DuduKrazy's Guns III [IT'S OVER!]
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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.
DuduKrazy's Guns III [IT'S OVER!]
Mod Title: DuduKrazy's Guns III
Source Port: GZDoom
Description:
DuduKrazy's Guns III, is the third installment on the DuduCrazy's Guns weapon mod series. (fourth if you count DuduCrazy's Guns SE) The mod is heavily inspired by the japanese culture, as well as some games like Shadow Warrior, the Shinobi series (16-bit era), etc.
Screenshots:
Features:
- 14 weapons, ranging from traditional ninja weaponry to modern and futuristic ones.
- Two new HUDs.
- New Powerups.
- Some ACS Scripting.
- Better gibs and decals from the Nashgore mod
- Allied marines spawnable at any time.
- Slightly improved graphics for some objects/props/etc.
- Walljumping. (Press the space bar while running towards a wall)
- And more
Trailers:
New Trailer is out! To watch it, go to:
http://www.youtube.com/dudukrazy
Download:
http://www.doomworld.com/idgames/?id=15651
Note: Latest SVN revision is required to run the mod. Get it here:
http://svn.drdteam.org/gzdoom/
Please give me some feedback on the mod. I want to know if there's anything wrong. specially gameplay-wise like whether or not the weapons are overpowered, etc.
Last edited by Duducrazy on Fri May 01, 2009 7:59 am, edited 32 times in total.
- DBThanatos
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Re: [WIP]DuduKrazy's Guns III
Ok, I did a very quick check on this, and it looks truly awesome!! The effects are very well driven. One thing, is that the casing smoke seems to be affected by gravity too, I say that would look better if it didnt.
Re: [WIP]DuduKrazy's Guns III
SecondedDBThanatos wrote:it looks truly awesome!!
I like the huge variety as well as the hud because it is very original. There is something very satisfying about sneaking up on an unsuspecting zombie and slicing his melon off with the sword. Very nice!
- Remmirath
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Re: [WIP]DuduKrazy's Guns III
Ah, finally Rapidshare people understood that cats sucked...
Re: [WIP]DuduKrazy's Guns III
§-Morpheus-§ wrote:Ah, finally Rapidshare people understood that cats sucked...
I just checked this out, and it is absolutely amazing. Nice work .
Re: [WIP]DuduKrazy's Guns III
i didn't like the cats very much. it's like if i had to make an eye exam everytime i want to download something from there.§-Morpheus-§ wrote:Ah, finally Rapidshare people understood that cats sucked...
Re: [WIP]DuduKrazy's Guns III
did anyone find any issues with the wad?
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Re: [WIP]DuduKrazy's Guns III
Hey, i saw your weapon pack. Weapons looks very good overall.
What i didn't like was weapon 8 (first one) effects. When i first saw the weapon i said: WOW that look really powerful, but it wasn't so good and it had that ugly green effect. You should change its graphic effect and try to do something more cool with it.
Anyways, keep it up, your weapon pack is one of the best that i have seen.
PS: I would really like you to give second function to every weapon.
What i didn't like was weapon 8 (first one) effects. When i first saw the weapon i said: WOW that look really powerful, but it wasn't so good and it had that ugly green effect. You should change its graphic effect and try to do something more cool with it.
Anyways, keep it up, your weapon pack is one of the best that i have seen.
PS: I would really like you to give second function to every weapon.
- Matt
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Re: [WIP]DuduKrazy's Guns III
You can rapid-fire the shurikens even without the BOOYAH powerup. Is there any way to make the sword not splash if you stand in guard/altfire and look down at water?Duducrazy wrote:did anyone find any issues with the wad?
Otherwise, pretty awesome mod. Recoil takes a bit of getting used to, but it definitely helps balance out the increased power.
Re: [WIP]DuduKrazy's Guns III
Oh, wow, I'm really liking this. Haven't had much of a chance to test it thus far (too much crashing on this machine) but I'll get a chance to in a few days.
Can't say I have any complaints yet but I'll give it a few good runthroughs in due time and be sure to let you know how it goes.
Can't say I have any complaints yet but I'll give it a few good runthroughs in due time and be sure to let you know how it goes.
Re: [WIP]DuduKrazy's Guns III
Mod Updates:
- Remade the Fullscreen HUD and the Desert Eagles sprites.
- Added a new teleporter fog
- Fixed a bug which caused the Katana alternate attack to trigger a splash.
- Remade the Fullscreen HUD and the Desert Eagles sprites.
- Added a new teleporter fog
- Fixed a bug which caused the Katana alternate attack to trigger a splash.
Re: [WIP]DuduKrazy's Guns III
Hello, I gave this a test and I like what I saw. Specialy that howitzer like rocket multi cluster weapon, the flak cannon and the Vortex weapon fire thing.
The only issiu I think, is that balster rifle thing. (I think it replaces supershotgun or shotgun?) The idle buzz of that thing is a bit loud compared to others.
And also thanks for the HGlass3, I learned from this how to make parts of HUD semi transparent. (thats something I find quite useful for a new hud I'M working on.
The only issiu I think, is that balster rifle thing. (I think it replaces supershotgun or shotgun?) The idle buzz of that thing is a bit loud compared to others.
And also thanks for the HGlass3, I learned from this how to make parts of HUD semi transparent. (thats something I find quite useful for a new hud I'M working on.
Re: [WIP]DuduKrazy's Guns III
Mod Updates:
- Replaced the ammo pickups
- Yet another bug fixed. this time it's about the plasma/lightning particles. sometimes they could be teleported.
- Replaced the ammo pickups
- Yet another bug fixed. this time it's about the plasma/lightning particles. sometimes they could be teleported.
- DBThanatos
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Re: [WIP]DuduKrazy's Guns III
Awesome mod here. Im having some serious fun with this weapon pack.
Bug report:
Both the M870CombatShotgun and the M800Chaingun doesnt turn off the light, i mean, they call A_Light1 but never goes back to A_Light0. Minor, but woth fixing
Bug report:
Both the M870CombatShotgun and the M800Chaingun doesnt turn off the light, i mean, they call A_Light1 but never goes back to A_Light0. Minor, but woth fixing
Re: [WIP]DuduKrazy's Guns III
Fixed!DBThanatos wrote: Bug report:
Both the M870CombatShotgun and the M800Chaingun doesnt turn off the light, i mean, they call A_Light1 but never goes back to A_Light0. Minor, but woth fixing