[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

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DoomKrakken
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

Nrmlfishrwhalespum, I can give you my version if the download link isn't working still...
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

Hey, MagSigmaX...

In your next version of Project MSX, can you switch around the controls, so that the functions of GZDoom's Secondary Firing Function (the melee strikes) and your custom Alternate Weapon Function (scoping and changing firing functions) are swapped? This way, GZDoom's Secondary Firing Function makes it so that the weapons do their alternate weapon functions (if they have such functions) and your custom Alternate Weapon Function has the player do a melee strike with the weapon (or charge the Mega Punch if using fists).
Last edited by DoomKrakken on Tue Feb 17, 2015 11:45 pm, edited 1 time in total.
Alteisen
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Alteisen »

So is there no Rad Suit power-up for this mod? And what does the Defense Sphere do? Does it upgrades your shield?
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

Alteisen wrote:So is there no Rad Suit power-up for this mod? And what does the Defense Sphere do? Does it upgrades your shield?
Nope. No Radsuit. You have a recharging shield, though... but the lack of radsuit for preserving shield is a bit annoying when you have overshield you want to conserve. But still, the recharging shield would make your powersuit into a radsuit, in essence, as it protects your health.

Also, the Defense Sphere makes it so that you (your shields and health) take 50% less overall damage, while active.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by cem26 »

you should make badass kick,like brutel doom
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Big C
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Big C »

cem26 wrote:you should make badass kick,like brutel doom
He already has instant-melee, so no. He shouldn't. Hell, his mod arguably has SMOOTHER melee combat than Brutal DooM and its useless fatalities.

Also, READ THE NEW RULES: http://forum.zdoom.org/viewtopic.php?f= ... 78#p810131
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by iSpook »

Big C wrote:
cem26 wrote:you should make badass kick,like brutel doom
He already has instant-melee, so no. He shouldn't. Hell, his mod arguably has SMOOTHER melee combat than Brutal DooM and its useless fatalities.

Also, READ THE NEW RULES: http://forum.zdoom.org/viewtopic.php?f= ... 78#p810131
Maybe you should re-read his post. He ain't talking about the fatalities, m8. And a kick would be awesome.
Also I fail to see how mentioning a feature used by said mod warrants telling him to "read the new rules".
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Devianteist »

Can the mods please lock this thread? Ever since there was a necrobump a little while back, this thread has been getting kicked around uselessly, and it's getting rather annoying seeing this thing dug up so often.

Not to mention the author's inactive (as far as I'm aware).
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by wildweasel »

MagSigmaX has been known to have long periods of inactivity, so it would be unfair to just close his thread.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Devianteist »

Shows what I know. :shrug: Eh well. Live and let live then. Thanks Weasel.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

cem26 wrote:you should make badass kick,like brutel doom
No need. There's already a melee strike you can do with any weapon. I've no clue why Sarge didn't do a weapon swing in Brutal Doom...
wildweasel wrote: MagSigmaX has been known to have long periods of inactivity, so it would be unfair to just close his thread.
About how long?
Alteisen
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Alteisen »

From the mod itself, most aspects are well-polished. But the first-person sprites looks a bit grainy.

While we're at it, how about like a Slug shot alt fire for the Autoshotgun and a High-recoil spreadshot from the Nail Shotgun that uses all 4 shells?

I'm still hopeful for an update for this truly amazing mod.
Are there any existing add-ons to this mod?
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by DoomKrakken »

Alteisen wrote:From the mod itself, most aspects are well-polished. But the first-person sprites looks a bit grainy.


Grainy? How?
Alteisen wrote:While we're at it, how about like a Slug shot alt fire for the Autoshotgun and a High-recoil spreadshot from the Nail Shotgun that uses all 4 shells?
HELL NO.

How would that even work for these weapons? It would just make them unrealistic.

Now, if you want a slug shot, maybe you could make a request for the player to unload the weapon and instead of reloading more 12 Gauge shells, he puts in a magazine of slug shot shells, which are stored in a separate ammo pool. This action would be triggered with the Alternate Weapon Function. It'd be similar to this shotgun I've heard about in the next version of Marty Kirra's "The Space Pirate" which uses 4 different kinds of shells, but only uses one shell type at a time. As for the Nailshotgun, no. Just... no.
Alteisen wrote:I'm still hopeful for an update for this truly amazing mod.
You and me both.
Alteisen wrote:Are there any existing add-ons to this mod?
Yes. There's this Extra Badass Monsters Pack: http://forum.zdoom.org/viewtopic.php?f=19&t=36968

And there's this Multiple IWAD Support Pack: http://forum.zdoom.org/viewtopic.php?f= ... t+MSX+MISP

That's all I know about...
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by Somagu »

It'd be similar to this shotgun I've heard about in the next version of Marty Kirra's "The Space Pirate" which uses 4 different kinds of shells, but only uses one shell type at a time.
That's actually in the current version already.
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