Faspons [JULY 20 2023] - Now Monster Pack Compatible!
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
May I can suggest this kind of grenades and kicks..?
http://media.moddb.com/images/downloads ... KICK.2.png
https://media1.giphy.com/media/zlxyolA0QHOMM/200_s.gif
or this one
http://www.realm667.com/index.php/en/ar ... nd-grenade
http://media.moddb.com/images/downloads ... KICK.2.png
https://media1.giphy.com/media/zlxyolA0QHOMM/200_s.gif
or this one
http://www.realm667.com/index.php/en/ar ... nd-grenade
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
Oh, nice catch. I'll find one.Echelon5 wrote:ALSO, somehow I forgot this, a pickup sound for the grenades?
I've had it in mind to change the kick sprites for a long time now. I only used these ones because they were available right off the bat. I wish I could find a way to make them change colour based on what colour you chose for your player, but I might just have to stick to green.NullWire wrote:May I can suggest this kind of grenades and kicks..?
http://media.moddb.com/images/downloads ... KICK.2.png
https://media1.giphy.com/media/zlxyolA0QHOMM/200_s.gif
or this one
http://www.realm667.com/index.php/en/ar ... nd-grenade
- Neccronixis
- Posts: 206
- Joined: Fri Dec 23, 2011 10:53 pm
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
I did a little update with the rocket launcher and minigun sprites by indexing the colour so that it matches the doomguy hands palette as well as redoing the magazine for the rocket launcher:
http://www.mediafire.com/download/yxx1o ... 26+RPG.pk3
EDIT: That should do it.
http://www.mediafire.com/download/yxx1o ... 26+RPG.pk3
EDIT: That should do it.
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
i love memes
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
Suggestion:
I've been trying to figure out why I have such mixed feelings about the RPG, and I think I narrowed it down:
It feels more like a grenade launcher or a slug thrower than something that fires high explosive ordinance. So, a suggestion!
There seems to be weapon groups with two each:
Two automatics: Rifle and Minigun
Pump and Break Action Shotgun
Plasma Rifle and BFG
Why not two explosives?
Something akin to what the RPG is now: high rate of fire, with smaller explosive effect, and then another, slower firing (maybe only two rockets/missiles per mag?) high explosive variant. I also think it might fill out the arsenal a bit more. You'd use the RPG for crowds, and the high explosive weapon for big baddies like Barons, Cyberdemons, Incubi, Masterminds, etc.
You've basically already got the graphics for it; the original Weapons of Saturn launcher with the single loaded rocket, and then the current one with the revolving rocket cylinder.
Thoughts?
I've been trying to figure out why I have such mixed feelings about the RPG, and I think I narrowed it down:
It feels more like a grenade launcher or a slug thrower than something that fires high explosive ordinance. So, a suggestion!
There seems to be weapon groups with two each:
Two automatics: Rifle and Minigun
Pump and Break Action Shotgun
Plasma Rifle and BFG
Why not two explosives?
Something akin to what the RPG is now: high rate of fire, with smaller explosive effect, and then another, slower firing (maybe only two rockets/missiles per mag?) high explosive variant. I also think it might fill out the arsenal a bit more. You'd use the RPG for crowds, and the high explosive weapon for big baddies like Barons, Cyberdemons, Incubi, Masterminds, etc.
You've basically already got the graphics for it; the original Weapons of Saturn launcher with the single loaded rocket, and then the current one with the revolving rocket cylinder.
Thoughts?
- Agitatio
- Posts: 240
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
My favourite gameplay mod so far. Glad to see you're still working on it faslrn.
I was wondering if weapon smoke could be toned down a little bit? I don't want to disable that effect in the options because it makes grenade explosions look much better, but it can be a bit distracting sometimes when firing weapons. Maybe make it so that automatic weapons produce smoke only after you release the trigger? Would also love to see casings, magazines and gore disappear in the water and the like. Like they do in Smooth Doom, but I understand that it might be harder than my previous request.
I was wondering if weapon smoke could be toned down a little bit? I don't want to disable that effect in the options because it makes grenade explosions look much better, but it can be a bit distracting sometimes when firing weapons. Maybe make it so that automatic weapons produce smoke only after you release the trigger? Would also love to see casings, magazines and gore disappear in the water and the like. Like they do in Smooth Doom, but I understand that it might be harder than my previous request.
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
I understand what you mean with the RPG. Currently, it feels like a smaller launcher than the WoS RL or other mods and more like a grenade launcher. I, however, do not want to add more weapons if I can. I added in the grenades as a small subset of explosives and that is the extent I want to try and keep as adding more weapons means I will be out of scope for this mod.Echelon5 wrote:Suggestion:
I've been trying to figure out why I have such mixed feelings about the RPG, and I think I narrowed it down:
It feels more like a grenade launcher or a slug thrower than something that fires high explosive ordinance. So, a suggestion!
There seems to be weapon groups with two each:
Two automatics: Rifle and Minigun
Pump and Break Action Shotgun
Plasma Rifle and BFG
Why not two explosives?
