Accessories to Murder (ww-doomnukem): on Github

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Re: Accessories to Murder (ww-doomnukem)

Postby -Ghost- » Fri Jul 26, 2013 2:05 pm

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.


I'm happy to see the ammo counter, that was my only real complaint about your original HUD, the bars just weren't exact enough for me.
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Re: Accessories to Murder (ww-doomnukem)

Postby Hellstorm Archon » Fri Jul 26, 2013 2:12 pm

I haven't had the time to check this out, but this is seriously one awesome looking mod, and I can't believe I'm saying this, but this mod looks like the Brutal Doom away from Brutal Doom, and I needed a break from it.

EDIT: Maybe you can upload a gameplay video of this, Weasel?

DoomNukem wrote: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.


Please finish that, sir. I must have it. :mrgreen:
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Re: Accessories to Murder (ww-doomnukem)

Postby Springy » Fri Jul 26, 2013 2:34 pm

Another weapon mod by Wild Weasel? Christmas has come early it seems. Nice to see DN's weapon sprites used in this they are absolutely fantastic!
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Re: Accessories to Murder (ww-doomnukem)

Postby doomfiend » Fri Jul 26, 2013 3:33 pm

I can see that skull face thing there blocking the view a bit. it may be best to remove it all together sadly but other than that. Great job! best one I've seen to date
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Re: Accessories to Murder (ww-doomnukem)

Postby Max Dickings » Sat Jul 27, 2013 5:54 pm

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.



Feedback? Well you know, the skull is a little intrusive.

Otherwise gimmie gimmie :wub:


And make the objectives easier to remove? I like to be surprised at the ends of levels with massive hordes.
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Re: Accessories to Murder (ww-doomnukem)

Postby Gifty » Sat Jul 27, 2013 10:04 pm

This is beautiful.
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Re: Accessories to Murder (ww-doomnukem)

Postby jpalomo » Sat Jul 27, 2013 10:55 pm

The trench shotgun feels a little clunky to use. When firing while zooming, the fire rate is significantly slower. There is also a slight bug where you can use alt-fire to cancel reloading without pumping the shotgun, requiring you to pump it the next time you go to fire instead. You can fix it like this:
Spoiler:

You will also need to allow zooming during the reloadwork state by modifying A_WeaponReady to keep consistency.
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Re: Accessories to Murder (ww-doomnukem)

Postby DoomNukem » Sat Jul 27, 2013 11:57 pm

Max Dickings wrote:
Feedback? Well you know, the skull is a little intrusive.

Otherwise gimmie gimmie :wub:


And make the objectives easier to remove? I like to be surprised at the ends of levels with massive hordes.


It might be a little while dont have any sort of ETA as Id like to make this visor hud mostly final, I was thinking about making a mech cockpit one in the near future just for funsies.

the skull was going to be transparent but i think ill remove it all together, the actual objectives were on seperate graphics but the objectives title and screen hologram-thingy were on the mask layer, ive opted to remove the hologram thingys so it will be as simple as removing the graphic related to stats
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Re: Accessories to Murder (ww-doomnukem)

Postby Big C » Sun Jul 28, 2013 3:21 am

I think I have a new favorite near-vanilla mod now.

Only complaint: There's no 'normal' way for a pump-shotty to spawn in Ultimate DooM in this mod.
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Re: Accessories to Murder (ww-doomnukem)

Postby Mike12 » Sun Jul 28, 2013 7:41 am

This is awesome! It's been a long time since I've seen a cool and compact add-on like this.
Also I really need to do the 4:3 and maybe a high-res version of my old hud; all this cool new stuff is makin' me feel pretty obsolete. :lol:
Last edited by Mike12 on Sun Jul 28, 2013 8:00 am, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)

Postby iSpook » Sun Jul 28, 2013 8:00 am

Is it silly that I assumed that Weasel would name this guy, based on his past couple of Mods and their Lore, "John GuywithaShotgun"?
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Sun Jul 28, 2013 11:32 am

Big C wrote:Only complaint: There's no 'normal' way for a pump-shotty to spawn in Ultimate DooM in this mod.

Because it is now the Super Shotgun replacement.
Doom'd Marine wrote:Is it silly that I assumed that Weasel would name this guy, based on his past couple of Mods and their Lore, "John GuywithaShotgun"?

He doesn't start with a shotgun, though. =P
jpalomo wrote:The trench shotgun feels a little clunky to use. When firing while zooming, the fire rate is significantly slower. There is also a slight bug where you can use alt-fire to cancel reloading without pumping the shotgun, requiring you to pump it the next time you go to fire instead.

You will also need to allow zooming during the reloadwork state by modifying A_WeaponReady to keep consistency.

I fixed it by instead setting the A_WeaponReady during reload to WRF_NOSECONDARY.
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Re: Accessories to Murder (ww-doomnukem)

Postby chronoteeth » Sun Jul 28, 2013 11:34 am

why not make a shotgunner have like a super rare chance to drop the pump shotgun? granted it wont do much change in terms of gameplay, but it does give the chance to gnab it in doom 1 and doom 1 wads and at the same time being balanced enough in most normal wads.
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Re: Accessories to Murder (ww-doomnukem)

Postby wildweasel » Sun Jul 28, 2013 11:34 am

I honestly don't see the point. If a wad wants to give you SSG power, they'll give you the damn SSG.
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Re: Accessories to Murder (ww-doomnukem)

Postby Lippeth » Sun Jul 28, 2013 11:55 am

I personally like where this is going. Weapon selection order does initially throw off what we're used to, but if we're willing to realize that this is a mod, not vanilla Doom, then it's just pure awesome.
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