Modern Deathmatch (looking for mappers)
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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.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
Anybody who wants to try and make reload sprites can find the sprites here.
http://www.mediafire.com/?o8awbpu1g4mwq5q
http://www.mediafire.com/?o8awbpu1g4mwq5q
Re: Modern Deathmatch
I can't download it... it just keeps showing that MDMWEAPONS.zip thing, and nothing more.
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
Re: Modern Deathmatch
The shotgun in this mod shoots the exact way I've always wanted to mod it
I like the way the weapons are set up, but weapon balance is hard to distinguish without actually playing it online Hopefully I might be able to con someone into playing it with me XD
I like the way the weapons are set up, but weapon balance is hard to distinguish without actually playing it online Hopefully I might be able to con someone into playing it with me XD
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
Made my own reload sprites that I think are quite good. Will be updating download tomorrow.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
UPDATED!!!!!!!!!!!
But for some reason, I can't get the reload sound working for the UZI.
Could somebody look at the code for the uzi and make the reload sound working?
But for some reason, I can't get the reload sound working for the UZI.
Could somebody look at the code for the uzi and make the reload sound working?
- wildweasel
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Re: Modern Deathmatch
Show me your code (for both the weapon and SNDINFO)?masterofmorag wrote:UPDATED!!!!!!!!!!!
But for some reason, I can't get the reload sound working for the UZI.
Could somebody look at the code for the uzi and make the reload sound working?
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
Uzi Code:
actor Uzi : Weapon Replaces PlasmaRifle
{
//$Category weapons
obituary "%o was peppered by %k's uzi."
radius 20
height 16
attacksound "MicroUzi/Fire"
inventory.pickupmessage "You got the uzi!"
weapon.ammotype "MDMClip"
weapon.ammouse 1
weapon.ammogive 32
Weapon.AmmoUse2 "1"
Weapon.AmmoType2 "HandGrenadeAmmo"
Decal "BulletChip"
Scale 0.75
states
{
Ready:
MUZI A 1 A_WeaponReady
loop
Deselect:
MUZI A 1 A_Lower
loop
Select:
MUZI A 1 A_Raise
loop
Fire:
MUZI A 0 A_PlayWeaponSound ("MicroUzi/Fire")
MUZI B 1 A_FireCustomMissile ("LightBullet", random(-3,3), 1, 0, 0, 0, random(-3,3))
MUZI A 0 A_SetAngle(angle + (frandom(-0.3,0.3)))
MUZI A 0 A_SetPitch(pitch - (frandom(0.2,0.2)))
MUZI A 0 A_GunFlash
MUZI A 0 A_SpawnItemEx("PisCaseSpawn",20,0,29,0,0,0,0,128)
MUZI A 1 Radius_Quake (1,2,0,1,0)
"####" A 0 A_CheckForReload (32, "Reloaded")
MUZI A 0 A_PlaySound ("Clip/Load2")
UZIR CBC 2
MUZI A 3
UZIR CBC 2
"####" A 0 A_ResetReloadCounter
Reloaded:
TNT1 A 0 A_ReFire
Goto Ready
Flash:
TNT1 A 2 bright A_Light1
TNT1 A 2 bright A_Light2
TNT1 A 0 bright A_Light0
stop
Spawn:
MUZP A -1
stop
AltFire:
MUZI A 1 OffSet (0, 32)
MUZI A 0 OffSet (0, 35)
MUZI A 1 OffSet (0, 37)
MUZI A 0 OffSet (0, 40)
MUZI A 1 OffSet (0, 43)
MUZI A 0 OffSet (0, 46)
MUZI A 1 OffSet (0, 49)
MUZI A 0 OffSet (0, 52)
MUZI A 1 OffSet (0, 55)
MUZI A 0 OffSet (0, 58)
MUZI A 1 OffSet (0, 61)
MUZI A 0 OffSet (0, 64)
MUZI A 1 OffSet (0, 67)
MUZI A 0 OffSet (0, 70)
MUZI A 1 OffSet (0, 73)
MUZI A 0 OffSet (0, 76)
MUZI A 1 OffSet (0, 79)
MUZI A 0 OffSet (0, 82)
MUZI A 1 OffSet (0, 85)
MUZI A 0 OffSet (0, 88)
HNDG A 0 OffSet (0, 88)
HNDG A 1 OffSet (0, 85)
HNDG A 0 OffSet (0, 82)
HNDG A 1 OffSet (0, 79)
HNDG A 0 OffSet (0, 76)
HNDG A 1 OffSet (0, 73)
HNDG A 0 OffSet (0, 67)
HNDG A 1 OffSet (0, 70)
