Accessories to Murder (ww-doomnukem): on Github

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Thu Oct 23, 2014 6:34 pm

I wasn't really planning on making it downloadable for those particular reasons. I was just bored and thought,"hey, I should make other weapon mods compatible with Brutal DooM." :P
User avatar
Carbine Dioxide
Me and Pain go way back.
 
Joined: 12 Jun 2014
Location: Anywhere.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby -Ghost- » Thu Oct 23, 2014 6:41 pm

Seems like a cool idea, you should post it. BD Lite is my preferred version since I can mess around with other weapon mods that way. Which one are you using, by the way? I've seen so many of them and I'm never sure which one is the best.
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Thu Oct 23, 2014 6:53 pm

Which BD Lite? I don't know, what is the difference?

I might post it, but it's not THAT great of a change, besides regular DooM monsters. Maybe I will make one with the ATM monsters if that's okay with Weasel...

I also have to mention that I had to remove the weapons and classes from BD Lite, making it to where you have to spawn your weapons using:

Code: Select allExpand view
Summon Sledge
Summon DNPistol
User avatar
Carbine Dioxide
Me and Pain go way back.
 
Joined: 12 Jun 2014
Location: Anywhere.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby NeuralStunner » Thu Oct 23, 2014 7:40 pm

... Seriously, why? The mod has monsters already, and they are specifically balanced for the weapons (and vice versa). It honestly comes across as a little rude. :?
User avatar
NeuralStunner
Not "Neutral"
 
 
 
Joined: 21 Jul 2009
Location: capital N, capital S, no space
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Thu Oct 23, 2014 7:51 pm

I just got bored, as I said in the other post. I didn't mean to be rude.
User avatar
Carbine Dioxide
Me and Pain go way back.
 
Joined: 12 Jun 2014
Location: Anywhere.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby TheBadHustlex » Wed Oct 29, 2014 2:06 pm

The weapons in this mod are quite similar to BD's ones, to be honest, but they feel very different when playing with them.
User avatar
TheBadHustlex
Better than stalin.
 
Joined: 03 Oct 2013
Location: 'stria

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby jdredalert » Wed Oct 29, 2014 2:41 pm

Yes, they did. The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
User avatar
jdredalert
Doom, until the end.
 
Joined: 13 Jul 2013

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Wed Oct 29, 2014 2:55 pm

Yeah, kudos for the magazine-based reloading.
User avatar
Kostov
RUS/SRB translator
 
 
 
Joined: 26 Dec 2013
Location: Sweden
Github ID: K0stov

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby NeuralStunner » Wed Oct 29, 2014 3:05 pm

jdredalert wrote:The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
Funny, that's my least favorite part of the mod. :P To each his own, I guess.
User avatar
NeuralStunner
Not "Neutral"
 
 
 
Joined: 21 Jul 2009
Location: capital N, capital S, no space
Discord: NeuralStunner#4201
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Carbine Dioxide » Wed Oct 29, 2014 3:08 pm

That's how I have been coding my weapons, I thought it would make a person break the habit of reloading after every kill.
User avatar
Carbine Dioxide
Me and Pain go way back.
 
Joined: 12 Jun 2014
Location: Anywhere.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Wed Oct 29, 2014 3:08 pm

NeuralStunner wrote:
jdredalert wrote:The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
Funny, that's my least favorite part of the mod. :P To each his own, I guess.

Image

feel it
User avatar
Kostov
RUS/SRB translator
 
 
 
Joined: 26 Dec 2013
Location: Sweden
Github ID: K0stov

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Wed Oct 29, 2014 3:23 pm

If it were truly realistic, reloading early would mean you get an extra round, since there's one chambered in the gun in addition to the full magazine you just slid in.
User avatar
Ed the Bat
I'm tired. I want to go home.
 
Joined: 03 May 2012
Location: Maryland, US
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Kostov » Wed Oct 29, 2014 3:30 pm

Yep.

Talking about all this reloading, is a shell ejected & wasted if you pump a shotgun without firing irl?
User avatar
Kostov
RUS/SRB translator
 
 
 
Joined: 26 Dec 2013
Location: Sweden
Github ID: K0stov

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Wed Oct 29, 2014 3:37 pm

Sure; pumping it sends out the current shell (if one is chambered) and puts in a new one. Whether or not that ejected shell still has powder/primer/shot in it, that's up to you (having fired it or not).

Not that I usually refer to movies for realism, but you can see this in a scene in Indiana Jones and the Kingdom of the Crystal Skull, when Indy asks for some shotshells; a soldier just ejects them from his gun into his hat.
User avatar
Ed the Bat
I'm tired. I want to go home.
 
Joined: 03 May 2012
Location: Maryland, US
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Zhs2 » Wed Oct 29, 2014 4:19 pm

I am not generally a proponent of clip-based reloading, but in this mod specifically I am not bothered by the mechanic. This mod is really good about the last bullets in a magazine being generally useful before reloading, and reloading itself - probably appropriately, seeing that they are clips - is unintrusive for just about every weapon but the trenchgun, which loads based shells. Earlier weapons are much easier to manage ammo for, as well, seeing as most pickups refill one clip per pickup - much less wasteful than Doom's approach.

In a nutshell, I probably would be bothered if weapons took eight years to reload.
User avatar
Zhs2
Power of meh.
 
Joined: 07 Nov 2008
Location: Maryland, USA, but probably also in someone's mod somewhere
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: nekostuffing and 13 guests