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"The Greaser" is an old DeHackEd weapons mod I made a short while before DECORATE took over everything. The main idea behind it was simple- lots of machineguns and hard hitting weapons. If it could throw out devastating power, it was in. I would say the main downfall of it was the complete overpowering factor of the machineguns to the point they were ammo wasters, and way too much power in the shotgun. Not much could be done about that, but there were other flaws with it too- overused sprites, crappy looking reticles, and dependency on the lowering of a sprite to call the raise states of a weapon instead of WeaponReady (a behavior which stopped being true at 63a).
I decided I wanted to retool the entire weapon mod since then. A few of the changes I wanted to make:
Spoiler:
-weaken the machineguns considerably (ready for testing)
-put the grenade on slot 1 with the knife so they're both accessible from the same place (done)
-add throwing knives (done!)
-find something to replace those Uzis (found, not implemented yet)
-weaken the shotgun (scrapped shotgun and added an enhanced coach gun)
-retool the entire machinegun, adding a zero movement penalty for holding it and adding a blast shield to the front
-add enemy detection to the sniper rifle and change the rail effect (still needs updated graphics)
-scrap the final machinegun and put a new power level 5 weapon there
A few things I've decided to do with the mod outside of what I originally intended include:
Spoiler:
-Dual uzi is split into two forms: single uzi and double uzi to keep it on par with the original greaser gun longer
-shotgunners drop ammo for both maghineguns and the coach gun
-Chaingunners drop a spare uzi
-separate the machinegun ammo from the clip ammo pool to make it less common
-separate the rifle ammo from the final weapon ammo (cells)
-retool the hi-tech camo suit so it gives both invisibility and liteamp powerups
-retool the radsuit into the bomb blast suit, adding both ironfeet and noradiusdmg powerups
-armor type changes: green armor will give 50% protection, while the SWAT shield will offer 100% protection AND store the regular armor in the inventory (if there's a way to make this NOT apply with certain weapons, I'm going to implement that on the dual Uzi and machinegun weapons!)
-rebalance the big ammo types so they give more ammo types instead of just 10x ammo
-add kick attacks to the altfire of the starting weapon and to the mounted machinegun while unmounted
Progress made so far:
Spoiler:
-added graphics for the "knife and grenade" pickup so it no longer looks like a single nade
-took the safety handle off the thrown 'nade
-The Single Uzi pickup now actually is a single uzi graphic
-fixed up my blood effects a bit more
-fixed dual uzi glitch when starting a new level: when you have two Uzis the left uzi would not show up until you actually fired it.
-Ammo Depot now replaces the rocketbox- gives a handful of ammo to most ammo types plus two rockets
-RPGs now actually spawn
-fixed: dual uzis kept firing again after death due to a code change
-dual uzis now behave with fire: single uzi alternation and altfire: dual uzi madness
-uzis have new graphic, altered Ruger MP9 graphics- the gun is now called "Oozi"
I need some ideas as what to do with the liteamp googles, since their usefulness will be otherwise replaced by hi tech camo suits once written. Possibly replace those with hi-tech camo suits as well?
Slot 1: Knives and grenades
-fire swings your knife. Holding fire at a distance and releasing throws a knife. Up close holding and releasing will swing harder!
-holding altfire primes a grenade, releasing throws it. Not sure if cooking will be added or not.
Slot 2: Greaser
-fires weak but accurate rounds at a steady pace. Can snipe
-altfire throws a kick that isn't quite as powerful as the knife normally, but moreso with war rage!
Slot 2: Uzis
-you must pick up TWO uzis to dual wield. Otherwise fire and altfire do the same thing.
-with two uzis, fire uses each gun for short bursts, while altfire blasts them both off for even more damage, but even worse aim.
