Special Weapons: Updated 01-24-17

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.

Re: Special Weapons: Updated 12-10-16 [beta]

Postby Deii » Mon Dec 12, 2016 10:06 pm

Those mugshots look pretty awesome! I particularly like the smug one used for invulnerability, it's just so...perfect.
Deii
 
Joined: 01 Nov 2015
Discord: Deii #0915

Re: Special Weapons: Updated 12-10-16 [beta]

Postby ZikShadow » Tue Dec 13, 2016 5:50 am

Had a feeling that i forgot something.
The LAW.

ImageImageImage

Both model and skin made by :

Unk0wn
User avatar
ZikShadow
 
Joined: 13 Jul 2016
Location: Could be the chair, the floor, or the bed.

Re: Special Weapons: Updated 12-13-16 [beta]

Postby Josh771 » Tue Dec 13, 2016 12:11 pm

Nice! I'll make a pickup sprite out of that top bit and see if I can't add the M72 LAW to the arsenal; it will be the first weapon that breaks from the RS3 arsenal, but what the heck. This is more than an homage now; I want to make this my own. I'm pretty excited to put together a weapon pack like this, and it might eventually become a fuller, more TC-like mod. All the other stuff I've done up to here are mostly gameplay mutators.

All that silly talk aside, I have an update to share today!

Changes for 12-13-16:
• All ammunition is now more scarce but found as larger sums
• Armor bonus replaced with scattered ammunition
• 3 New armor replacements; effective against bullets, not against much else
• New custom mugshot with balaclava and goggles
• Added blockers to some monsters' death states to prevent shotgun penetration
• Shotguns buffed and 12 gauge max ammo reduced
• Rewrote weapon damage and weapon range calculations


Let me know if anything seems broken or unbalanced so I can try to fix it. Enjoy!
User avatar
Josh771
formerly known as SidDoyle
 
Joined: 03 Apr 2013
Location: Elsewhere.
Discord: josh771#7771

Re: Special Weapons: New Poll - Vote & Discuss

Postby Josh771 » Sat Dec 17, 2016 4:24 pm

I have put up a poll because I am considering some changes to the weapon limit system. I would like my decision to be informed by community opinion, although I have already cast my own vote.

My preference would be to change micro SMGs to the same slot as pistols, so you could carry one or the other. I would also like to do away with carrying a full arsenal and force players to carry only one primary weapon in addition to their sidearm. So you've got to decide whether you want to run with a shotgun or a sniper rifle, and of course the option would remain to toss your gun, snatch up an enemy's weapon, and keep fighting.

Of course, I would have to re-balance ammo drops after making any changes to the weapon limit. Many weapons would not be viable primaries, but I don't want to have to weaken them either. One possibility exists: change ammo pickups to "secondary" and "primary" ammo with a generic scavenging pickup message. Then just give the player random bits of ammo based on his current weapons. That way I could balance the amount of ammo per weapon without making you dependent on RNG just to find some bullets for your favorite gun - even if you wouldn't be given as many .50 rounds as you would 9mm.

What do you guys think?
User avatar
Josh771
formerly known as SidDoyle
 
Joined: 03 Apr 2013
Location: Elsewhere.
Discord: josh771#7771

Re: Special Weapons: New Poll - Vote & Discuss

Postby Wolfbrf » Sat Dec 17, 2016 4:42 pm

One melle: knifes
1 sidearm:(pistol, autopistol, sawn of shotgun)
2 primary: smg, shotgun, rifle, carbine, ar... or 1 heavy (hmg, launcher, autoshotgun..)
2 tools: he, oc, cs, gás, fazer, radar, Nightvision...

It seem fine for a tactical game.
User avatar
Wolfbrf
 
Joined: 07 May 2016

Re: Special Weapons: New Poll - Vote & Discuss

Postby Josh771 » Sat Dec 17, 2016 5:05 pm

Wolfbrf wrote:One melle: knifes
1 sidearm:(pistol, autopistol, sawn of shotgun)
2 primary: smg, shotgun, rifle, carbine, ar... or 1 heavy (hmg, launcher, autoshotgun..)
2 tools: he, oc, cs, gás, fazer, radar, Nightvision...

It seem fine for a tactical game.

A knife with proper animations, etc. would be a good thing for me to add to this at some point. Not sure about sawed-off shotguns, though. :P

Could maybe use weapon limits similar to Far Cry 2:
1 Sidearm - Pistol or Micro SMG
1 Primary - SMG, Shotgun, or Assault Rifle
1 Specialist - Machinegun, M72 LAW, or Sniper Rifle

I think carrying something like a pistol, a shotgun, and a sniper rifle all at once is feasible.

