Special Weapons: Updated 01-24-17

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Re: Special Weapons: New Poll - Vote & Discuss

Postby ZikShadow » Sun Dec 18, 2016 12:47 am

Whoops, sorry, the invisible anims i was using was holding the knife in the "tactical" way.
Here's a more classic-ish frames.

Image
Last edited by ZikShadow on Fri Jun 30, 2017 6:43 am, edited 1 time in total.
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Re: Special Weapons: New Poll - Vote & Discuss

Postby Josh771 » Sun Dec 18, 2016 7:54 am

ZikShadow wrote:Whoops, sorry, the invisible anims i was using was holding the knife in the "tactical" way.

Well, both sets could probably be used to make alternating slashes and stabs from each side of the screen. Thanks for sprite-hunting! ;)
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Re: Special Weapons: Updated 12-21-16

Postby Josh771 » Wed Dec 21, 2016 3:05 pm

Update today!

• Added bullet puff effects (dust, debris)
• Player now limps and has less camera stability the lower his health is
• Began work on smoke grenade effects (try "summon SmokeGenerator" in the console)
• Lots of number tweaking; weapon damages are randomized much more than before
• Zombiemen can now fire their weapons in full automatic.
• Integrated my own modification of movetilt.acs (original script by Nash) including things like camera rotation on death, etc.
• Integrated RealAim


I've actually been sitting on a lot of these changes for a few days now, so I figured I might as well release them. I haven't started work on revising the weapon limiting system yet, although judging from the split votes on the poll I'll likely be making that a server-side CVar option.
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Re: Special Weapons: Updated 12-21-16

Postby Josh771 » Thu Dec 22, 2016 1:37 pm

Triple post, wee! I think I'm gonna use JoeyTD's new pistol zombie sprites to spice up the monster variety a little bit. I'm not sure if I'll ever really replace the monsters with terrorists; I need input.

See, Doom wads are all designed for things like Cacodemons and Lost Souls and Pain Elementals. The running theme here is big, floating demon monsters. And there is no analogy to a big, floating demon monster in the world of terror (to my knowledge). I know wildweasel's Terrorists! used some kind of big weaponized drone; I hate to be a copycat, but the number of things you could replace these with is rather small - that, or I'm being short-sighted.

Anyone have any suggestions? ...maybe a terrorist on a jetpack? Ugh... I suppose I could always make up some kind of story that would happily marry a terrorist roster with classic Doom demons; I had considered adding ROTT enemies at one point... :?
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Re: Special Weapons: Updated 12-21-16

Postby wildweasel » Thu Dec 22, 2016 2:40 pm

Yeah honestly you're not gonna have a lot of options for flying enemies without verging into sci-fi territory...mainly because nobody's made decent sprite sets for quadcopter drones or Predator UAVs, and it'd look pretty absurd to have an entire Apache attack helicopter flying around indoors!
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Re: Special Weapons: Updated 12-21-16

Postby Deii » Thu Dec 22, 2016 2:44 pm

...if you really wanted to, you could have the lost soul be replaced by a possessed terrorist that hovers off the ground and cuts you up with a knife, I guess? As for the caco and pain elemental...yeah, no idea about those either.

What if you scaled down helicopter sprites and altered them slightly to look like UAV's?
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Re: Special Weapons: Updated 12-21-16

Postby Josh771 » Thu Dec 22, 2016 3:07 pm

Then I would be doing a helluva lot of sprite work, and I'm a programmer at heart. :P I need better options, options like... "Hey, look, somebody already made a bunch of pictures of a thing! I'm going to use them." Heh.

For now, I'll probably just make tweaks to the factory default monsters. Might end up turning this thing into Hideous Destructor's foreign cousin or something.
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Re: Special Weapons: Updated 12-21-16

Postby Someone64 » Thu Dec 22, 2016 5:04 pm

May I suggest a sprint function that gives you lower and lower stamina for it the lower your health is but allows you to go the same speed at any health? I've been playing maps on DUMP for example and I keep getting screwed because I'm too slow to make a lot of jumps. This also applies to just ordinary drops in vanilla maps or gaps that you have to run over.
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Re: Special Weapons: Updated 12-21-16

Postby Josh771 » Thu Dec 22, 2016 5:16 pm

Someone64 wrote:May I suggest a sprint function that gives you lower and lower stamina for it the lower your health is but allows you to go the same speed at any health? I've been playing maps on DUMP for example and I keep getting screwed because I'm too slow to make a lot of jumps. This also applies to just ordinary drops in vanilla maps or gaps that you have to run over.

