[Alpha] The Greaser Enhanced (needs graphics- page 3)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

[Alpha] The Greaser Enhanced (needs graphics- page 3)

Post by DoomRater »

"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).

If you want to check out what I mean, here: http://www.megaupload.com/?d=6J7L8UB0

I decided I wanted to retool the entire weapon mod since then. A few of the changes I wanted to make:
Spoiler:
A few things I've decided to do with the mod outside of what I originally intended include:
Spoiler:
Progress made so far:
Spoiler:
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?

Weapon workings!

Code: Select all

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'.

Currently, SVN versions of ZDoom and GZDoom are required. If you don't know where to get those, here: http://nash.wanzafran.com/doomstuff/svn/

Until then, here's the latest version of the mod! (last updated 3:16 PM 9/23/08)
Last edited by DoomRater on Tue Sep 23, 2008 1:14 pm, edited 15 times in total.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [WIP] The Greaser Enhanced

Post by DoomRater »

Anyone want pics?

Image

Image
Last edited by DoomRater on Mon Aug 18, 2008 11:48 am, edited 1 time in total.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [WIP] The Greaser Enhanced

Post by DoomRater »

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
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] The Greaser Enhanced

Post by wildweasel »

DoomRater wrote:-No, Weasel, I have not started that final weapon for Agent Diaz yet
Dude, you want me to help you on Greaser in exchange? I'd totally do it if I knew what you needed.
User avatar
lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: [WIP] The Greaser Enhanced

Post by lizardcommando »

DoomRater wrote: -Yes, cliff, I still need to add those shell casings to your gun
Oh good. I'm glad to hear of a status report for my mod. :)
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [WIP] The Greaser Enhanced

Post by DoomRater »

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.

OGMYGAWWWWWWD CHAIN LIGHTNING GAWWWWWWN
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

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....

http://www.megaupload.com/?d=BUAC8NUX

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!
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [Alpha] The Greaser Enhanced

Post by wildweasel »

You crave feedback, so here's some.

- 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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

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.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [Alpha] The Greaser Enhanced

Post by wildweasel »

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"?
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Okay I went and prettied up the first two posts. Apparently if you have nothing to look at period, nobody comes to play.
Duke Wooze
Posts: 22
Joined: Mon Aug 18, 2008 1:56 pm

Re: [Alpha] The Greaser Enhanced

Post by Duke Wooze »

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?
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Use SVN versions until A_ClearRefire is included in an official release. Forgot to mention that!

Hopefully Skulltag will be updated afterwards as well...
Locked

Return to “Abandoned/Dead Projects”