Accessories to Murder (ww-doomnukem): on Github

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Re: Accessories to Murder (ww-doomnukem)

Postby Matt » Thu Jul 25, 2013 10:59 am

This looks interesting...

- Bug: Chaingun doesn't alert monsters
+ I like the rifle effect
- Might want to hide the user's crosshair when sights mode is on
- Switching between pistols makes it look like the player has 2 left hands
- Maybe make the BFG particles noclip or something to get rid of that silly middle column when it literally goes balls to the wall?
- Edges of hud are getting cut off (1280x800 windowed)
- Any way to make the SSG shoot both shots at once?
+ Fuck yeah hammer
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Thu Jul 25, 2013 11:22 am

Vaecrius wrote:This looks interesting...

- Bug: Chaingun doesn't alert monsters

Oops. Should be fixed now.
- Might want to hide the user's crosshair when sights mode is on

I'll need to create a blank graphic for that to use, since you can't outright disable the crosshair (because Graf Zahl said so). ...And done. The AR and shotgun should not have crosshairs in the way now. Also, I just altered the AR to not recoil as much if firing from the hip, since it has a 2,2 spread when hip-fired compared to the 1,1 it has when zoomed.
- Switching between pistols makes it look like the player has 2 left hands

The intention was to convey that the pistol and revolver are on opposite sides in different holsters; I suppose the animation looks too fast and ruins it...I did just alter the animations a bit though.
- Maybe make the BFG particles noclip or something to get rid of that silly middle column when it literally goes balls to the wall?

Pillowblaster has graciously fixed up the BFG effect. I think you'll like it quite a lot.
- Edges of hud are getting cut off (1280x800 windowed)

DoomNukem is in the process of doing a new alternative visor HUD graphic for those running non-16:9 resolutions.
- Any way to make the SSG shoot both shots at once?

Just hold down the trigger; the two blasts fire off quickly enough that you should barely need a double blast option. [edit] I actually just went in and added some A_Refire pointers to the sawed-off so that holding Fire now lets the two blasts off a little faster. This should remove any need for an altfire.

[edit again] I also just changed the Chaingun; instead of firing 3 pellets per shot, I not only enhanced the sound, I also made it fire 1 pellet per shot, and tripled the fire rate and ammo throughput. New max ammo with backpack is 1800 (up from 600), ammo pickups are worth quite a lot more to compensate for that and the fact that BFG cells randomly replace the big boxes.
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Re: Accessories to Murder (ww-doomnukem)

Postby Marrub » Thu Jul 25, 2013 2:20 pm

wildweasel wrote:It might be one little piece of code, but why should I bother? Why would you do that?

I like fiddling with the controls when I'm not doing anything and I always check for that bug. I don't know why.
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Thu Jul 25, 2013 3:35 pm

The file has been updated today; changes (to the best of my recollection):

  • Changed around some of the sounds on the chaingun.
  • Chaingun's firing sequence altered quite a lot.
  • Chaingun ammo maxes increased from 300/600 to 900/1800 to compensate for altered fire sequence.
  • Draw/holster animations for the pistols are improved.
  • Enemies should be less unfair in damage.
  • BFG effect vastly improved thanks to Pillowblaster.
  • BFG ammo maxes reduced from 30/60 to 10/20, and weapon power drastically increased.
  • Rocket launcher's power increased a bit.
  • Automap now shows acquired weapons and ammo levels.
  • Assault rifle recoil for hipfire reduced by ~60%.
  • Ironsight modes for AR and shotgun no longer show crosshairs.
  • Other miscellaneous tweaks and fixes that I couldn't be arsed to remember.
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Re: Accessories to Murder (ww-doomnukem)

Postby USSRBear » Thu Jul 25, 2013 4:34 pm

As of now, this is basically the Wad that I've always been searching for. I like the rebalanced weapons quite a bit. Hell, it'd be awesome to see this turn into a full outright enhancement wad with more special effects, casings, dropped magazines...da woiks. It'd be like Brutal Doom but without the gimmicks which was the main reason why I butt heads with BD, nothing wrong with Brutal Doom but it's definitely not for everybody. This offers better weapons (that Doom always needed in my opinion) without a drastic overhaul with the enemies. And I really like the additional zombies too. Keep it up, quite a few of us like what you're doing =)

One last thing about the rocket launcher; rather than buff the damage, why not add more ammo to its magazine? Maybe have a 10-15 round mag. Idk, just a suggestion/idea.
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Re: Accessories to Murder (ww-doomnukem)

