=========================================================================== Archive Maintainer : please replace the currently-archived copy of this modification with this new one Update to : /combos subdirectory; this is RELEASE #6+! Advanced engine needed : GZDOOM 1.5.6 (OpenGL renderer) / GZDOOM 1.8.02 (OpenGL renderer) for Saegiru's hi-res helmet visor HUD Primary purpose : Single play =========================================================================== Title : Revenge: a classic DOOM experience Filename : rslvenge.wad (main modification), Classes\rslvealt.wad ('Mentor' skin), Classes\rslveblk.wad ('Haxer' skin), Classes\rslvegal.wad ('Banshee' skin), SaegiruHUD\rslvehud.wad (Saegiru's hi-res helmet visor HUD) Release date : October 03, 2016 Author : Richard Smith Long Email Address : [redacted] Other Files By Author : rslproto.zip, rslrebel.zip, rslengee.zip, rsliczdp.zip Misc. Author Info : AKA "Dick S. Long" Description : Since the first encounter with Hell dimension took place, space marines began to engage in a long and hazardous series of missions against hellspawn. Let's see how the standard UAC arsenal has changed during all this time... My rationale: ------------ Some times ago, the release of "GZDOOM Advanced" set IMHO a new trend in the field of DECORATE weapon modding: the restyling/refresh of classic DOOM weapons. Soon other great mods followed ("DOOM Plus", "DOOM Enhanced" and "Beautiful DOOM" come to mind), each one with its own particular focus in reinterpreting the classic arsenal of the space marine. This is my modest attempt at it - "Revenge" takes most of its inspiration from older versions of "GZDOOM Advanced" (version 0.72g specifically) and builds on it, trying to keep it simple but also adding its own bits of originality. Changelog: --------- Nov. 10, 2009: initial release. Dec. 11, 2009: release #2. - fixed shell casings sound bug. - fixed random spawners for inventory items. - added on/off/discharged animations for existing plasma weapons. - added automatic reloading. - implemented three new weapons: - grenade pistol, - hypersonic railgun, - netherworld seal. - added switchable periodical reloading of the shotgun when idle. May 13, 2010: release #3. - XDeath now leaves no resurrectable corpse (added for tactical/performance reasons). - added new set of sprites with black gloves (rslveblk.wad). - added custom HUD (rslvehud.wad). July 17, 2010: release #4. - fixed custom HUD scaling. - adjusted RPG capacity (now able to hold 4 rounds). - augmented number of BFG9001 traces, enriched projectile trail. - corrected netherworld soul rotations. Aug. 19, 2010: release #5. - merged rslvehud.wad with main modification file rslvenge.wad. - retouched default shotguns appearance (now black matte finished). - added UAC helper drones; adjusted death animations accordingly for all applicable actors (player included). - enriched gore system with smaller particles. - customized alternate and black weapon skins with palettes. February 17, 2011: release #6. - changed simple to pointed pistol in rslvealt.wad. - added fullscreen HUD. - integrated Xaser's vanilla-compatible blood system for added effect (can be reverted though). - changed minigun reloading capacity to "virtually infinite". October 03, 2016: release #6+. - mirrored pointed pistol to black-gloves set also. - added random one-barrel-after-another firing mechanism for the double-barreled. - fixed display scaling with normal HUD. - added new sounds (and potential skin) to player class. - implemented two new weapons: - homing missile launcher, - plasma channeler. - added weapon tag names. - added custom fonts and mugshots to skins rslvealt.wad, rslveblk.wad. - fine-tuned powerups duration. - added blend effect for player burning death. - channeler re-modeled after Eriance's Plasma Repeater. Can overheat, too! - fixed HUD fragcount. - fixed overloaded player sounds. - added custom teleportation effect. - reimplemented rslvealt.wad into new "Mentor" skin. - reimplemented rslveblk.wad into new "Haxer" skin. - added new "Banshee" skin (rslvegal.wad). - revamped skin HUDs. - tidied up DECORATE lump. - fixed grenades death state. - added diversified replacements for explosive barrel: - gas larvae, - ice tank, - phosphorous drum, - neutron cylinder, - supply cask. - made magazines ammunition independent from skill level. - introduced custom bullet puff by Xaser. - customized pump-action, double-barreled appearance in 'Mentor', 'Haxer' and 'Banshee' skins. - added Lloyd Irving custom ANIMDEFS and TERRAIN. - dramatically improved the animation of knuckleblade/iron knuckles; fixed actor hit sound activation. - better balanced rpg and