HNDG A 0 OffSet (0, 64)
HNDG A 1 OffSet (0, 61)
HNDG A 0 OffSet (0, 58)
HNDG A 1 OffSet (0, 55)
HNDG A 0 OffSet (0, 52)
HNDG A 1 OffSet (0, 49)
HNDG A 0 OffSet (0, 46)
HNDG A 1 OffSet (0, 43)
HNDG A 0 OffSet (0, 40)
HNDG A 1 OffSet (0, 37)
HNDG A 0 OffSet (0, 35)
HNDG A 1 OffSet (0, 32)
HNDG BCD 2
HNDG E 2 A_PlaySound("weapons/grnpullpin")
HNDG FGHH 2
HNDG I 2 A_PlaySound("weapons/grntoss")
HNDG J 0 A_FireCustomMissile("ThrownGrenade1",0,1,0,0)
Goto End
End:
HNDG J 0 A_PlaySound("weapons/grntoss")
HNDG JKLMNOPQ 2
NULL A 12 A_CheckReload
MUZI A 0 OffSet (0, 88)
MUZI A 1 OffSet (0, 85)
MUZI A 0 OffSet (0, 82)
MUZI A 1 OffSet (0, 79)
MUZI A 0 OffSet (0, 76)
MUZI A 1 OffSet (0, 73)
MUZI A 0 OffSet (0, 67)
MUZI A 1 OffSet (0, 70)
MUZI A 0 OffSet (0, 64)
MUZI A 1 OffSet (0, 61)
MUZI A 0 OffSet (0, 58)
MUZI A 1 OffSet (0, 55)
MUZI A 0 OffSet (0, 52)
MUZI A 1 OffSet (0, 49)
MUZI A 0 OffSet (0, 46)
MUZI A 1 OffSet (0, 43)
MUZI A 0 OffSet (0, 40)
MUZI A 1 OffSet (0, 37)
MUZI A 0 OffSet (0, 35)
MUZI A 1 OffSet (0, 32)
goto Ready
}
}
SNDINFO:
Clip/Load2 CLIPLOA2
actor Uzi : Weapon Replaces PlasmaRifle
{
//$Category weapons
obituary "%o was peppered by %k's uzi."
radius 20
height 16
attacksound "MicroUzi/Fire"
inventory.pickupmessage "You got the uzi!"
weapon.ammotype "MDMClip"
weapon.ammouse 1
weapon.ammogive 32
Weapon.AmmoUse2 "1"
Weapon.AmmoType2 "HandGrenadeAmmo"
Decal "BulletChip"
Scale 0.75
states
{
Ready:
MUZI A 1 A_WeaponReady
loop
Deselect:
MUZI A 1 A_Lower
loop
Select:
MUZI A 1 A_Raise
loop
Fire:
MUZI A 0 A_PlayWeaponSound ("MicroUzi/Fire")
MUZI B 1 A_FireCustomMissile ("LightBullet", random(-3,3), 1, 0, 0, 0, random(-3,3))
MUZI A 0 A_SetAngle(angle + (frandom(-0.3,0.3)))
MUZI A 0 A_SetPitch(pitch - (frandom(0.2,0.2)))
MUZI A 0 A_GunFlash
MUZI A 0 A_SpawnItemEx("PisCaseSpawn",20,0,29,0,0,0,0,128)
MUZI A 1 Radius_Quake (1,2,0,1,0)
"####" A 0 A_CheckForReload (32, "Reloaded")
MUZI A 0 A_PlaySound ("Clip/Load2")
UZIR CBC 2
MUZI A 3
UZIR CBC 2
"####" A 0 A_ResetReloadCounter
Reloaded:
TNT1 A 0 A_ReFire
Goto Ready
Flash:
TNT1 A 2 bright A_Light1
TNT1 A 2 bright A_Light2
TNT1 A 0 bright A_Light0
stop
Spawn:
MUZP A -1
stop
AltFire:
MUZI A 1 OffSet (0, 32)
MUZI A 0 OffSet (0, 35)
MUZI A 1 OffSet (0, 37)
MUZI A 0 OffSet (0, 40)
MUZI A 1 OffSet (0, 43)
MUZI A 0 OffSet (0, 46)
MUZI A 1 OffSet (0, 49)
MUZI A 0 OffSet (0, 52)
MUZI A 1 OffSet (0, 55)
MUZI A 0 OffSet (0, 58)
MUZI A 1 OffSet (0, 61)
MUZI A 0 OffSet (0, 64)
MUZI A 1 OffSet (0, 67)
MUZI A 0 OffSet (0, 70)
MUZI A 1 OffSet (0, 73)
MUZI A 0 OffSet (0, 76)
MUZI A 1 OffSet (0, 79)
MUZI A 0 OffSet (0, 82)
MUZI A 1 OffSet (0, 85)
MUZI A 0 OffSet (0, 88)
HNDG A 0 OffSet (0, 88)
HNDG A 1 OffSet (0, 85)
HNDG A 0 OffSet (0, 82)
HNDG A 1 OffSet (0, 79)
HNDG A 0 OffSet (0, 76)
HNDG A 1 OffSet (0, 73)
HNDG A 0 OffSet (0, 67)
HNDG A 1 OffSet (0, 70)
HNDG A 0 OffSet (0, 64)
HNDG A 1 OffSet (0, 61)
HNDG A 0 OffSet (0, 58)
HNDG A 1 OffSet (0, 55)
HNDG A 0 OffSet (0, 52)
HNDG A 1 OffSet (0, 49)
HNDG A 0 OffSet (0, 46)
HNDG A 1 OffSet (0, 43)
HNDG A 0 OffSet (0, 40)
HNDG A 1 OffSet (0, 37)
HNDG A 0 OffSet (0, 35)
HNDG A 1 OffSet (0, 32)
HNDG BCD 2
HNDG E 2 A_PlaySound("weapons/grnpullpin")
HNDG FGHH 2
HNDG I 2 A_PlaySound("weapons/grntoss")
HNDG J 0 A_FireCustomMissile("ThrownGrenade1",0,1,0,0)
Goto End
End:
HNDG J 0 A_PlaySound("weapons/grntoss")
HNDG JKLMNOPQ 2
NULL A 12 A_CheckReload
MUZI A 0 OffSet (0, 88)
MUZI A 1 OffSet (0, 85)
MUZI A 0 OffSet (0, 82)
MUZI A 1 OffSet (0, 79)
MUZI A 0 OffSet (0, 76)
MUZI A 1 OffSet (0, 73)
MUZI A 0 OffSet (0, 67)
MUZI A 1 OffSet (0, 70)
MUZI A 0 OffSet (0, 64)
MUZI A 1 OffSet (0, 61)
MUZI A 0 OffSet (0, 58)
MUZI A 1 OffSet (0, 55)
