A fairly Ximple weapons mod

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Xim
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A fairly Ximple weapons mod

Post by Xim »

I've made a fairly simple weapons mod. Centre viewed weapons, no reloading or a lot special effects. They're still more advanced then the stock doom weapons though.

Spoiler:
Download links:
DRD Team Share Space
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See screenshots here!
Last edited by Xim on Thu Jun 03, 2010 3:17 pm, edited 5 times in total.
ArchXeno
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Re: A fairly Ximple weapons mod

Post by ArchXeno »

The requested URL /index.php/files/get/_C5mJl9zZD/xim-ximple.zip was not found on this server.

Link is dead. Reupload please?
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TheDarkArchon
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Re: A fairly Ximple weapons mod

Post by TheDarkArchon »

Drdteam is down at the moment, hence the message.
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Xim
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Re: A fairly Ximple weapons mod

Post by Xim »

I made a new sendspace download link.
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chronoteeth
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Re: A fairly Ximple weapons mod

Post by chronoteeth »

This is a solid "quickie" mod. Does the deed without all of the glitz. However, some things just seemed a tad irkish:

-The m16's firing frames look really out there, like its blatantly easy to see instead of blending in, and pop out like an eye sore.
-The shotgun's muzzle frame looks odd. Its like the hand and a bit of the gun grows out or something.
-Hearing the stock shotgun sound (with pump) for both the SSG and the assault shotgun feel out of place.
-The auto shotgun on key 6 just feels a bit out of place on key 6.
-While not a terribly serious problem, the auto shotgun's pick up has a very noticeable grip, whereas the in game sprite shows doom guy not holding any grip at all.
-The guns feel very "steady". No kick back at all, and a tad off putting. With some sprite kick back, stuff like the muzzle flash problems are a lot less noticeable.

Either than that though, this is a lotta fun! I wouldn't mind seeing more guns n' stuff added to this! Its built quite well C:
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Matt
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Re: A fairly Ximple weapons mod

Post by Matt »

Ooh, nice!

I'll second chronoteeth's comment about the shotgun sound, though... would be nice too to have something a bit closer to the double-shot sound.

I really like how the sniper rifle fits in with the rest of the weapons - deadly but not overpowered, a very niche weapon that can be used as a normal weapon in a pinch but clearly serves a distinct purpose. I've never bothered with the zoom, though - the lower/raise delay combined with the extremely limited view usually means it's faster for me to watch a couple pixels move and line up my normal crosshair with that.

...or use my own custom zoom alias. :P
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Xim
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Re: A fairly Ximple weapons mod

Post by Xim »

Thanks for the comments guys. Here's an update, mostly me agreeing with chrono's comments.

-Fixed up the M16 muzzle flash
-Fixed the shotgun sounds
-Autoshotgun has a fixed up pick-up sprite, more noticable kick-back, and a new alt-fire!
-Sniper rifle's scope goes in and out quicker
-Sniper and autoshotgun have switched places.
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chronoteeth
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Re: A fairly Ximple weapons mod

Post by chronoteeth »

This is more or less another personal beef, but after using the sniper rifle for awhile, the scope backside's colors seem really messed up, and the auto shotgun's new firing sound is dear lord overpowered sounding. Also, speaking of sounds, the ssg no longer has its loading sounds.
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Xim
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Re: A fairly Ximple weapons mod

Post by Xim »

chronoteeth wrote:Also, speaking of sounds, the ssg no longer has its loading sounds.
Really? That's weird because it's working fine for me. :? Maybe it's just kinda faded out by the shotgun sound. but I can still hear it just fine.

Anyways, I made a quick update, fixing the issue with the buckshot's shooting frames.
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Matt
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Re: A fairly Ximple weapons mod

Post by Matt »

Xim wrote:Sniper and autoshotgun have switched places.
Ugh, totally skimmed over chronoteeth's comment that led this one and wasn't able to vehemently disagree with it on time. :) I just don't see how the new setup makes any sense - the old setup meshed well with Doom, 3 was the hard-hitting slow-shooting hitscan and 6 was the rapid-fire room-sweeper. And the new altfire definitely bumps it up to the level of a "6" weapon compared to the sniper.

Mind, I kinda have a thing about any mod that has railguns and the railgun is almost invariably at 6, so I may be a bit biased.

...is there any particular reason why the shotgun guy dies silently?
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Xim
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Re: A fairly Ximple weapons mod

Post by Xim »

Vaecrius wrote: ...is there any particular reason why the shotgun guy dies silently?
I must have forgot to put in the new death sound. :roll:
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DoomRater
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Re: A fairly Ximple weapons mod

Post by DoomRater »

Okay, so after playing with this a while it seems to me that all the power is in the middle tier. The upper tier weapons don't really have it... mostly because the sniper rifle's damage is too RANDOM. Sometimes it can kill a demon in one shot and sometimes it won't kill an IMP in one shot. That and due to the split of ammo types the final weapon's power level is underwhelming. What I liked was how the buckshot was the first gun you pick up and the combat shotgun is the second. That makes so much more sense.
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Re: A fairly Ximple weapons mod

Post by Matt »

/r/ update with a rifle scope that doesn't have a lowering black box

I think the damage is fine, but it is annoying when you've got both the delay and the "hold attack button" inaccuracy. One or the other should be enough.

(also /r/ animation of using the bolt or whatever it is the rifle uses to chamber a new round, but that's just me being hypocritical :V)

Also did I mention how absolutely genius the almost Quake-like shotgun is?
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