[Release] RV-007 Doom Weapons v09
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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.
- RV-007
- Posts: 1501
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Re: [Release] RV-007 Doom Weapons v02
v02: Hotfix
-New and better radio and visor sprites
-Credits proper
-Better item sounds
-New and better radio and visor sprites
-Credits proper
-Better item sounds
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
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Re: [Release] RV-007 Doom Weapons v03
v03:
After some tests w/ zbludv41.wad, I made the ammo use of the hell chainsaw's altfire to 6 hell chainsaw traps. There's too much abuse in holding all that ammo (ammo pickup returns only 1 hell chainsaw trap). Use wisely.
After some tests w/ zbludv41.wad, I made the ammo use of the hell chainsaw's altfire to 6 hell chainsaw traps. There's too much abuse in holding all that ammo (ammo pickup returns only 1 hell chainsaw trap). Use wisely.
- RV-007
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Re: [Release] RV-007 Doom Weapons v04
v04:
I added in music w/ more kick, but kept the quantity to a minimum (to prevent as much processor lag as possible).
I mentioned adding a black plague weapon, but I can't determine poisondamage duration (weapon change cancelled).
I added in music w/ more kick, but kept the quantity to a minimum (to prevent as much processor lag as possible).
I mentioned adding a black plague weapon, but I can't determine poisondamage duration (weapon change cancelled).
- RV-007
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Re: [Release] RV-007 Doom Weapons v05
In the next update, I'm going to add in NAM .voc audio files. They sound cool. I will try to make my custom player class to replace the default doom player w/o clear playerclasses.
- RV-007
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Re: [Release] RV-007 Doom Weapons v06
v06:
I was not able to get my custom player class to replace the default player class, but @ least I was able to add some sounds to the states of the UAC Marine player class. Idle, attack, pain, and death sounds; some on occasions, blah blah blah. Enough said. Oh yeah, Rosenkreuzstilette's Sichte Meister miscellaneous portrait as Player.Portrait of UAC Marine player class. It's like the Twisted Metal/Viligante 8 character screen, lol.
I was not able to get my custom player class to replace the default player class, but @ least I was able to add some sounds to the states of the UAC Marine player class. Idle, attack, pain, and death sounds; some on occasions, blah blah blah. Enough said. Oh yeah, Rosenkreuzstilette's Sichte Meister miscellaneous portrait as Player.Portrait of UAC Marine player class. It's like the Twisted Metal/Viligante 8 character screen, lol.
- RV-007
- Posts: 1501
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Re: [Release] RV-007 Doom Weapons v06
Whoops, I forgot to remove the comment block from the music playlist.
I finally figured out why some of the songs become softer after a re-loop. It seems that there was no cut-off in the decrease of volume and the re-loop will just pick off from the last command in the given channels.
I finally figured out why some of the songs become softer after a re-loop. It seems that there was no cut-off in the decrease of volume and the re-loop will just pick off from the last command in the given channels.
Spoiler: Songs to be fixed
- RV-007
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Re: [Release] RV-007 Doom Weapons v07
v07: Working Around Shootable Inanimate Objects
After messing around w/ shootable inanimate objects, I figure that the warp_fist weapon will become an interference so I made a work around if the case ever involves shootable inanimate objects. Althold state triggers and reloops the warp self operation until you either miss on fire state or change weapons. I tried to make the rail_chain's rail particle into laser particles.
After messing around w/ shootable inanimate objects, I figure that the warp_fist weapon will become an interference so I made a work around if the case ever involves shootable inanimate objects. Althold state triggers and reloops the warp self operation until you either miss on fire state or change weapons. I tried to make the rail_chain's rail particle into laser particles.
- BloodyAcid
- Posts: 372
- Joined: Thu Jul 26, 2012 10:28 pm
- Location: Canadia
Re: [Release] RV-007 Doom Weapons v07
Why might I ask is the file 80+MB? Since there are no new graphics as stated by your first post, I'm guessing that 75MB of it is belongs to chunky mp3's?
- RV-007
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Re: [Release] RV-007 Doom Weapons v07
I'll make one w/o the music (which will speed up the loading process). I'll also try LocalSetMusic for a change (I certainly need to know how to make a ACS script lump first and how to execute/stop ACS script commands. Sticky flame actor classes now play A_StartFire and A_FireCrackle (supposed to fix that earlier).
- RV-007
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Re: [Release] RV-007 Doom Weapons v07
@ the mean time, I am uploading a release that should replace any default resource. It looks cool too. That's all.
I might get to the ACS (for the music) or try a Active/Inactive state for held items w/i inventory (for switching lights or playing music [if successful, this should reduce the number of items needs w/i the player class {and no more switching to other items b/c it would be a switchable item by Active/Inactive state}]).
I might get to the ACS (for the music) or try a Active/Inactive state for held items w/i inventory (for switching lights or playing music [if successful, this should reduce the number of items needs w/i the player class {and no more switching to other items b/c it would be a switchable item by Active/Inactive state}]).
- RV-007
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Re: [Release] RV-007 Doom Weapons v07
I forgot to add a song. I got bz_wtg and something_annihilation to look into for gameplay compatibility. It is being uploaded now. I changed archvile sprite and sounds into something custom; I think it works out.
- RV-007
- Posts: 1501
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Re: [Release] RV-007 Doom Weapons v07
I still got the music files and music ACS list to go. @ the moment, I compiled a skin list for anyone who might want to use a different skin (see op).
- RV-007
- Posts: 1501
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Re: [Release] RV-007 Doom Weapons v08
v08: Thing_Damage for Less Lag of Sticky Flame Actors Fix
-Still got the music audio files to fix (some of them don't close correctly).
-Music list player still in decision.
-Made less lag for (near) constant use of flame scorcher (no more A_Explode's z height thrust though).
-Still got the music audio files to fix (some of them don't close correctly).
-Music list player still in decision.
-Made less lag for (near) constant use of flame scorcher (no more A_Explode's z height thrust though).
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
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Re: [Release] RV-007 Doom Weapons v09
v09: Music Play by ACS
-That means when you press use to play (some random music), the music plays just like that, no/little delay in waiting for it to load.
-That's about it, but boy does it make gameplay much smoother.
-That means when you press use to play (some random music), the music plays just like that, no/little delay in waiting for it to load.
-That's about it, but boy does it make gameplay much smoother.