Slot 3: Coach Gun
-fire staggers each barrel (or can fire just a single barrel)
-altfire blasts both barrels off for an extra 25% kick, but the spread is wider vertically
Slot 4: Mounted Machinegun (not implemented)
-once the weapon is set up, a blast shield is erected on the gun protecting the user from direct damage
-fire blasts highly powerful rounds at a good rate
-altfire takes the shield down and unmounts it temporarily so the player can move, fire becomes kick
Slot 5: RPG-5
-Fire sends a highly destructive rocket in the direction of anyone stupid enough to stand and take it
-extremely limited ammo- the box pickups only give one rocket this time around, though they include knives and grenades
Slot 6: Smart Rifle
-at short to medium ranges, will detect shootable targets under the crosshair
-Fire scopes the weapon and releasing puts a high powered round into whatever was in front of it
Slot 7: Chain Lightning Gun (not implemented)
-designed to overwhelm huge groups of enemies from the center
-Ammo is rather scarce, so limit usage
Edit: I still need a graphic for the mounted machinegun, but I think I can wing it using the SWAT graphic I picked up. Once that's done, there really is only one gun that needs fixin'.
It looks like BraveKnight offered some additional rifle scope graphics that I was able to adapt into the scope. Rifle graphics are complete, and everything looks implemented. I also went and made the puff's ricochet sound work today as well. This should be my last bump until I actually post an alpha!
Things I am aware of but have not touched on yet:
-The megasphere gives 200% armor at 50% absorption rate when the SWAT shield (using the same blur armor graphic for the moment) absorbs 100% of damage (why do you still bleed with 100% absorption though?)
-Body armor isn't saved when you pick up the SWAT shield for later (will get fixed somehow)
-Yes, cliff, I still need to add those shell casings to your gun
-No, Weasel, I have not started that final weapon for Agent Diaz yet
I'm trying to think of things I need, but that list of stuff I haven't addressed yet is basically it. Once this is alpha I'll let everyone play and let me know about gripes, tweaks, etc and then go off to finish those other two's projects.
Okay, the dang Chain Lightning Gun isn't done yet, but any DECORATE people who want to take a look at what's there can. Be warned, I will likely need better gun graphics for that than the old supermachinegun graphics I was going to use as a placeholder.
Anyway, screw this- I need feedback more than I need two of the most powerful weapons in this mod done! (After all, the Sniper Rifle was designed to counter the machinegun's mounting anyway) And it's likely I won't get much more work done in the next two days as I'll be busy. So you guys get an easy treat....
Feel free to point out any flaws not mentioned above, things you'd like to see changed, cleaned up, etc. The shadow warrior Uzi's are boing to be next to go, though. Got a line of graphics to work with, but if you think you have something more awesome, speak up!
- No muzzle flashes on the default M16. Feels a bit empty without them.
- No chaingun replacement?
- Set an inventory.icon for the SWAT shield so it doesn't take up the whole damn screen in fullscreen HUD mode.
- There's practically no reason to fire the double-barrel shotgun in single shot mode except to save ammo. It still has to reload every shot like the secondary fire.
Chaingun replacement isn't done, m16?!?!?!?!?!?! What was that gun that was called 'Greaser' and are there any sprites for it? Otherwise will fix "m16" flashes.
DoomRater wrote:Chaingun replacement isn't done, m16?!?!?!?!?!?! What was that gun that was called 'Greaser' and are there any sprites for it? Otherwise will fix "m16" flashes.
Will fix the inventory.icon value shortly.
The default weapon is an M-16 from Marines Doom, isn't it? As for the "greaser"....um, are you referring to the M3 "Grease Gun"?
That's definitely the gun. See, As much as I wanted proper M3 graphics for the first gun, I ended up using those wimpy graphics in the meantime.
By the way, I forgot to mention that you can fire both barrels with single fire, but those two shots are about 80% the strength of the altfire. It's useful when you have two targets to shoot at and need to clear them out. The spread for the altfire is more vertical than horizontal due to the stacking of the barrels.
Updated with a few bugs fixed and a handful of things tweaked.
Guys, if you've played this multiplayer, tell me about balance. Is one gun owning most of the time? Is there too much ammo in some of the pickups? Have you found any anti-player value with the grenades?
Edit: a bug has been found- remember that left uzi firing all the time? The bug is back with a vengeance. I'll fix it some time soon, but further progress is halted till I finish cliff's shells.
I'm having a little trouble with the mod. When I start GZdoom It does its thing just before it starts and it gives me an error. Script error "Grease wad:Decorate" Line 840 Invalid state parameter A_ClearRefire. I guess I need a new version of GZdoom right? If so which one?