Nah, I already got it handled. But thanks for offering help.DoomRater wrote:I've coded some charging weapons in my day and I make em tic responsive- just ask LizardCommando. It involves a lot of internal counters to keep track of frame delay and which frame to display but it is tic sensitive.
It vastly increases damage; can't be noticed on lower difficulties and minor monsters. You can notice more particles on higher charge.Viscra Maelstrom wrote: Best weapon mod I have ever played.
I have to ask, though, what does charging up the laser do? It doesn't seem to do anything for me. Just tapping the button will do the same thing as charging it up.
- I never had any skill in making gibs, and it's hard time to find something which would fit. (And performance of my mod would propably be really sluggish, when gibbed with some gore mod 200+ monsters at the same time.)ETTiNGRiNDER wrote:So, after trying it out for a little bit (I've by no means seen everything) here are my initial thoughts...
- It'd be nice if there were new gibbing FX; I understand if it's not within the scope of the mod but hitting something with a NUKE and having it more or less stay in one piece as it dies feels kind of disappointing, even if it does one-shot a cyberdemon.
- The Mopanku is now among my favorite weapons. Makes me wish for a good mech warfare mod...
- I like how you implemented the flail. A lot better than what I tried to DECORATE for that graphic.
(Edit: cut a couple things that were mentioned in the first post but not the text file)
- Glad you like it!
- I could make it way more complex, like adding combos which we can see in Zen Dynamics, but I thought people would rather fight way simpler in such mod, so I just turned it into less complex to be easier to use. (And it saved me some work.)
Nah, they are fine for me as they already are, melee is already fast enough. If it is that problematic, I'll do something about it. If not, I'll let it stay as it is.SamVision wrote:Some of the weapons need to faster to fire. The melee weapons mostly.
Something like that. Those weapons are from already mentioned "Additional Packs", which can be used in conjunction with regular Overkill, replacing a bunch of weapons. Some of them were uncategorized, and I showed 'em to spice up the trailers. I dunno if I will release them, since large portion of them isn't as imaginative and original as the ones in main pack. So I will just have to think over with it.Snarboo wrote:I just noticed that a lot of the weapons from the trailer didn't make it in. Is that because this is a beta release or were they cut for some reason?
And I can't release some of the guns without proper permissions (even if I actually did it already, but these really require a one, since they are too awesome to not to ask for a one). I could make a video of them, though. You will get what I mean when you will see it.
Niiiiiceee. My laptop would choke on that, and then crash, mildly spectacularly.Bouncy wrote:I've managed to make some of the most bizarre visuals ever seen in doom thanks to using the Yamato Cannon and another mod.
http://dl.dropbox.com/u/3238714/MadnessShots.7z
Spoiler:See for yourself.
Oh, and yesterday I had played it in multiplayer with Icy and Keksdose; It was quite funny, but lags killed all the joy. I can now only assure you that it is possible, but I am not into making fully working multi now.