25mm grenades used in self-reloading grenade launchers
and the well-known 40mm launchers that rarely do that.
Also, with a few additional changes, this cartridge can be used as a shotgun ammunition.





30x150mmB (for anti-materiel rifles)
Velocity 1024m/s (in 1080cm cannon)
Energy 144 460 Joules
Height 250
Width 32.4
Bullet 30mm

Of all the bullet diameters and cartridge cases available for a true anti-materiel rifle,
the 30x150mmB was selected immediately because they are used by modern fighter jet Dassault Rafale.

If a 30mm projectile flying at more than 1000 meters per second
and with almost 150,000 Joules of energy is not enough to exterminate a Cyberdemon with a single shot,
I don't think it's worth looking for something more powerful.

 

 


Once this list is finished you will have noticed that there are only relatively conventional ammunition
that will be limited only to using plastic casings or hybrid parts of brass and steel.

Where are the Telecopic, Caseless or Gyrojet ammunition???

is true that Caseless greatly increases firing speeds,
saves a lot of weight and is very powerful for its size
but it is too vulnerable to the environment and is quite fragile.
This ammo would be useful in fully sealed space weapons so that the fine space dust
does not jam their parts or damage the Caseless. but that only increases the complexity and cost of the weapons.

In zdoom "The WIP Thread": https://forum.zdoom.org/viewtopic.php?t=14126&start=30780

I talked about the selection of triangular Telescopic ammunition.
These ammunitions are very interesting
but they need a completely different feed system that is practically
the same as the one used by Caseless ammunition.
I had to decide: or all are Telescopic+Caseless or none is.

Gyrojet is a munition that would be very useful in water or space
but like the Telescopic and Caseless munitions, they require a different feed system that cannot be shared with the other munitions.
In addition, the Gyrojet are practically useless at short distances because they take too long to accelerate.



Thank you very much for reading this report.
Happy end of year!!! 

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I released a 2.0 version of the project:

  • The weapons have changed places in their KEYCONF and are now no longer tied to only button 1.
  • Several weapons have been upgraded and now shoot much faster.
  • almost all the weapons changed names to better fit my bullet Index/ideal bullet diameters.
  • The big energy sphere that the "Extreme BFG" fires now has a smaller blast radius.
  • Sawed-off shotgun will now always change ammo when pressing and holding AltFire/BT_ALTATTACK. (this will remove the ammunition already inserted in their chambers)
  • someone modified some sounds of my weapons. Inspired by those changes, some weapons also changed their firing sounds.

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A new 3.0 version of the project is now available!!!
which is full of new features:

 

  • "MSG-500" is now the main starting weapon.
  •  
  • "475 D.E." it is now the secondary starting weapon.
  • In addition, it is more controllable and has new sounds. it will continue to get jammed sometimes.
  •  
  • "RHINO 429" spends a bit more ammo but can be upgraded with Berserk Spheres to have Infinite ammo.
  • "AX-475" now shoots much harder and will tear meat or scrap from its victims but consumes more ammo.
  • "FAMAS F280" fires faster and does not produce muzzleflash because it is supposed to have a built in suppressor.
  • "Automatic Cannon" roll and stops much faster.
  • The shotguns "S-Shotgun 800", "Hammer 800" and "GAU-800", being very short-range risky weapons, will now extract various gems from enemies.
  •  
  • The ammunition capacity that the player can carry has been greatly expanded.
  • incendiary ammunition produces more smoke and will not burn/explode under water.
  • Fixed the height deviation when firing the new Hitscan in GZDoom.
  • Improved the code of "KINETIC" projectiles and melee attacks to have different levels of damage, sound and effects.
  • Removed the "+EXTREMEDEATH" property from almost all attacks or shots. Green/BFG/VLink attacks will always XDeath enemies for Plot/Story reasons.
  •  
  • Instakill attacks have more compatibility with special maps like Map07 and E1M8.
  • Added a new difficulty called "Empty Slot", which removes all enemies and decorations from Doom.
  • this mode will automatically activate the BossDeath and KeenDie special actions.
  • Difficulty replacements adjusted.
  •  
  • The MasterMind Class included in the Mod fire "KINETIC" projectiles and now have more erratic aim.
  • The BaronOfHell Class included in the Mod has a new attack type BFGSpray.

 

 

The project is slowly approaching its final form.......
but only a hard reboot will fix the many bugs and limitations it still has. 

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LARGE "STELLAR" UPDATE WITH NO MERCY!!! 

here is version 6.0
that has 3 new weapons, inventory recovery system,
new difficulty levels, several bug fixes
and above all, much more POWER.

 

you can see the full changelog on ZDoom:

https://forum.zdoom.org/viewtopic.php?p=1243294#p1243294

 

I wanted to reactivate the project here on Doomworld because I plan to release some more updates in the future.

Also, I was curious to try the Tags and see how to switch this Project to the new "Mods & Resources" site.

 

(apparently it changes automatically.....)

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This morning I registered at
"The Sentinel's Playground"
to open an online multiplayer server
for the latest Stallar_Weapons.

The server name is "[TSPG] DT:StellarWeapons"
and it is active right now.

The purpose of this is to test
Stellar Weapons in a Multiplayer
environment to see how it reacts.

And I must say that I encountered several errors.
So an update for Online modes will arrive soon.



Anyone should be able to log into the server now.
But unfortunately I can't go in to play right now
but it is very possible that I will do so tomorrow.

As a final fact, the server requires my XDM audio package.
So..... prepare to Laugh!!!