MUZI A 0 OffSet (0, 52)
MUZI A 1 OffSet (0, 49)
MUZI A 0 OffSet (0, 46)
MUZI A 1 OffSet (0, 43)
MUZI A 0 OffSet (0, 40)
MUZI A 1 OffSet (0, 37)
MUZI A 0 OffSet (0, 35)
MUZI A 1 OffSet (0, 32)
goto Ready
}
}
SNDINFO:
Clip/Load2 CLIPLOA2
Re: Modern Deathmatch
Uh, could you put your code in code tags
Makes it much easier to read.
Code: Select all
like this?
- ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: Modern Deathmatch
@masterofmorag: Why are you still using that method for the weapon reload?
Not to mention that you haven't implemented the proper grenade function into it either...
Unless of course that's old code.
Not to mention that you haven't implemented the proper grenade function into it either...
Unless of course that's old code.
Re: Modern Deathmatch
Those reloads are waaaay to fast. You'll have to change the time it takes to reload if you want something decent.
Here is one i tried using your sound/time
http://www.swfcabin.com/open/1302922271
As you can see, it's quite terrible, there simply isn't enough time to have a believable movement, and he didn't even cock the weapon after reloading, if i put in weapon cocking as well the whole thing would play really fast and look bad.
Here is one i did with my own timing, i still tried to keep it rather quick though.
http://www.swfcabin.com/open/1302922501
Now i know he cocks the gun through the sights but i couldn't be bothered to cut that out and put it on a new layer blah blah blah, this is more of an example really, and they're fun to do and it only took like 10-15mins.
Also the flash video seems to pause on the first sound, that is not intended. And give it time to load the movie.
Here is one i tried using your sound/time
http://www.swfcabin.com/open/1302922271
As you can see, it's quite terrible, there simply isn't enough time to have a believable movement, and he didn't even cock the weapon after reloading, if i put in weapon cocking as well the whole thing would play really fast and look bad.
Here is one i did with my own timing, i still tried to keep it rather quick though.
http://www.swfcabin.com/open/1302922501
Now i know he cocks the gun through the sights but i couldn't be bothered to cut that out and put it on a new layer blah blah blah, this is more of an example really, and they're fun to do and it only took like 10-15mins.
Also the flash video seems to pause on the first sound, that is not intended. And give it time to load the movie.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch
Wow that looks really good, could you do that for all the weapons?
- ChronoSeth
- Posts: 1631
- Joined: Mon Jul 05, 2010 2:04 pm
- Location: British Columbia
Re: Modern Deathmatch
For some reason it's bothering me that you can't see the clip in his hand as he's taking it out and loading a new one. Otherwise, that's looking really good.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
Re: Modern Deathmatch (looking for mappers)
Finally started working on this project again after a few months and I am looking for mappers. See the first post for more info.
And I removed the new reloads because I thought they looked terrible. I also made a few small tweaks.
And I removed the new reloads because I thought they looked terrible. I also made a few small tweaks.
- masterofmorag
- Posts: 25
- Joined: Mon Jul 12, 2010 10:49 pm
- Location: A Secret Area
- rollingcrow
- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
- Graphics Processor: nVidia with Vulkan support
Re: Modern Deathmatch (looking for mappers)
Nice to see the shotgun spread looks better now, but the regeneration appears to still work after death, so bots still can't respawn.