I've been thinking about that and was a little worried that the player speed wouldn't be up-to-par right now, especially if you're damaged. That was partly why I wanted to add a lunging limp; I'm still tweaking it and am hoping to make it so that you surge from your wounded speed to your normal max speed, and a little more slowly than before. That way you could still cover gaps and jumps, they'd just be very difficult if you're badly hurt... perhaps too difficult.

I'll see if I can come up with a good fix. A sprint button might be good.
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Re: Special Weapons: Updated 12-21-16

Postby skyrish10 » Thu Dec 22, 2016 5:46 pm

Deii wrote:...if you really wanted to, you could have the lost soul be replaced by a possessed terrorist that hovers off the ground and cuts you up with a knife, I guess? As for the caco and pain elemental...yeah, no idea about those either.


There was one, from Project Einherjar, the Mommy bots that shoot needles is niche for the Caco
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Re: Special Weapons: Updated 12-21-16

Postby Deii » Thu Dec 22, 2016 6:09 pm

SidDoyle wrote:Then I would be doing a helluva lot of sprite work, and I'm a programmer at heart. :P I need better options, options like... "Hey, look, somebody already made a bunch of pictures of a thing! I'm going to use them." Heh.

For now, I'll probably just make tweaks to the factory default monsters. Might end up turning this thing into Hideous Destructor's foreign cousin or something.


I actually recall a mod around here called Occultic Doom that had zombies that floated in the air and behaved kinda like lost souls. Just throwing suggestions out there really, and I do know how complicated spriting can be if you don't have a knack for it/already know your game.

skyrish10 wrote:
There was one, from Project Einherjar, the Mommy bots that shoot needles is niche for the Caco


That could be quite neat if Sid managed to implement something like that actually, it would change the gameplay up quite a bit imo. Getting hit doesn't take away your health, but makes you stumble all over the place (in a style similar to his drunk mutator). :D
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Re: Special Weapons: Updated 12-24-16

Postby Josh771 » Sat Dec 24, 2016 4:34 pm

I've got a new update for you all today.

The biggest changes are a new sprinting feature, the integration of a heavily modified footstep script (based on The Zombie Killer's old v3 code), and the addition of pistol zombies, which will replace former humans a little more frequently than rifle zombies. Someone let me know if the sprint feature is inadequate for your platforming needs. I'm really quite torn about allowing the player to platform, since it requires ridiculously unrealistic speed and jump height, but... I understand wanting to be able to play all the wads.

Other than that, the usual: lots of number-tweaking, lots of script-tweaking, skill balancing, damage balancing, et cetera.

Oh, and Merry Christmas! :D ...I really should start work on the new weapon limiting system options now...
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Re: Special Weapons: Updated 12-24-16

Postby ZikShadow » Sat Dec 24, 2016 11:07 pm

Hmm, not sure if i agree about the regen thing, though that's just me being someone whose pretty much avoided FPS games with regen HP like the plague these days (personal pet peeve, nothin' to do with the games being bad/good).

The bleed mechanic is interesting, unless you got into a wad that has little to no healthpacks, of course.
Though that's more of the WAD's problem than anything.

Anyway, we've got another problem.
The camera rolling thing is insane, like playing those rolly upsidedowny mods.

Image

Perhaps it would be a good idea to also implement options to disable those as well incase of problems/personal preference/motion sick people?
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Re: Special Weapons: Updated 12-24-16

Postby Captain J » Sat Dec 24, 2016 11:23 pm

Holy Sweetroll, that is the kind of worst case of barrel roll.
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Re: Special Weapons: Updated 12-24-16

Postby Jack Mackerel » Sat Dec 24, 2016 11:40 pm

I'm getting the same thing as well.
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