Re: [WIP]Gunslinger 2.0[7/18/2017]

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Re: [WIP]Gunslinger 2.0[Updated 11/7/2016]

Postby inkblot42 » Fri Nov 11, 2016 10:46 pm

The sword and cultist enemies give the western theme a dark fantasy twist that I really like! But speaking of the cultist enemies, the imp replacements projectiles cause my mediocre PC to slowdown, a "toaster mode" that cuts back on the effects for those enemies would be greatly appreciated.
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Re: [WIP]Gunslinger 2.0[Updated 11/7/2016]

Postby Somagu » Sun Nov 13, 2016 2:34 pm

Do you plan on turning the Winchester back into a properly animated lever action, or is it going to stay as it is currently? I liked it better the old way, with the visible levering, also miss the reload animation for the C96, but if those were made in order to speed up the weapons for the sake of balance, I guess that's fine. Absolutely loving the way the new revolver feels, by the way.
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby xenoxols » Fri Nov 25, 2016 11:46 am

Hey guys, update with better animations and... I don't remember but whatevs.
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby xenoxols » Sun Jul 09, 2017 10:57 am

Hey guys, I'm working on this again, here's what to expect in the next update:
Code: Select allExpand view
-Better spinning animation for the revolver
-Spinning the katana
-Faster and improved katana animations
-Firing both barrels of the sawed off at once
-Less awkward C96
-Gatling gun

Here's some screenies.
Image
Image
Image
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby GAA1992 » Sun Jul 09, 2017 11:14 am

YES!!!
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby Whoah » Sun Jul 09, 2017 11:45 am

Huh! Rare to see xenoxols return to a mod! No offense. But anyways I'm happy! This mod was badass!!
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby xenoxols » Sun Jul 09, 2017 12:09 pm

Thanks guys!
Image
Gatling gun is in! It even has a crank animation.
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Re: [WIP]Gunslinger 2.0[Updated 11/25/2016]

Postby Captain J » Sun Jul 09, 2017 12:21 pm

That gatlihg gun looks way too futurstic for the western spaghetti!! D: But looks great tho!
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby xenoxols » Sun Jul 09, 2017 1:05 pm

The new version is available to download!! Look on the OP.
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby mekanchest » Sun Jul 09, 2017 2:27 pm

hey its nice to see your mod again its good :3, btw what version of gzdoom i need to use in this new version??
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby mutator » Sun Jul 09, 2017 2:27 pm

very good! :) I'll play this alot :P are you going to fix where it shows cell pack for original doom and when you pick it up it says you picked up pack of cells? I am really glad you decided to come back and give the mod life again!
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby xenoxols » Sun Jul 09, 2017 2:47 pm

mekanchest wrote:hey its nice to see your mod again its good :3, btw what version of gzdoom i need to use in this new version??

I have no clue, but the newest should work best.
mutator wrote:very good! :) I'll play this alot :P are you going to fix where it shows cell pack for original doom and when you pick it up it says you picked up pack of cells? I am really glad you decided to come back and give the mod life again!

The cell pack will be replaced by whatever the BFG replacement uses.
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby Someone64 » Sun Jul 09, 2017 5:52 pm

Major bug: I had dual revolvers out and 2 bullets on reserve with both revolvers full. I fired 2 from each and the first revolver was reloaded. Automatically pulled out the second revolver and since I had no more ammo to put into it, it got stuck. Can't fire, can't switch.

Also, I'd request a feature that allows you to press zoom or something to switch sides kinda like in Fistful of Frags. I'd like to use my second revolver single handed and also it can be a problem when the offset of bullets causes you to fire into walls due to it being too far into the sides so it would be nice to allow the player to switch sides for any weapon (since he's clearly ambidextrous).

EDIT: Oh, btw. Lack of explosion delay for barrels breaks the way some maps work and also doesn't allow you to safely blow up barrels that are in the way with bullets since they'll blow you up without giving you time to get away. The way they break maps is how some maps rely on the explosion delay to create slow chain reactions.
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby mekanchest » Sun Jul 09, 2017 9:37 pm

nice work with the mod really, thanks to you mod i made the left sprite for a posible skin for your mod for be well something different and the others two are enemies for my project.
Image
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Re: [WIP]Gunslinger 2.0[NEW VERSION!!]

Postby TheLightBad96 » Mon Jul 10, 2017 2:17 am

First term announces his western theme mod and now Xenoxols comes back to his , seeing this makes me wonder if the theme of the Wild West is going to become a thing for a while. I sure hope it does, it's a refreshing change from the Sci-fi action and post 19th century baddassery theme with doom mods. needless to say I am a little bit hyped for the future of this mod.

And I love the new stuff so far since you placed the Gatling Gun in the mod and there are future additions to come. it makes me wonder if the Model 1887s are going to make a comeback as a weaker but more faster shotgun. wherever it does or does not come back I am still fine with it. either way I get to enjoy a new mod.
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