Real Reload Weapon Mod r2

This mod replaces all weapons with modified ones, and tries to retain the same balance and feelings of the old Doom. See RRWMr2_Info.txt for details. We use ...

Filenames
rrwmr2.pk3
Size
5.79 MB
MD5
d6c4f1c90c82fb2557c29fd8f146f50c
SHA-1
05a65b68d2d8ec766363490d956f6e774f9a6681
SHA-256
ead3300fa3e8d5eaed74a51ee196f3fbf1e1305003890347d1a33a62291d2823
WAD Type
PK3
IWAD
Unknown
Engines
GZDoom, ZDoom
Lumps
820

Read Me

===========================================================================
Advanced engine needed  : ZDoom (at least 2.4.0) or GZDoom (at least 1.4.0)
Primary purpose         : No levels included
===========================================================================
Title                   : Real Reload Weapon Mod r2
Filename                : rrwmr2.pk3, rrwmr2_rail.pk3
Release date            : 2010
Author                  : Player701
Email Address           : [email protected]
Other Files By Author   : First RRWM, can be downloaded at www.iddqd.ru

Description             : This mod replaces all weapons with modified ones,
                          and tries to retain the same balance and feelings
                          of the old Doom. See RRWMr2_Info.txt for details.
                          
                          We use Subversion to track all changes of this mod.
                          See RRWMr2_SVNInfo.txt for details.

Additional Credits to   : Lots of people. See RRWMr2_Credits.txt for details.
                          
===========================================================================
* What is included *

New levels              : None
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : DECORATE, KEYCONF, SBARINFO and some more
Other files required    : None


* Play Information *

Game                    : Doom, Doom II, Plutonia, TNT
Single Player           : Designed for
Cooperative 2-4 Player  : Supported
Deathmatch 2-4 Player   : Supported
Other game styles       : None
Difficulty Settings     : N/A


* Construction *

Base                    : New from scratch
Build Time              : Several months
Editor(s) used          : XWE, UltraEdit 32, GIMP, Paint
Known Bugs              : Weapon casings sometimes don't disappear if they
                          hit a liquid surface.
                          Please avoid using "Drop Weapon" function, as this
                          may cause errors if you drop weapons while reloading.
                          Also, avoid dropping the Adrenaline Capsule, as if
                          you pick it up again, it will count as a collected item
                          (in level stats) another time. This is an engine bug.
May Not Run With...     : Anything other than ZDoom and GZDoom


* Copyright / Permissions *

Authors may NOT 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.
REAL RELOAD WEAPON MOD - INFO

Real Reload Weapon Mod R2 is the successor to the first RRWM, released in 2009.

The primary purpose of RRWM is: add some new stuff while retaining the original game balance and feelings. This mod replaces all standard weapons with new ones, adds reload capabilities to them, and finally redesigns some items.

Weapon Description:

This mod uses my new reload system, which I called ReloadAPI. It is very easy to use in other mods, and I will soon release an example file with code and documentation on how to use it. Originally, it was taken from Doom 3 Weapons Mod, with some bugs fixed. Then, with introduction of ZDoom's (and GZDoom's) custom states, I redesigned it and it now has no Doom 3 Weapons Mod code.

Slot 1: Marine Fists. Your standard fists, require no ammo. You can punch enemies with them. If an Adrenaline Capsule is active, the damage from the fists significantly increases. Replaces the normal fist. (Sprites taken from ZDoom Advanced Mod, sounds taken from Doom 3);

Slot 1: Chainsaw. This chainsaw was inspired by the one from ZDoom Advanced Mod. By default it is inactive. When activated with primary or alternative fire, all the monsters in player's radius are alerted. In this state you can start sawing enemies. The chainsaw can be manually stopped, or is stopped automatically when the gasoline runs out. Then it automatically recharges. If you pick up another chainsaw when the gasoline level is not full, it immediately restores to 100%. Replaces the normal chainsaw. (Sprites taken from Zero Tolerance by Zero Prophet, but I also found some sprites in Doom 3 Weapons Mod, and some more. Sounds taken from Doom 3);