double-barreled: chain explosions and increased pellet effectiveness, respectively. - fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR). - improved appearance of still actors whenever applicable (FORCEXYBILLBOARD). - rationalized directory structure of the modification. - integrated 'LeftOvers' data bank. - integrated the modification with multiplayer-specific improvements. - fixed bugs affecting multiplayer. - added melting death effect to zombieman, shotgunguy and doomimp as result of a gas larvae deflagration. - fixed inconsistencies in this very text document. - personalized extra classes logos for better recognition of loaded set. - fixed Xaser's puff behaviour. - added peculiar weapon appearances for 'Haxer': knuckles, semi-automatic, minigun, rpg. - introduced a new, hi-res helmet visor HUD obtained and readapted from Saegiru's original work - supports both 4:3 and 16:9 proportions. Fixed the superimposition of multiple alert sounds. - extended XDeath support to all applicable classes by means of Sergeant_Mark_IV's "Ketshup" system. Modification details: -------------------- Old weapons, restyled: (they are mainly described in terms of differences wrt their original counterparts) UAC standard issue knuckleblade (Fist/Chainsaw) =============================== - now a stealth weapon (does not alert monsters) - increases speed and can hit repeatedly only with Berserk or Adrenaline UAC 9-gauge semi-automatic rifle (Pistol) ================================ - 10 rounds, requires reload (wastes magazine leftovers) - not fully automatic - each round is now more powerful (a better alternative to shotguns against former humans) UAC 12-gauge pump-action shotgun (Shotgun) ================================ - 8 rounds, requires/allows for per-shell reload - slightly improved speed - improved kickback UAC 12-gauge double-barreled shotgun (SuperShotgun) ==================================== - 1 round, requires reload - increased reload time - doubled pellet number wrt pump-action - increased pellet effectiveness - generous kickback - may randomly fire with single barrels in sequence UAC 10-gauge minigun (Chaingun) ==================== - 200 rounds, requires reload - ammo type is Belt (of 10-gauge bullets) - wind-up and wind-down delays - frantic firing rate UAC rocket-propelling gun (RocketLauncher) ========================= - 4 rounds, requires reload - rockets travel x1.5 times faster - chain explosions ensue on collision UAC phased plasma cannon (PlasmaRifle) ======================== - slightly-increased rate of fire UAC BFG 9001 (BFG9000) ============ - slightly higher charge-up time - increased number of traces (x2 times) New weapons: (not part of the Vanilla roster) UAC 40-gauge grenade pistol (slot 5) =========================== - 1 round, requires reload - fires bouncing, explosive grenades (slightly less powerful than rockets); reloads faster than RPG UAC homing missile launcher (slot 5) =========================== - 2 rounds, requires reload - fires two seeker rockets in diverging directions; if a target was locked at the time of fire, these home in on it UAC plasma channeler (slot 6) ==================== - high power, explosive projectile with good accuracy at short range - yet splash damage may affect the wielder - heavy ammo consumption ratio, inadequate at greater range - can overheat after excessive, continuous use UAC hypersonic plasma railgun (slot 7) ============================= - high power, extreme accuracy, virtually-unlimited range - slow firing rate Netherworld Seal (slot 0) ================ - unleashes damned souls that seek and ravage targets around - drains the wielder's health for each attack Items: (yes, some carriable items are also added!) Portable infrared goggles (Infrared) - can be carried and activated whenever necessary Portable adrenaline dose - can be carried and activated whenever necessary - gives Berserk power, and increased movement speed for a limited amount of time Portable endurance kit - can be carried and activated whenever necessary - increases health, armor and gives reflective invulnerability for a limited amount of time UAC helper drones: (you may find one guarding the corpse of a fallen comrade): CryoDrone: the slowest and most enduring, sports a slow but effective cryogenic attack that can freeze former humans in seconds. PyroDrone: the fastest and less shielded, mounts a powerful flamethrower that vaporizes former humans in a couple bursts. Its attacks are not so effective against hellspawn... And beware of its death! DisDrone: the best balanced of the three, embodies a powerful energy cannon that disintegrates zombies and stuns any other monstrosity. 