Accessories to Murder (ww-doomnukem): on Github

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Re: Accessories to Murder (ww-doomnukem)

Postby Ctrl+Alt+Destroy » Wed Jul 24, 2013 8:08 pm

Heh, I agree. And besides, I don't have time to record each individual sound only to delete 'em and attempt to make another sound that fits better.

But that aside, this isn't half bad. I tip my hat to you. Erm, well I mean I would if, I... had a hat. Bah whatever. :P
Last edited by Ctrl+Alt+Destroy on Sun Nov 17, 2013 9:10 pm, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Wed Jul 24, 2013 8:11 pm

Yeah - most of my work entails taking a "source" sound (usually something with the same sort of "feel" that I'm going for), then if I need to, for example, add reverb or bass, I don't run the "boost bass" filters on it, I find another sound with the right bass feel to it and merge it in. The revolver sound, for example, is a mixture of the original one from DN's pack, merged with the FN FAL from the IJC Pack.
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Re: Accessories to Murder (ww-doomnukem)

Postby Ctrl+Alt+Destroy » Wed Jul 24, 2013 8:16 pm

wildweasel wrote:one from DN's pack, merged with the FN FAL from the IJC Pack.

This is one of the parts that gets me. Merging. If I take two sounds, for example, that sound somewhat dull, I'll probably never take the time to merge them. And that's a kind of disadvantage, because sometimes with two dull sounds, together they make a new and fresh sound. I'm just not good at that sort of thing.
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Re: Accessories to Murder (ww-doomnukem)

Postby Max Dickings » Wed Jul 24, 2013 8:20 pm

Ahhhh so he sent you that visor version too huh?

Looks way better than the one I came up. /uses!
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Wed Jul 24, 2013 8:25 pm

Max Dickings wrote:Ahhhh so he sent you that visor version too huh?

I just used what was included with the pack to begin with. =P
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Re: Accessories to Murder (ww-doomnukem)

Postby Max Dickings » Wed Jul 24, 2013 8:30 pm

wildweasel wrote:
Max Dickings wrote:Ahhhh so he sent you that visor version too huh?

I just used what was included with the pack to begin with. =P


... oh yeah. Didn't notice he had it up as a separate dl on the google drive. Stupid me :p

Damn, he kept the "Objectives" border/background as part of the main file. Wish I could edit that out, besides removing the lines in sbarinfo.
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Re: Accessories to Murder (ww-doomnukem)

Postby Ctrl+Alt+Destroy » Wed Jul 24, 2013 8:38 pm

The HUD doesn't really display properly in some resolutions. It just get's cut off and I can't see everything. It's very minor though, I suppose. I can fix it by just switching aspect ratios. But it's a bit annoying.
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Re: Accessories to Murder (ww-doomnukem)

Postby Lippeth » Wed Jul 24, 2013 8:46 pm

wildweasel wrote:the pump shotgun's spread is X 2, Y 2, while the sawed-off has X 7, Y 4 - a bit more than twice as much. Maybe I should up the spread a lot and then give it another half point of damage.


You know what, I've actually gotten used to it after playing for more than a second. It doesn't exactly lay down a crowd like the SSG, but it's only firing one shell at a time, and there are other weapons that can clear a room more efficiently, so I can agree that it's fine as it stands.
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Re: Accessories to Murder (ww-doomnukem)

Postby Ctrl+Alt+Destroy » Wed Jul 24, 2013 9:29 pm

Have you considered adding a SSG alt-fire?
Last edited by Ctrl+Alt+Destroy on Sun Nov 17, 2013 9:07 pm, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)

Postby Marrub » Wed Jul 24, 2013 9:49 pm

Could you add an A_WeaponReady in that one itsy bitsy pause in the check reload state? Cause otherwise the weapons don't bob when you hold down R and are fully loaded.
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Wed Jul 24, 2013 9:52 pm

Marrub wrote:Could you add an A_WeaponReady in that one itsy bitsy pause in the check reload state? Cause otherwise the weapons don't bob when you hold down R and are fully loaded.

Uhhh....don't do that?
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Re: Accessories to Murder (ww-doomnukem)

Postby Marrub » Wed Jul 24, 2013 10:04 pm

wildweasel wrote:
Marrub wrote:Could you add an A_WeaponReady in that one itsy bitsy pause in the check reload state? Cause otherwise the weapons don't bob when you hold down R and are fully loaded.

Uhhh....don't do that?


but it's just
one little piece of codeeeee
Image
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Wed Jul 24, 2013 10:23 pm

It might be one little piece of code, but why should I bother? Why would you do that?
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Re: Accessories to Murder (ww-doomnukem)

Postby iSpook » Wed Jul 24, 2013 11:51 pm

It might just be me, but the Rocket launcher replacement could stand to be buffed a tiny bit.
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Re: Accessories to Murder (ww-doomnukem)

Postby Slax » Thu Jul 25, 2013 9:27 am

Dang, weasel. You pretty much fulfilled the goals of my own lil' project with this mod. Shotgun switcharoo, quick as lightning handgun vs slow and powerful one. Mmm.
...except I would've gone with micro rockets instead of mini ones. SUPER RAPID FIRE :mrgreen:

Nice selection of audio as well. Too bad we didn't get any tweaked mid-high tier enemies.
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