Something akin to what the RPG is now: high rate of fire, with smaller explosive effect, and then another, slower firing (maybe only two rockets/missiles per mag?) high explosive variant. I also think it might fill out the arsenal a bit more. You'd use the RPG for crowds, and the high explosive weapon for big baddies like Barons, Cyberdemons, Incubi, Masterminds, etc.
You've basically already got the graphics for it; the original Weapons of Saturn launcher with the single loaded rocket, and then the current one with the revolving rocket cylinder.
Thoughts?
What I can do however, is take some time to check into the RPG sprites and see if I can make it feel like it has more bang to it. Make it feel like a rocket launcher instead of a small arm that it looks like now.
Hey, thanks for the kind words!Grigori wrote:My favourite gameplay mod so far. Glad to see you're still working on it faslrn.
I was wondering if weapon smoke could be toned down a little bit? I don't want to disable that effect in the options because it makes grenade explosions look much better, but it can be a bit distracting sometimes when firing weapons. Maybe make it so that automatic weapons produce smoke only after you release the trigger? Would also love to see casings, magazines and gore disappear in the water and the like. Like they do in Smooth Doom, but I understand that it might be harder than my previous request.
I can totally add another smoke option called "Min" or something so you would have three options:
- Off
- Minimum
- Full
For the water effects, that is something I can add. There are just some simple water checks but I would have to do it in small waves; casings, mags, then gore. I also want to make the code look a bit neater if I can so I don't clutter the actor defs.
- Agitatio
- Posts: 240
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
Take your time. No rush.faslrn wrote: I can totally add another smoke option called "Min" or something so you would have three options:
That way, it would be less distracting. I understand where you are coming from.
- Off
- Minimum
- Full
For the water effects, that is something I can add. There are just some simple water checks but I would have to do it in small waves; casings, mags, then gore. I also want to make the code look a bit neater if I can so I don't clutter the actor defs.
Say, do you think something should be done to stop potential abuse of kick? Right now you can spam it while running. Maybe make it slow you down or even stop when you do a kick?
Last edited by Agitatio on Wed Jul 27, 2016 3:33 pm, edited 1 time in total.
Re: Faspons [REL: JUL 04 / DEV: JUL 13]
I used to have it where it would stop you when you kicked. I can't remember why I removed it. If I can remember why I removed it, I'll let you know, otherwise I can add it back inGrigori wrote:Take your time. No rush.faslrn wrote: I can totally add another smoke option called "Min" or something so you would have three options:
That way, it would be less distracting. I understand where you are coming from.
- Off
- Minimum
- Full
For the water effects, that is something I can add. There are just some simple water checks but I would have to do it in small waves; casings, mags, then gore. I also want to make the code look a bit neater if I can so I don't clutter the actor defs.
Say, do you think something should be done to stop potential abuse of kick? Right now you can spam it while running. Maybe make it slow you down or even stop when you do a kick?
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
What's that? SSG can now gib lower monsters? Oh okay:
Code: Select all
- SSG gib option now implemented. Can be enabled/disabled in the options.
- Tracers can now be enabled/disabled.
- Agitatio
- Posts: 240
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
SSG doesn't gib if you are as close as possible to a monster.faslrn wrote:What's that? SSG can now gib lower monsters? Oh okay:
Code: Select all
- SSG gib option now implemented. Can be enabled/disabled in the options. - Tracers can now be enabled/disabled.
Last edited by Agitatio on Wed Jul 27, 2016 3:33 pm, edited 1 time in total.
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
I have a special sprite animation that plays where the enemy is cut in half. What I can do however, it make it a chance jump so sometimes it does the normal SSG one or the XDeath.Grigori wrote:SSG doesn't gib if you are as close as possible to a monster.faslrn wrote:What's that? SSG can now gib lower monsters? Oh okay:
Code: Select all
- SSG gib option now implemented. Can be enabled/disabled in the options. - Tracers can now be enabled/disabled.
- Agitatio
- Posts: 240
- Joined: Mon Sep 05, 2011 10:07 am
- Graphics Processor: nVidia with Vulkan support
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
I am aware of existence of such animation. Which actually made me wonder as to why would you add SSG gibing, when you already have that animation. If you want to keep SSG gibing, then in my opinion it should happen when you blast a monster with an SSG while being as close as possible. I feel like it just makes more sense that way.faslrn wrote:I have a special sprite animation that plays where the enemy is cut in half. What I can do however, it make it a chance jump so sometimes it does the normal SSG one or the XDeath.
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
Currently I have it that way so I didn't render one of the death animations obsolete with the mode on. I can however, modify that it so that animation is overwritten.Grigori wrote:I am aware of existence of such animation. Which actually made me wonder as to why would you add SSG gibing, when you already have that animation. If you want to keep SSG gibing, then in my opinion it should happen when you blast a monster with an SSG while being as close as possible. I feel like it just makes more sense that way.faslrn wrote:I have a special sprite animation that plays where the enemy is cut in half. What I can do however, it make it a chance jump so sometimes it does the normal SSG one or the XDeath.
I currently did it due to some requests and also to add some variation with death animations with the SSG (since my sprite work experience is limited, I try to find ways to add death variations as best I can).
Re: Faspons [REL: JUL 04 / DEV: JUL 27]
Would you minded if I did a sound effects pass on this? I feel like a lot of them could be beefed up and/or changed for the better.