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 \ -file RSL\rslvenge.wad (1) if under GZDOOM, add option '+gl_nogl 0' to ensure GL lights are applied; (2) to try a different set of (more classic-looking) sprites for some weapons along with a custom palette / fonts / mugshot, also add 'RSL\Classes\rslvealt.wad' ('Mentor' skin); (3) to try the mod with assorted weapons in 'black gloves' style and yet another palette / font set / mugshot, add 'RSL\Classes\rslveblk.wad' instead ('Haxer' skin); (4) finally, to try the mod with a female character and still another palette / font set / mugshot, add 'RSL\Classes\rslvegal.wad' instead ('Banshee' skin). (NOTE) NEVER add 'RSL\Classes\rslvealt.wad', 'RSL\Classes\rslveblk.wad' or 'RSL\Classes\rslvegal.wad' simultaneously. (5) if you want a fancy, high-resolution helmet visor to go with the base class, add 'RSL\SaegiruHUD\rslvehud.wad' (works with both 4:3 and 16:9 screen ratios). (2) Do not forget to bind a key for weapon reload under 'Options > Customize Controls' in (G)ZDOOM. (3) You may also want to bind keys for toggling "automatic reload" and "periodical reload of the shotgun when idle". (4) 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. (5) 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) eliw00d for the original GZDOOM Advanced, from where I took resources, code... But most of all, inspiration Eriance, for the gorgeous Plasma cannon and BFG 9001 spritework Captain Red for DOOM Plus Kinsie for DOOM Enhanced (doomenh.wad) Jekyll Grim Payne for Beautiful DOOM (dbeauty.wad) DoomRater for the reload-oriented DECORATE actors Vaecrius for the recoil ACS script id for the original DOOM sprites I customized Rogue/Velocity for the Knuckleblade Uboa and JoeyTD for the Pump-Action Eriance for the Double-Barreled Carnevil and the Skulltag team for the Minigun Banjo Software for the RPG and the Portable endurance kit Cory Whittle (icd-deh.wad) for the Portable adrenaline dose Enjay for the terrain splashes and animations Lloyd Irving for the renewed ANIMDEFS and TERRAIN definitions Graf Zahl for the default GLDEFS I slightly customized The Innocent Crew for the Rocket Zombie The Monster Resource WAD (monsters.wad) for the Shotgun Soldier Vader for the Lord Of Heresy iddqd.ru for the Grenade Pistol Eriance for the Plasma Railgun Raven Software and Lobotomy Software for the Netherworld Seal eliw00d and Agent Spork for the custom HUD resources Rogue/Velocity for all UAC helper drones Tormentor667 for the Austerity and Sapphire custom palettes Rogue/Velocity for the disintegration death states Raven Software for the fire death states Raven Software for the gore system-enriching smaller particles (Heretic) Xaser for the custom blood system Raven Software for the custom player sounds the Blasphemer team for the small fonts Apogee / 3DRealms, Eriance and Xaser for the Homing Missile Launcher Apogee / 3DRealms, id Software, Captain Toenail and Eriance for the Plasma Channeler for ('Mentor' skin): the Skulltag team for the player skin id Software for the mugshot Rogue/Velocity for the small fonts the FreeDOOM team for the big fonts Raven Software for the status bar base Apogee / 3DRealms for the custom sounds Midway / Cage / FootMan / Zygo for the custom pump-action and double-barreled sprites for ('Haxer' skin): the Skulltag team for the player skin Banjo Software for the mugshot Banjo Software for the small fonts Banjo Software team for the big fonts Banjo Software for the status bar base Apogee / 3DRealms for the custom sounds Railgunner for the custom iron knuckles, 'steely dan' style HellCattX for the custom semi-automatic (machinegun) NMN for the custom minigun 3D Realms / JoeyTD for the custom rpg for ('Banshee' skin): the Skulltag team for the player skin Rabotik for the mugshot Raven Software for the small fonts Rabotik for the big fonts Rogue/Velocity for the status bar base Apogee / 3DRealms for the custom sounds Mike12 and Sergeant_Mark_IV for the custom pump-action and double-barreled sprites Raven Software for the gas larvae and ice tank, Rogue/Velocity for the phosphorous drum and supply cask, Banjo Software for the neutron cylinder Gifty et alii for the melting death effect Sergeant_Mark_IV for extended XDeath support (Ketshup) Saegiru for his monumental work in creating a complex, full- featured helmet visor HUD, from which the one provided here is obtained! Raven Software for the custom teleportation effect. 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 : 4 months total Editor(s) used : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE Known Bugs : None (that I know of, at least) 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