Accessories to Murder (ww-doomnukem): on Github

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

Postby USSRBear » Tue Nov 11, 2014 5:23 pm

Yo Weasel, we ever going to see some badass replacement for the Cyberdemon and Spiderdemon? That's what I'm really waiting for =)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Captain J » Tue Nov 11, 2014 5:29 pm

IF, Some volunteers can join us and tribute for it. Even we made some of the bases of them thanks to slax, but it couldn't finished. So i hope you can wait and lurk more til they got any news.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Tue Nov 11, 2014 6:48 pm

USSRBear wrote:Yo Weasel, we ever going to see some badass replacement for the Cyberdemon and Spiderdemon? That's what I'm really waiting for =)

This is entirely up to whether or not any talented artists can get me the sprites I need for them.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Rowsol » Tue Nov 11, 2014 6:52 pm

What about all the ones on Realm667? They not what you're lookin for? I particularly like the Overlord boss and the Inferno dragon, but they aren't really doomish.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Tue Nov 11, 2014 7:21 pm

Well, if you'd like to help contribute, this thread is where you should look.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Sun Dec 07, 2014 12:28 pm

Not sure how much this is worth bumping the thread over, but I've pushed a small update to Git that contains new behavior for the Cyberdemon, or as I've taken to calling him, the CyberDragoon.

Instead of firing three rockets that are somewhat easy to dodge, the CyberDragoon will spend one second acquiring a target (the laser dot is both visible and audible, currently DSTINK but will change later), after which he will fire a fast and powerful canister rocket at the player's last known direction. Countering this behavior requires a battle tactic similar to that of the Arch-Vile, where it is important that you get behind something while the Dragoon is locking on.

The inspiration of the name comes from his lock-on behavior, which I've taken inspiration from the Sega Saturn game, Panzer Dragoon.

CyberDragoon does not currently have new sprites or sounds except for his rockets. I'm still in the market for those, by the way.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Sun Dec 07, 2014 12:55 pm

I noticed that the Git build how has the revolver fire multiple hitscans at once, so as to be able to penetrate past enemies who don't survive. With this, shouldn't the ammo be changed to something else? The entire point of dum-dum rounds is that they DON'T penetrate, but stick inside the target and deform/deliver shock, causing greater injury.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Sun Dec 07, 2014 12:56 pm

I'd be more likely to change the lore to suit, honestly.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Sun Dec 07, 2014 12:57 pm

That's what I figured. Instead of dum-dum, they'd be FMJ or something. Assuming the entire gun isn't being remodeled from the ground up, that is.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Sun Dec 07, 2014 12:58 pm

Ed the Bat wrote:Assuming the entire gun isn't being remodeled from the ground up, that is.

Perhaps something heavier, like a tungsten-filled round? =P
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Ed the Bat » Sun Dec 07, 2014 1:02 pm

It's a sci-fi world, and you've always had a penchant for creative new stuff. I never had any doubt you'd come up with something cool for it. It simply occurred to me the other night that part of the lore would need to be changed for this new gameplay adjustment; something that could easily have been forgotten or overlooked. I didn't realize it until thinking about it for a little bit.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Sun Dec 07, 2014 1:38 pm

What I should really do is get back to figuring out the best way to implement the lore in the actual game. I had thought about help pics, but I don't know. Maybe a DoomRL-style popup would work better? The real problem is that I'm looking for a way that it'll be easier to format without having to manually insert line breaks and text wrapping...or the hideously bloated Menudefs from ww-terror.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby Xyplex » Fri Dec 12, 2014 2:47 am

just out of Curiousity since i wont read through the 70+ Pages to find the answer sorry but is there a way to get a zandronum compatible version of the hud to work in the skin folder
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby wildweasel » Fri Dec 12, 2014 3:59 am

silverdethx wrote:just out of Curiousity since i wont read through the 70+ Pages to find the answer sorry but is there a way to get a zandronum compatible version of the hud to work in the skin folder

Sorry, I don't know what features prevent the HUD from working in Zandronum.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Postby DEDLI » Sat Dec 20, 2014 10:23 am

Two questions:
1. Was it intentional that the rocket launcher be made automatically swappable to when the previous gun runs empty? That last close-up rocket I shot was pretty painful, for the zombie and me both :P
2. Why no update to the first post about the GitHub transfer?
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