[Unreal Weapons] aka Prisoner849

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[Unreal Weapons] aka Prisoner849

Postby Gezzdt » Sun Jul 03, 2016 11:41 am

After i saw the ending of the Samsara Trailer, i wanted to play as Prisoner849.

I tried my best, the weapons are not 100% accurate copies.
Latest GZDoom required and i tested only with DOOM2.WAD

Spoiler: Screens

Download ---> Prisoner849
Spoiler: Changelog:


Spoiler: Credits:
Last edited by Gezzdt on Sun Jul 10, 2016 1:12 am, edited 7 times in total.
User avatar
Gezzdt
 
Joined: 03 Aug 2013

Re: [Unreal Weapons] aka Prisoner849

Postby JohnnyTheWolf » Sun Jul 03, 2016 12:49 pm

Cool! The weapons are the only aspect of Unreal I actually like, so I am glad I get a chance to use them in Doom. :)

The only problem I have spotted so far is the automag's reloading animation, which does not seem to be widescreen-friendly: the right side of the gun gets slightly cut off for a few seconds.
JohnnyTheWolf
Banned User
 
Joined: 05 Oct 2015

Re: [Unreal Weapons] aka Prisoner849

Postby Gezzdt » Sun Jul 03, 2016 1:20 pm

The sprite itself is cut off. Thats why i pushed it to the edge of the Screen, this way it seems the automag goes offscreen a bit.
User avatar
Gezzdt
 
Joined: 03 Aug 2013

Re: [Unreal Weapons] aka Prisoner849

Postby JohnnyTheWolf » Sun Jul 03, 2016 2:45 pm

I have a 1920 x 1080 monitor, so it does not go offscreen for me during the reloading animation.
JohnnyTheWolf
Banned User
 
Joined: 05 Oct 2015

Re: [Unreal Weapons] aka Prisoner849

Postby Captain J » Mon Jul 04, 2016 3:44 am

Very interesting! I haven't seen the pure unreal weapon mods before! So good work!
Spoiler: Gripes a go!
So that's about it, can't wait for more update!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [Unreal Weapons] aka Prisoner849

Postby Gezzdt » Tue Jul 05, 2016 9:16 pm

You got some good Points Captain J, thanks. Download link updated.

Scaled the Biorifle and Sniper rifle down a bit.

Tried animating the casings and added casings to the minigun.

Fixed the Flakcannon sounds and upped the explosionradius of all the biomass blobs. The Biorifle itself needed a fix with ammo behaviour.

I am leaving Stinger and Flak projectiles without decals, like in Unreal. Besides, the shards shatter and the chunks create sparks the first time they bounce.
I still need to fix the Automag sprites more, got a bunch edited so the gap should be smaller.

As for the items, i wont replace the sprites. I just wanted a weapons mod.

By the way if anyone want to edit or expand the mod feel free to do so.
User avatar
Gezzdt
 
Joined: 03 Aug 2013

Re: [Unreal Weapons] aka Prisoner849

Postby Captain J » Tue Jul 05, 2016 10:17 pm

Good improvement, glad my gripes worked! But actually i meant the weapons with big pickup sprites such as sniper rifle and biorifle. Not only sniper rifle and biorifle. For instance, check out the eightball Gun. It's still bigger.

In edition, why every casings has to be bright?
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [Unreal Weapons] aka Prisoner849

Postby Gezzdt » Tue Jul 05, 2016 10:47 pm

Hm, scaled some weapons a bit, I like how they are now.
Yeah, casings... i guess i tested in too dark areas, removed the bright flag.
User avatar
Gezzdt
 
Joined: 03 Aug 2013

Re: [Unreal Weapons] aka Prisoner849

Postby Kinsie » Wed Jul 06, 2016 2:03 am

Most impressive! Fantastic work here.

If I ever try and implement 849 into Samsara (all of Term's original work can be considered MIA) then I'll definitely be using this as a base.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [Unreal Weapons] aka Prisoner849

Postby Gezzdt » Fri Jul 08, 2016 12:33 am

Kinsie wrote:Most impressive! Fantastic work here. [...]


Thanks! Yeah took quite some time.

Tiny update/change:
The Sniper Rifle does more damage and fires a fastprojectile that ripps through enemies. I think its a better BFG replacement now.
User avatar
Gezzdt
 
Joined: 03 Aug 2013

Re: [Unreal Weapons] aka Prisoner849

Postby SoundOfDarkness » Sat Mar 11, 2017 9:50 pm

Why haven't I found that sooner? I love that little mod and it works with Zandronum after deleting +THRUREFLECT in ASMD.txt. To be honest, I have absolutely no idea what I changed but it works. I also removed the blood from the mod to use it with ketchup mod because I wanted blood decals on the floor too. I really like the Unreal blood effects but I don't know how to add blood decals to the floor so that was my only option.
Last edited by SoundOfDarkness on Sat Mar 11, 2017 11:57 pm, edited 1 time in total.
User avatar
SoundOfDarkness
Offering translation help for Wolfenstein based mods
 
Joined: 28 Feb 2017
Location: at home

Re: [Unreal Weapons] aka Prisoner849

Postby Valherran » Sat Mar 11, 2017 11:31 pm

Yeah it's pretty decent. Still needs some tweaks though.
User avatar
Valherran
 
Joined: 27 Oct 2009


Return to Gameplay Mods

Who is online

Users browsing this forum: Darth_Anyan and 18 guests