Postby Marrub » Thu Jul 25, 2013 7:43 pm

USSRBear wrote:As of now, this is basically the Wad that I've always been searching for. I like the rebalanced weapons quite a bit. Hell, it'd be awesome to see this turn into a full outright enhancement wad with more special effects, casings, dropped magazines...da woiks.

you could try playing this with beautiful doom
Spoiler:
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Re: Accessories to Murder (ww-doomnukem)

Postby Matt » Thu Jul 25, 2013 9:30 pm

+ New BFG is a thing of unmitigated beauty. I love how the sparks swirl about in the wind.
- Transition from revolver to pistol still looks like you've got 2 left hands - it's not the direction but the complete absence of a time where your hand is out of view and holstering one weapon and drawing out the other, for a very brief moment it almost looks like both guns are visible at once
? I think my revolver just gibbed a shotgunguy


EDIT: I'm not going to spam up this thread with an entire post just to second everything chronoteeth said below, so I'll just say I'm seconding it in this edit.
Last edited by Matt on Fri Jul 26, 2013 12:41 am, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Thu Jul 25, 2013 9:33 pm

Vaecrius wrote:- Transition from revolver to pistol still looks like you've got 2 left hands - it's not the direction but the complete absence of a time where your hand is out of view and holstering one weapon and drawing out the other, for a very brief moment it almost looks like both guns are visible at once

This honestly is something I don't plan to fix; my intention was for both pistols to be very fast to select/deselect.
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Re: Accessories to Murder (ww-doomnukem)

Postby chronoteeth » Thu Jul 25, 2013 10:46 pm

you can still have that and remove the allure of 2 left hands. Just make it have a bit less raise/lower frames, and make the null frame replace the time that you lost from removing those frames of animation. Might make the holstering frames seem a lil more jarring but its better than seeming very jarring from the two left hands
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Re: Accessories to Murder (ww-doomnukem)

Postby Xaser » Fri Jul 26, 2013 1:26 am

Oh wow. The weapon animations in this are ridiculously smooth. :trippy:

Gotta say, though, this is certainly the first time I've seen a mod where the HUD works only in widescreen. Oh, what twisted tables we turn. :P
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Re: Accessories to Murder (ww-doomnukem)

Postby DoomNukem » Fri Jul 26, 2013 2:43 am

Ctrl+Alt+Destroy wrote:Well, that's odd... I don't remember DoomNukem making this many weapon sprites for his weapon expansion for Brutal Doom.


I did the rocket launcher and bfg specifically for this, the concept for the rocket launcher I sort of had the idea for a while.

yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
Image

basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.
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Re: Accessories to Murder (ww-doomnukem)

Postby Valherran » Fri Jul 26, 2013 3:55 am

DoomNukem wrote:
Ctrl+Alt+Destroy wrote:Well, that's odd... I don't remember DoomNukem making this many weapon sprites for his weapon expansion for Brutal Doom.


I did the rocket launcher and bfg specifically for this, the concept for the rocket launcher I sort of had the idea for a while.

yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
Image

basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.


That is an amazing HUD you have their sir.
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Re: Accessories to Murder (ww-doomnukem)

Postby Mikk- » Fri Jul 26, 2013 3:55 am

Another minor nitpick - the Sledgehammer makes a meaty crack sound, even when it hits walls/floors - it sounds like you're hitting flesh all the time.
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Re: Accessories to Murder (ww-doomnukem)

Postby patrik » Fri Jul 26, 2013 5:49 am

DoomNukem wrote:yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
Image

basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.


Amazing piece of work, I am glad that you scrapped idea of bar or some "metaphorical bullets" for ammo gauge and replaced it with classic digits, much more practical, uncluttered and easier to quickly read. I have question about health meter, how does it look when hp is over 100%?

When it will get finished, will you also release it separately, please? Also, will you make special zandronum compatible version of it (I know that zan doesnt support alpha, so you would have to remove those nice dark tints at border of screen, but I wouldnt mind that)? I would be very grateful for that. Good luck! :D
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Re: Accessories to Murder (ww-doomnukem)

Postby Vict » Fri Jul 26, 2013 7:06 am

Awesome mod Wildweasel, you've outdone yourself again.
Some minor stuff like shell casings wouldn't hurt too much, but probably not on the Chaingun... That would get a bit ridiculous.

Also, is it just me or does the shotgun fire slightly below the sights when aiming? The shot lands below where the crosshair would be.
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