EDIT: Okay I'm going to have to re-write this silly poll. It can't apparently be edited while preserving previous votes (which I understand prevents abuse, but still it's quite aggravating). Apologies, your votes have been voided and must be re-cast. :? I'll be making no further changes to it from here on out; I've added an "Other" selection.
User avatar
Josh771
formerly known as SidDoyle
 
Joined: 03 Apr 2013
Location: Elsewhere.
Discord: josh771#7771

Re: Special Weapons: New Poll - Vote & Discuss

Postby TheLightBad96 » Sat Dec 17, 2016 5:28 pm

Wolfbrf wrote:
Spoiler:


That may be fine, but I want to add upon your idea with a few additions myself
1 Melee/HTH weapon used with a quick attack "knives, batons, Stungun, Chainsaw?"
1-2 Sidearms : Pistols, Machine Pistols, Tazer, Other Small One Handed Firearm " Can be dual wielded "
Imagine using dual tazers against a cybie "double stunlock,kills quicker Making him ride the lightning"

1 Primary and Secondary: The usual lineup of two handed firearms, " shotgun, SMG, DMR, AR"
1 Tertiary : Sniper Rifle, LMG, GL, RPG, Crossbow?
1 Throwable Weapon: Grenades, Molotovs, T-Knives, Tomahawks? (used with designated button)
1 Exotic : Temporary weapons that have a limited use, dropped after ammo is consumed. Miniguns, Flamers, M202 FLASH, Anti Tank Rifles, MGL's


and have other items like NVG's, Heartbeat sensors and other stuff be activated in the inventory.

I know with what i said may not be the most tactical thing "especially with the exotics section" but with all the foes every player in doom has to face, the player needs a lot more variety with their gear but at the same time the player is limited to carrying at least 6 weapons at one time.

*EDIT* it appears that OP has replied to previous comment with statement, Sorry about the redundant post but i hope this is at least worth a look, also the is for the OTHER SECTION
User avatar
TheLightBad96
 
Joined: 08 May 2012
Location: Jonathan Crimson pleased to make your acquaintance.
Discord: Light/Crimson#4097

Re: Special Weapons: New Poll - Vote & Discuss

Postby Deii » Sat Dec 17, 2016 6:01 pm

I vote for the Far Cry 2-like weapon limiting system because it seems to be something easily done and works well for what it is.
Deii
 
Joined: 01 Nov 2015
Discord: Deii #0915

Re: Special Weapons: New Poll - Vote & Discuss

Postby Josh771 » Sat Dec 17, 2016 6:03 pm

The Thing Thing wrote:1 Melee/HTH weapon used with a quick attack "knives, batons, Stungun, Chainsaw?"
1-2 Sidearms : Pistols, Machine Pistols, Tazer, Other Small One Handed Firearm " Can be dual wielded "
Imagine using dual tazers against a cybie "double stunlock,kills quicker Making him ride the lightning"

1 Primary and Secondary: The usual lineup of two handed firearms, " shotgun, SMG, DMR, AR"
1 Tertiary : Sniper Rifle, LMG, GL, RPG, Crossbow?
1 Throwable Weapon: Grenades, Molotovs, T-Knives, Tomahawks? (used with designated button)
1 Exotic : Temporary weapons that have a limited use, dropped after ammo is consumed. Miniguns, Flamers, M202 FLASH, Anti Tank Rifles, MGL's


and have other items like NVG's, Heartbeat sensors and other stuff be activated in the inventory.

I know with what i said may not be the most tactical thing "especially with the exotics section" but with all the foes every player in doom has to face, the player needs a lot more variety with their gear but at the same time the player is limited to carrying at least 6 weapons at one time.

As cool as dual-wielded weapons are, I'm not so sure it's a viable tactic employed by any real-world special forces teams. I am trying to be somewhat realistic - not Hideous Destructor level stuff, but still somewhat realistic.

Also, just to clarify, as I've now seen two comments suggesting weapon additions: this poll is about limiting the weapons currently in-game or planned weapons such as the M72 LAW. I'm fine with people suggesting weapon additions so long as they realize there is a good chance their weapon won't be added. The status of this mod is still very much beta; I would like this to be a more team-oriented mod with specialized loadouts instead of classic weapon pickups, etc. but I can only do so much at a time.

So, if we could, I would prefer to keep the conversation to managing the weapons already implemented or planned. Discussing the organization of hypothetical new weapons will only help grow the mod if I add them (and I'll not likely add anything a real-world special forces team wouldn't feasibly use - like tomahawks or miniguns).
Deii wrote:I vote for the Far Cry 2-like weapon limiting system because it seems to be something easily done and works well for what it is.

I thought so myself; I'm still a little uncertain of it since Far Cry 2 considered a Sniper Rifle a primary weapon IIRC.
User avatar
Josh771
formerly known as SidDoyle
 
Joined: 03 Apr 2013
Location: Elsewhere.
Discord: josh771#7771

Re: Special Weapons: New Poll - Vote & Discuss

Postby wildweasel » Sat Dec 17, 2016 6:22 pm

Far Cry 2 had a weird deviation about sniper rifles - the Springfield, Dragunov, and AS50 were primary weapons, but the Dart Rifle went into the Heavy slot instead.
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Special Weapons: New Poll - Vote & Discuss

Postby Captain J » Sat Dec 17, 2016 7:27 pm

I'd pick for 3rd one. Because the more marrier, the more guns!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Special Weapons: New Poll - Vote & Discuss

Postby Deii » Sat Dec 17, 2016 9:04 pm

Well, on the topic of the whole weird deviation about the three categories, here goes my suggestion for putting guns in metaphorical slots.

