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Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Fri Jul 01, 2016 3:02 pm
by LedIris
decided to finally update this sucker again. I've updated a couple of the weapon sounds, most specifically the shotgun and the rifle, as well as removed brightmaps, flat glows and footsteps.
I'd rather these things be optional rather than forced on, as they caused some problems, especially with brightmaps which screwed up some textures in old PWADs.
(They also bloated the file size a bit)
I've also removed the supply crates for now. I'd rather get all of the weapons done and polished before making any major gameplay changes. This sounds a bit ridiculous considering I've been absent for almost two months and nothing has been done.

I'm hoping that I can finally get the BFG and supply crates re-introduced by next update. These changes are not the best, and will probably not be well received, but I will be sure to bring them back once I have everything done.

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Fri Jul 01, 2016 10:57 pm
by -Ghost-
I guess that makes sense, less to tweak before you get everything in. What sort of plans do you have for the next few updates once all the weapons are in?

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 1:15 am
by LedIris
-Ghost- wrote:I guess that makes sense, less to tweak before you get everything in. What sort of plans do you have for the next few updates once all the weapons are in?


Probably some final tweaks with weapon balance if it ever becomes a problem, as well as changes to some sounds and weapon animations. Also, I'll try and get some features in that get requested. :wink:

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 10:05 am
by Dr_Cosmobyte
YEAH! downloading and testing!!!

Ha you know what's curious? I'm getting that first mod you made (with ww-nazis tracers), and modifying it to have some weapons i made, plus some doom 3 and 4 weapons (as of now, my recent beretta [i'll send you a sheet], the centered doom 3 machine gun by sgt shivers and the centered neccronxis [i never spell his name right] SSG i made). It's getting good!

Nice to see you back in action. i have so many things to do that it makes me sad on even beginning doing it...

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 10:16 am
by LedIris
GAA1992 wrote:Ha you know what's curious? I'm getting that first mod you made (with ww-nazis tracers), and modifying it to have some weapons i made, plus some doom 3 and 4 weapons (as of now, my recent beretta [i'll send you a sheet], the centered doom 3 machine gun by sgt shivers and the centered neccronxis [i never spell his name right] SSG). It's getting good!


Awesome! I'm kind of done with Personal Gameplay Mod now. I might end up going back to it someday, but the code is incredibly sloppy and messy that I never really feel like it. I'd love to see the changes that you make to it. It would really breathe some new life into it. :D If you ever want to release your mod of Personal Gameplay Mod, then feel free.

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 10:32 am
by Dr_Cosmobyte
I'm going easy on it you know. But, yes, be sure i'm doing it. My main work is Aracnocide and i feel i must release the next update before getting my head with another things. :D

Just a small suggestion: Why don't you use the arachnotron, baron, fatso, caco and imp balls from the first mod (used from cosmetic doom)? The imp ball is not my favorite, but they don't overload the size and are pretty cool.

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 10:38 am
by LedIris
GAA1992 wrote:I'm going easy on it you know. But, yes, be sure i'm doing it. My main work is Aracnocide and i feel i must release the next update before getting my head with another things. :D

Just a small suggestion: Why don't you use the arachnotron, baron, fatso, caco and imp balls from the first mod (used from cosmetic doom)? The imp ball is not my favorite, but they don't overload the size and are pretty cool.


I don't see any reason why I shouldn't use those old projectiles. I'll get them re-coded for the next build. I'll also get GLDEFs done for them. :wink:

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 12:05 pm
by Captain J
Looks brilliant! Easy and dandy, just like the style i like!
Spoiler: And yet here's the gripes, i hope they helps to improve this mod!
That's all for now, i wish you a good luck!

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 12:14 pm
by LedIris
Captain J wrote:Looks brilliant! Easy and dandy, just like the style i like!

Thanks! I'm glad you like it.
- When i reload the super shotgun, the ejected shells coming from opposite side. Not from the barrels.

I've got this sorted for the next build. :wink:
- the Blue lights covers whole screen when firing the Plasma rifle, it kinda makes my eyes sore. Wasn't the transparent circular plasma flash enough?

I added this to make it feel a bit more enjoyable to fire, but since it causes problems with sore eyes I've removed it.
- BFG's select animation got cut off, also seems not finished!

The BFG isn't 100% coded in yet. I'm still working on it. I'm trying to get it balanced and ready to use at the moment. It'll be added next build.
That's all for now, i wish you a good luck!

Thanks! Your gripes will greatly help me improve the mod :)

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 12:38 pm
by NullWire
I think the ssg and the other guns needs more smooth animations, spacially the ssg.

Re: [WIP] A personal weapon/item mod (Last build 1st July)

PostPosted: Sat Jul 02, 2016 12:43 pm
by LedIris
NullWire wrote:I think the ssg and the other guns needs more smooth animations, spacially the ssg.

I've tried to use offsets during the weapon states to make the animations look slightly more smooth than usual. Could you elaborate further on which other guns need smoother animations?

Re: [Weapons done] Personal Weapon/Item Mod (2nd July)

PostPosted: Sat Jul 02, 2016 5:31 pm
by LedIris
Update - BFG is here! It fires the vanilla projectile right now, but it works. All of the weapons are now done!
I've also removed the blue screen tint when firing the plasma rifle, and fixed a bug where weapon smoke would make splashes.

Here's another interesting feature that's now been added - aim punch. A bit like my other Personal Gameplay Mod, except this one is slightly more advanced. If you get shot from the left, the screen pitches up from the left, same goes with the right. It's a bit like a "damage indicator" of sorts. The more damage that's being done, the stronger the punch will be. Armor completely negates this effect.

Re: [Weapons done] Personal Weapon/Item Mod (2nd July)

PostPosted: Sat Jul 02, 2016 10:44 pm
by Captain J
Oooh, so the metal hit sound plays when i wore an armor, just like shadow warrior! absolutely a good touch!
Spoiler: and here's my another gripe, arrived this morning!

Re: [Weapons done] Personal Weapon/Item Mod (2nd July)

PostPosted: Sun Jul 03, 2016 4:59 am
by LedIris
Captain J wrote:Oooh, so the metal hit sound plays when i wore an armor, just like shadow warrior! absolutely a good touch!

It just makes a bit more sense. It also allowed me to give armor more benefits. :)

Spoiler: In response to your gripes

Re: [Beta] Personal Weapon/Item Mod (Updated 3rd July)

PostPosted: Sun Jul 03, 2016 10:10 am
by LedIris
File updated!
-Chainsaw decal added
-SSG shell ejection fixed
-GLDEFs added to monster projectiles, barrels, bullet puffs, explosions and decoration items
-Fixed plasma rifle projectile not leaving a fading out decal