Modern Deathmatch (looking for mappers)

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
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.
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch

Post by masterofmorag »

Anybody who wants to try and make reload sprites can find the sprites here.

http://www.mediafire.com/?o8awbpu1g4mwq5q
User avatar
bleant
Posts: 224
Joined: Thu Jan 20, 2011 9:37 am

Re: Modern Deathmatch

Post by bleant »

I can't download it... it just keeps showing that MDMWEAPONS.zip thing, and nothing more.
User avatar
Apothem
Posts: 2070
Joined: Sat Nov 29, 2003 7:13 pm
Location: Performing open heart surgery on an ACS compiler.

Re: Modern Deathmatch

Post by Apothem »

The shotgun in this mod shoots the exact way I've always wanted to mod it :D

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
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch

Post by masterofmorag »

Made my own reload sprites that I think are quite good. Will be updating download tomorrow.
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch

Post by masterofmorag »

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?
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: Modern Deathmatch

Post by wildweasel »

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?
Show me your code (for both the weapon and SNDINFO)?
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch

Post by masterofmorag »

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
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Modern Deathmatch

Post by amv2k9 »

Uh, could you put your code in code tags

Code: Select all

like this?
Makes it much easier to read.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Modern Deathmatch

Post by ChronoSeth »

@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.
User avatar
hitmanx
Posts: 425
Joined: Sat Dec 18, 2004 4:58 am

Re: Modern Deathmatch

Post by hitmanx »

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.
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch

Post by masterofmorag »

Wow that looks really good, could you do that for all the weapons?
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Modern Deathmatch

Post by ChronoSeth »

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.
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch (looking for mappers)

Post by masterofmorag »

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.
User avatar
masterofmorag
Posts: 25
Joined: Mon Jul 12, 2010 10:49 pm
Location: A Secret Area

Re: Modern Deathmatch (looking for mappers)

Post by masterofmorag »

Updated!
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: Modern Deathmatch (looking for mappers)

Post by rollingcrow »

Nice to see the shotgun spread looks better now, but the regeneration appears to still work after death, so bots still can't respawn.
Post Reply

Return to “Levels”