Assault rifles, shotguns, SMG's -> Primary
All pistols + some particularly small SMG's (Mini UZI, MAC-11 from what I can remember) -> Secondary
LMG's, sniper/marksman rifles -> Special

Since the LAW is kinda like...actually important if you want to finish any WAD with a Icon of Sin-style boss, I suggest sticking it in a separate "explosives" slot. You could also do away with armor bonuses and instead have the LAW spawn in their place sometimes - seems fair to me, but I'm not too well versed on balancing and modding.
Deii
 
Joined: 01 Nov 2015
Discord: Deii #0915

Re: Special Weapons: New Poll - Vote & Discuss

Postby ZikShadow » Sat Dec 17, 2016 9:23 pm

Could it be done optionally in the options menu?
Give everyone whatever system they choose for their tastes and preferences?

I get that sometimes one would feel more tactical carrying only these and that (especially in older R6 where it's pretty much the only system available), but other times, some WADs can be a bit tricky to finish (lack of ammo, obnoxiously strong enemies, more than necessary enemies) that switching weapons back and forth could ended up being more of a tedious thing/straight out death sentence (especially in those locked up boss areas where you don't get to go back and resupply, hello melee the cyberdemon/spider mastermind time!).

Speaking of melee, does the berserk actually affect the fists?
I ran out of ammo once playing Ancient Aliens with this and was forced to basically wrestle my way out of a revenant ambush, with little success.

In addition, got ya some knives, maybe it'll come in useful.

Image

Model | Havok101
Skin | d0nn
User avatar
ZikShadow
 
Joined: 13 Jul 2016
Location: Could be the chair, the floor, or the bed.

Re: Special Weapons: New Poll - Vote & Discuss

Postby Wolfbrf » Sat Dec 17, 2016 9:51 pm

maybe the mod can suppont many weapon loadout: realistic, tactical, fun, arcade, fc2 like, f.e.a.r like, cs 1.6, doom(no limit, rs).... modders can add more loadout systems(add-on).
real guns hardcore has something like it.

another way, point system; example: you has 10 points, each item/gun use a specific ammount of points, sidears: 2, shotgun: 4, ar:5, hmg:7, .50 sniper 7, smg 3, grenade 2, flashbang 1, extra clip 1,.... others are free(knife, and 1 non lertal weapon). urban terror use something like it.

about sawn of, i think more about a breach shotgun
Image
but a sawn of(not a normal one) double barrel seem cool for a sidearm:
http://s84.photobucket.com/user/Coz_UK/ ... 3.jpg.html
:D
User avatar
Wolfbrf
 
Joined: 07 May 2016

Re: Special Weapons: New Poll - Vote & Discuss

Postby Josh771 » Sat Dec 17, 2016 11:51 pm

ZikShadow wrote:Could it be done optionally in the options menu?
Give everyone whatever system they choose for their tastes and preferences?

Speaking of melee, does the berserk actually affect the fists?

I was beginning to think in that same direction. It will take some doing to make the loadout system flexible like that, but it's nothing I can't handle. I'll just throw in some server-side CVars and a lot of extra Inventory logic, although I think I might swap a couple of the SMGs to the pistol slot regardless. The real trouble is the weapon slot, but that only matters if you use the number keys (like I do).

The berserk currently does not affect the fists; it's just free health for now. I had originally intended to replace all the powerups and such with gear, grenades, etc. but it would be trivial for me to go ahead and implement berserk in the meantime. Actually, that might be a good setting too: classic Doom pickups vs R6 gear only.

Still, it doesn't hurt to let the poll and the discussion linger for a little while. When I see things begin to die down, I'll determine what my next move will be. Been taking a little break from development lately, but I figure it doesn't hurt to do a little brainstorming before I get back into the code.

Also, Sgt. Shivers has been showing me fairly regular updates on his progress with the first-person weapon animations. So that's definitely something to look forward to, although I can't really estimate when those will be finished. I figure I'll implement that when all the artwork is put together; I think it would be jarring to go from using a fully animated weapon to a static icon in the same short span of gameplay, but maybe that's just me. :P

@ZikShadow, nice knife pics, although many of them seem to have the sharp edge facing the camera. Maybe Shivers could do something with them (I kinda feel like I'm just dumping stuff on him in a way, but it's definitely not stuff I have any experience with. He's done some awesome work already :) and I'm glad to have him lending his expertise as long as he's happy to volunteer.)
User avatar
Josh771
formerly known as SidDoyle
 
Joined: 03 Apr 2013
Location: Elsewhere.
Discord: josh771#7771

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: MsrSgtShooterPerson and 16 guests