Slot 2: Pistol. This is one of the weapons you start with. Not so accurate, but you don't have a second choise at the start. Each clip contains 10 bullets. Replaces the normal pistol. (Sprites taken from Zero Tolerance by Zero Prophet, sounds taken from Doom 3);

Slot 3: Shotgun. This is one of the main weapons. Very unaccurate, but effective in mid-range. Shells are loaded directly into the tube, you can load up to 8 of them. Replaces the normal shotgun. (I have seen these sprites in many mods, but this most likely originates from Weapons Resource Wad (Duke 3D Shotgun by Daniel). Sounds taken from Quake 4);
        A little tip: you can interrupt the shotgun reloading if you select another weapon during the reload process or fire the shotgun or press the reload key another time during reloading.

Slot 3: Double Barrel Sawn-Off Shotgun. Extremely unaccurate, and thus can be used only in mid- and close-range. Holds up to 8 shells. Replaces the Super Shotgun. (Sprites taken from Zen Dynamics by Xaser. Also some of its code is based on the code of the similar weapon in Zen Dynamics. See the PK3 Decorate code file for this. Sounds taken from Doom 3)
  
Slot 4: Zen-II Handgun. One-handed SMG. That's all. Each clip - 40 rounds. Replaces the Chaingun. (Sprites taken from Zen Dynamics by Xaser, sounds taken from Doom 3);

Slot 5: Striker Missile Launcher. This is an explosive one. Fires small but devastating missiles (Cyberdemons now also use these). Each missile pack - 5 shots. Replaces the Rocket Launcher. (Sprites taken from Zen Dynamics by Xaser, sounds taken from Quake 4 and Half-Life 2, some sounds from Zen Dynamics);
Slot 5: Railgun. This weapon replaces the previous one if rrwmr2_rail.pk3 is used (see some info below). It fires a beam that rips through all enemies on the line of fire. The Railgun has a 5-shot battery;

Slot 6: Hyperblaster. Acts like the Plasma Rifle from the original Doom. Each cell - 40 shots. Replaces the Plasma Rifle. (Sprites taken from Zen Dynamics by Xaser, but I also found some of them in Skulltag (Railgun). Sounds taken from Quake 4);

Slot 7: Disruptor Pulse Cannon. Extremely powerful energy weapon. Spends 40 ammo units at once. Each battery holds up to 80 units, so you can only fire 2 times, then you must reload it. Replaces the BFG9000. (Sprites taken from Zero Tolerance by Zero Prophet, sounds taken from Doom 3);

New Items:

Most of the items simply had their look updated. The only item that functions not like a standard Doom one is the Adrenaline Capsule. It is placed in the inventory upon pickup. When you activate it, it increases your maximum health level that can be reached with standard health kits, and adds health right up to the newly increased level. The Capsule also reduces 50% of all damage done to you, and increases the power of your Fists.

New Armor:

There have been some new armors added. Here is the list of all of them:

Light Vest: 50 units, absorbs 25% damage.
Light Suit: 100 units, absorbs 33% damage.
Light Armor: 150 units, absorbs 50% damage.
Heavy Armor: 250 units, absorbs 75% damage.
Shield Armor: 350 units, absorbs 100% damage. Replaces the Megasphere.
                          
Armor Parts, replacing Armor Bonuses, grant 33% protection.
                          
You can find Light Vest and Light Suit in place of a Green Armor, and Light Armor and Heavy Armor in place of a Blue Armor.

New Monsters:

Zombies are also equipped with modified weapons. They even know how to reload it, although only when clip expires.

Some Additional Files:

rrwmr2_rail.pk3 implements a RRWM1-style railgun with zoom capabilities. It replaces the Striker Launcher.

End of file.