[WIP] DoomField v.0.1 (1 gun)

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Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Jeimuzu73 » Wed May 15, 2013 6:57 pm

Put the USAS-12 with explodium Frag-12 shells in- it'll be Terry Crews from the Expendables again!
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Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby revo794 » Thu May 16, 2013 1:59 pm

Try new G3A3:
- Smoother animations FTW
- New ads'ing animation just as DoomNukem suggested
- More game-like weapon stats (taken from weapons' statistics database)
What about gameplay... I understand that I must try really hard to prevent the players from running and shooting and make them try to think. Some things like soft fog and reduced walking-running speed will help that out, but the main goal is to make a nice map that has many routes and tricky places. Also I'll try to make a camouflage suit that will actually depend on the map. Then, I've written some code chunks for the credits system (for example, buying guns in on-map dock).
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Re: [WIP] DoomField v.0.04 (3 guns)

Postby RikohZX » Fri May 17, 2013 10:25 am

Every gun has three frames for each animation, really, the G3A3 has a number of floating bits not properly removed/cropped out, and there's a severe problem with how you're trying to handle the trajectory of the projectiles. If you're ADS, they're relatively accurate, but hipfiring seems to cause them to eject from your right side disjointedly, like they're propelled from a ghost next to you, meaning you have to aim just to the left of anything with the guns so they connect; in a crowded area or thin halls, the bullets are just going to catch on the walls entirely like this. I think you were trying to go for making it seem like the bullets are coming from the gun itself in terms of perspective, but the game doesn't exactly like that.

I'd say something about how the guns are radically unbalanced as well, but I understand that you're going for the 'quick kill' style that Battlefield goes for now, so it's kind of understandable. But it's gonna take some proper maps and movement changing to make it feel balanced at all, since right now you can just zoom across a room while in ADS and kill several enemies / bots / players in seconds with all three guns. I see you're already considering the movement speed thing at least, though.
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Re: [WIP] DoomField v.0.04 (3 guns)

Postby revo794 » Tue May 21, 2013 1:07 am

Well... Guys, let's solve the animations problem once and forever. I want you to say how many frames per second of pure reloading would do best? After we choose the amount, I'll redo the existing guns with slightly improved code.
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Re: [WIP] DoomField v.0.04 (3 guns)

Postby Boreas249 » Tue May 21, 2013 7:08 am

Keep at this, looks promising...
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Re: [WIP] DoomField v.0.04 (3 guns)

Postby revo794 » Thu May 23, 2013 7:39 am

I've decided that 5 frames per second of reloading are nice. Now the deal is just to remake the weapons.
And, guys, if you're up to some beta-testing - write here, we'll try some DM in next week.
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Re: [WIP] DoomField v.0.04 (3 guns)

Postby revo794 » Wed May 29, 2013 4:31 am

Check out a new update!
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby Mav3rick » Wed May 29, 2013 4:20 pm

the gun look nice yet... why when i do iron sight the monster react?
and when the clip is empty and you click to shoot the animation blink?
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby revo794 » Thu May 30, 2013 12:59 am

Thanks, I'll fix it in next version.
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby skyrish10 » Mon Jun 03, 2013 5:31 pm

is it updated yet, revo?
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby revo794 » Thu Jun 06, 2013 3:19 am

I can not get to the computer right now, and won't be able to on entire next week. But the mod will definitely be updated with new elements. Sorry for my absence.
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby The Zombie Killer » Fri Jun 07, 2013 9:11 pm

I messed around with this for a bit and added a few things to it:
* ACS-based sprinting (decorate code is present which can allow you to have a sprinting animation for the gun)
* Footsteps based on player speed (ACS)
* Fixed altfire (aim-down-sights) monster alert
* Cleaned up the code
* Added a few A_WeaponReady(WRF_NoFire|WRF_NoSwitch) calls so the weapon will still sway while firing\reloading
* Bullets won't gib monsters anymore (+NOEXTREMEDEATH)
* Fixed weapon randomly disappearing for 1 tic when out of ammo
* Messed with player class a little, now starts with fully-loaded G3A3 and 5 clips
* Changed pain sounds to bullet impact sounds

EDIT: File updated
* Sprinting makes you zoom out of aiming
* Zombiemen drop clips for G3A3

Feel free to add any of this to the official versions of the mod.
I'll be glad to do some ACS code for you if you wish as well.

DoomField_Custom.pk3

-TZK
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby skyrish10 » Tue Jun 18, 2013 5:57 pm

any updates on this wad?
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby revo794 » Wed Jun 19, 2013 7:00 am

At the moment I'm trying to make graphics for new weps. The longest part BTW.
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Re: [WIP] DoomField v.0.05 (1 gun)

Postby skyrish10 » Sun Jun 30, 2013 5:14 pm

still updated yet?
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