[WIP] The Space Pirate (WHERE'S MY UPDATE MARTY?, Pg 34)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Locked
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Mav3rick »

oh i almost forgot, can be done a fix for the pain elemental and lost souls of any kind, they attack non stop and without mercy and is very frustrating, annoying, etc :/

also for some reason when the shotgun have 40 of the normal and 2 of the 3 types of shell have 24 the last one cant reach 24 too, some times it may vary but no idea why it happens
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Valherran »

TheRailgunner wrote:Load after v0.1.2e as desired.

This patch should load properly after the base archive. It includes the changes made in the previous patch, as well as a brand new weapon, the Bargo Automatic Weapon System Model "C", a belt-fed, bullpup assault rifle/light machine gun with a high rate of fire and a burst-fire setting utilizing a idealized intermediate cartridge, the 6.66x48mm round.

EDIT: It occurs to me that I did not make sprites for melee attacks while holding this weapon.

Changes to come:

*Cleaned up, proper animations for the new weapon
*Reload showing the bullpup design of the weapon
*Balance with rest of the arsenal
*Sweet-ass underbarrel automatic grenade launcher altfire
Weapons slots 2, 3, and 5 cannot be switched to for some reason...
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Cardboard Marty »

Image

Hmm...
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Captain J »

looks like it's gonna use the cryo rounds, or high caliber rounds.
User avatar
hitmanx
Posts: 425
Joined: Sat Dec 18, 2004 4:58 am

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by hitmanx »

My favourite pistol from that game.

I like the microwave gun weapon too, the 'X-43 MIKE'

You should try and implement Ada's cube phone thing somehow. That'd be awesome.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Captain J »

Spoiler: Ey, marty. check this out!;
sorry for make you wait a lot, i should have done this long ago!
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Cardboard Marty »

hitmanx wrote:You should try and implement Ada's cube phone thing somehow. That'd be awesome.
I have no idea how I would work it in, but you never know!
cube phone confirmed
Captain J wrote:
Spoiler: Ey, marty. check this out!;
sorry for make you wait a lot, i should have done this long ago!
That looks amazing! I love it! Great job! :D
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Cardboard Marty »

Image
Quite a vexing situation we've gotten ourselves into...
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by comet1337_old »

new character with new melee attacks and combos

calling it
User avatar
scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by scalliano »

Marty Kirra wrote:Quite a vexing situation we've gotten ourselves into...
I see what you did there ...
User avatar
Theshooter7
Posts: 456
Joined: Sun Mar 05, 2006 6:44 pm

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Theshooter7 »

I gave this a try with Putrefier. I like it a lot! The current weapons feel pretty dynamic and interesting enough to use all of them in various situations. If anything, I really want more. :D

My only things to note are:
  • The Zeke's shell switching, while about as optimal as it can be, still feels a tiny bit clunky. I suppose this is in the interface of how you select them, and by that I mean that a tiny (for my resolution) A_Print is called in which I have to stop in the middle of the action to read the message. What I suggest is perhaps coloring the message in some way for an immediate hint. For example:
    [Buckshot Shells Selected]
    or
    [Shock Shells Selected]
    or even just
    [Poison Shells Selected]
  • Most of the weapons have a nice 'oomph' to them, but I feel like the Crossbow's explosive bolt explosion is extremely underwhelming. Half the time when I fire the thing, I don't even realize it exploded. I get that it probably shouldn't be some devastating nuclear bomb, but in its current state I just see it as a delayed extra damage done to whatever is hit, instead of a crowd-control ammo type, and so I end up just using the normal arrows instead most of the time.
These complaints aside, this is probably Cacoward material right here. 8-)
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Cardboard Marty »

Thank you for the feedback! Your colored message suggestion actually is in already, just not in the latest build, but I think someone somewhere along the lines suggested it and Scroton put it in. So you'll see it in the next official build! We'll take a look at the crossbow explosion and see what we can do. Thanks again for the kind words!
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Slax »

How about some o' this for our dear melee pirate? Punch, punch, BLAM, kick, BLAM, grin. Mwaahahahaha!
Toberone
Posts: 290
Joined: Sun May 12, 2013 10:58 pm

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Toberone »

Not sure if you did anything about it or not, so this may be irrelevant but regarding the rictus.

It eats up my frame rate something fierce. I wouldnt say my computers great and all but I can run msx and the like so it can't be that bad.

Thing is the rictus shows up in the mod hard-doom too, but I can look at it just fine. I think the reason may be you have too many pointlights on the rictus's flames, maybe just a pointlight on one flame or the rictus's frames?
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain
Contact:

Re: [WIP] The Space Pirate (V.0.1.2e Alpha Released!)

Post by Cardboard Marty »

Slax wrote:How about some o' this for our dear melee pirate? Punch, punch, BLAM, kick, BLAM, grin. Mwaahahahaha!
That'd be badass! But alas, there's no sawn-off shotgun in TSP...yet.
Toberone wrote:It eats up my frame rate something fierce. I wouldnt say my computers great and all but I can run msx and the like so it can't be that bad.
Noted! Thank you for the feedback, we'll look into it! (by "we'll" I mean Scroton will)
Locked

Return to “Gameplay Mods”