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[v1.5.1, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 6:36 pm
by Marrub
Something I've been working on for nearly half a year now. I think it's playable enough for release now.

Features:
  • Adds attachments and internal upgrades to weapons that replace the Partial Invisibility powerup
  • Some extra punch in the weapons
  • Silencers for weapons, attachable with SHIFT + RELOAD

Screenshots:
Spoiler:


Changelog:
Spoiler:



Github page
README file. Please read this before asking any questions.
Lateset release here, PK7 attached at the bottom.


IRC channel (mostly just to annoy myself with commit notifications): irc://irc.esper.net/#doomcw

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 7:32 pm
by Marrub
Woops, some stuff was broken. So I fixed it.
Spoiler: Changelog

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 8:07 pm
by TheMightyHeracross
  • No decals
  • Laser sight doesn't really do anything besides the actual laser effect, especially rendered useless because of the crosshair.

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 8:10 pm
by Marrub
Decals are not possible now due to engine limitations (because the laser sight is a reallllly hacky implementation), and the laser sight increases the accuracy of your weapon (except on the shotgun, that'd be insane).

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 8:25 pm
by TheMightyHeracross
Hmm, understandable. But why not use LineAttack? Also, the shotgun has no laser sight on its sprites when activated. Also, could we be expecting any other weapons with these soon?

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 8:39 pm
by Marrub
TheMightyHeracross wrote:Hmm, understandable. But why not use LineAttack?

It does use LineAttack. That's exactly why it can't have a decal. :p
TheMightierHeracross wrote:Also, the shotgun has no laser sight on its sprites when activated.

A rewrite of some stuff for a laser sight to show up on weapons is necessary, but I'll see what I can do.
TheMightiestHeracross wrote:Also, could we be expecting any other weapons with these soon?

Yes, once I can get some sprites for them, as I am not talented enough to make a super-angled variant of the rocket launcher and chaingun.

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 10:05 pm
by Endless123
Nice mod :D I like the laser sight attachment :) The view for the berretta and the shotgun when we attach things on them is really well done.

One question : Do you think you will add other attachments like a light (like a flashlight attached to the weapon)?

No matter what you decide to do you have something really good in your hand so keep it up :)

In short i can't wait to see more :D

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Fri Jan 31, 2014 11:02 pm
by Marrub
Endless123 wrote:Nice mod :D I like the laser sight attachment :) The view for the berretta and the shotgun when we attach things on them is really well done.

One question : Do you think you will add other attachments like a light (like a flashlight attached to the weapon)?

No matter what you decide to do you have something really good in your hand so keep it up :)

In short i can't wait to see more :D

Thanks.
Yes, I will add more attachments. I have a lot in mind and a few on the to-do list.
Code: Select allExpand view
/* TO - DO:
 * Bayonet
 * Explosive ammo
 * Better silencer for the shotgun [?]
 * "ACOG" scope
 * Make the laser sight alert monsters, give it a trail, and make it toggle
 * Sawed off shotgun
 */

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Sat Feb 01, 2014 12:36 am
by Endless123
Sounds good :) If you have the time(and the will of course) maybe a light could be a good asset to help a bit in some dark maps you already have plenty to do in your list and i don't want to add to an already tight schedule lol.

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

PostPosted: Sun Feb 16, 2014 1:32 pm
by Marrub
Released v1.5.1. Changelog's at the top.
Endless123 wrote:Sounds good :) If you have the time(and the will of course) maybe a light could be a good asset to help a bit in some dark maps you already have plenty to do in your list and i don't want to add to an already tight schedule lol.

My schedule isn't tight, I just procrastinate far too often. :P
I can add a light, but it might not be very pretty due to software mode compatibility.