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version 7.0 available in: The Sentinel's Playground

This update finally adds the massive 4-Bore Rifle which will DESTROY
anything it hits. This rifle is not finished yet but you can try it if you wish.

this v7.0 fixes bugs in the interface when playing online
and adds a new difficulty that makes it easier to obtain weapons
at the cost of not being able to obtain them forever.



"[TSPG] DT:StellarWeapons-7.0" is the name of the online server and anyone can connect now.

Unfortunately I can't stay in the game, But the server will do it. 

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updated server, now XD-M is not required.
Plus, SlaughterFest2012 turned out to be more overwhelming than I thought.
Additionally, some doors seem to lock forever, leaving players trapped.

Now I am using "tarakans.wad" because as far as I played it,

it is not as infested with enemies but it is more difficult in general.

I was planning to upload version 7.1
but I would like to improve the "GC-82 Siege" minigun since it has become vastly useless.

Apart from that it makes me very sad that the Bots are suffering and dying for hours and hours.
so maybe they implement a system that allows them to defend themselves.

I am also going to experiment with flags "CLIENTSIDE" and "SXF_CLIENTSIDE"

since in online mode there are several quite strange visual anomalies........ 

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new update 8.0 available!

 

  • The Minigun "(GC-82) Siege" was finally improved and is now very devastating!!!
  • Now it also has the ability to disintegrate the corpses of enemies.
  •  
  • The "(GC-48) Zeliska" revolver now fires red beams that do not consume ammunition.
  • Also, if you press the trigger quickly, the revolver fires faster.
  •  
  • The "(GC-74) Sukhoi" assault rifle also fires the same red beams when changing firing modes.
  • various adjustments to reduce visual anomalies in online.
  •  
  • Weapon Pickups will not disappear in Multiplayer mode.
  • Weapon Pickups reload small amount of ammunition in Multiplayer.
  • Weapons now have an icon on the map.
  •  
  • "TeleportDest" are now marked by particle sources.
  • This, apart from pointing out the destinations,
  • serves as a warning since the player can be Telefagged if they do not have armor.
  • (unfortunately this does not work in GZDoom since it rename actor names that try to replace the native actor class)

 

 

 


I will use "Speed of Doom/SODfinal.wad" map on the server.
I hope this doesn't cause so many problems...
 

Quote

Now, I don't use more conventional maps on the server (such as: AV.wad - SpainRCFinal.wad)
because I don't understand the obsession of the mappers:

"restrict the player's progress with many Skull/Key closed doors
with the objective of having the player go from
one corner of the map to another
looking for those keys or remote door switches"


This isn't necessarily a bad thing, but having every single one of the 32 maps
in these Megawads follow this tedious philosophy is very annoying for me.  



That is why this Mod is intended to be used preferably in SlaughterMaps.
Because many times like in "Okuplok", there is only one way to follow and the only obstacle is the enemies.

Unfortunately the SlaughterMaps I selected for the server
was turned out to be full of enemies and worse, they crash and trap the player forever.

In Singleplayer this did not happen but when playing them with Bots,
many doors or elevators began to fail and never open.

 

 

 


All this motivates me more to publish in the future my own map set in which
I do not stop testing my Mod, doing practices, doing Speedruns or Recording videos.

very different from SlaughterMaps, which after "overcoming the challenge" I rarely try them again,
not to mention conventional maps. When he saw a lot of key locked doors/switches, I abandoned them immediately.

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I recently played and finished "RandomFest" (AKA: hardfest2_RC1.3.wad)
and found some very critical issues in the final map.

Maybe it's because this Megawad: May Not Run With Non Boom-compatible ports.
but again, the most unusual problems they happened on Map40.
the End of a Megawad that at most had enemy pits that did not rise
or maps that apparently needed the "Jump" button to be completed.



Now, as you can see in the video, the most critical problem is the nonexistent of frames per seconds. literally 0 FPS.
In the first Slaughter_Weapons, the VoodooDolls slowly decimated the FPS.
so I designed a system that "Suppress" its operation
This system actually fixed the destruction of the FPS by the VoodooDolls
but somehow, this problem returned and the worst thing is that it
does not seem that the VoodooDolls be the cause, is the player himself.
since when it disappears, the FPS is extensively restored.

(All the monsters on the map are dead so their movement is not the cause)

 

 

 

 

 


Anyway, compared to the original Slaughter_Weapons G3 from 2021,
the current Stellar Weapons v8.0 is quite competent and that makes me happy. 
Of course there is a lot of things that can be improved
and there is a lot that needs to be explained to stop being mysterious.

But..... what i need now is to concentrate on the new generation because there
are some similar mods and projects that have the potential to rival my future G5 so I have to hurry.





and regarding my own Megawad,
The results have been..... too good, Very Good!!!

Screenshot_Doom_20231028_163233.png.61c279f7d16222824a906ca740fd7ace.png

 

Screenshot_Doom_20231028_163327.png.e9cb1e46fb9cc3a76c0bacf63c48fa2e.png

I seriously can't believe that it is actually possible to create maps only with 3D Floors.
This is something that has a lot of potential and I want to reserve it for the G5 cities.

Also, when I added the fog from my Flight Simulator,
everything became more realistic and more beautiful.
 

 

 

 

 



If we add Ray Tracing shadows and PBR textures, GZDoom would become UnrealEngine.

RENDERED.png.56a6e65ad576fa6fd74ea0d3f5f9829f.png

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