wanisea wrote:*snip
TheOldKingCole wrote:Is it possible that when you switch to no reloading the hud could change so that it shows max ammo and not what you have in your clip?
-Ghost- wrote:Are Voxels supposed to default to on every time you start up? I've noticed I have to turn them off again every time.
Neccronixis wrote:Here's some considerations for this mod:
- Zombieman rifle fire volume is higher than the player's
- Adjust rocket explosion sprites offests so they emanate closer to centre point of rocket impact
- Convert all sprites to PNG paletted (DOOM) in Slade to remove stray transparent pixels. You will only get 256 colours, but it is much less work than manually erasing transparent pixels
- Use a sound loop for chainsaw wall and flesh impact like Final Doomer
- Make Chainsaw not pull players towards monsters
- Remove chaingun sprite bobbing during fire
- Increase rate of fire for the bfg (BFGG A 21 A_WeaponReady >> BFGG A 1 A_WeaponReady). Only because I feel it is less powerful than the vanilla BFG.
- Use the knuckle duster punch sprites from Final Doomer because they are higher quality
Some weapons have a secondary attack. For the sake of consistency, can I suggest:
- A toggleable laser sight for increased accuracy instead of iron sight zoom for the rifle - OR a super accurate semi automatic secondary attack
- Zombieman drops either rifle or pistol that can be used akimbo.
- Primary fire for the shotgun is always classic pump, while secondary attack is faster pump with less accuracy
- Primary chaingun fire is slower (approx 600rpm) yet more accurate and has no wind up/down delay, (and secondary attack is the existing primary attack)
- A continuous hitscan beam attack for the BFG 9000 - OR make the default firemode a charged attack that increases in power the longer you hold the trigger - like Doom 3
Dr_Cosmobyte wrote:Voxels, more CVARS, tweaked altfires, no Colt 45 (As far as i can remember) and more i can't remember.
theroguemonk wrote:what is cvars and what do they give?
Cyanide wrote:theroguemonk wrote:what is cvars and what do they give?
Try googling it. Once. Just once...
theroguemonk wrote:yes but what has changed or been added in short verison
LedIris wrote:theroguemonk wrote:yes but what has changed or been added in short verison
Cosmobyte's explanation pretty much nails it. For a slightly longer version:
Essentially, this mod overhauls the vanilla arsenal without replacing monsters or adding drastic gameplay changing features. It adds more satisfying animations and sound effects, as well as some quality of life changes, such as picking up individual shells, and a quick punch ability. CVARs, in this case, simply means there are more options available to customize in the mod. For example: you can enable/disable reloading, turn off smoke effects and shell casings, change shotgun pump styles, and more. This project is not focused on including more weapons (except the assault rifle) it instead focuses more on making the entire arsenal useful and satisfying.
theroguemonk wrote:the new weapons of saturn has an assault rifle now too btw ..
theroguemonk wrote:Dr_Cosmobyte wrote:Voxels, more CVARS, tweaked altfires, no Colt 45 (As far as i can remember) and more i can't remember.
i am not good at the codiing side what is cvars and what do they give?
without th ecolt that is one of my fav weapons
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