Ac!d's Eriguns

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.

Ac!d's Eriguns

Postby Ac!d » Sun Aug 04, 2019 3:07 pm

This is my first mod, and it's made on ZScript.


The nailgun have a charge mode (in white at the bottom right). When it hits 100, the nailgun shots lava nails, more powerful and can rip through monsters.

Spoiler: Weapons


In case of feedback, or if I forgot someone in the credits, please let me know. (Credits are inside the PK3 file)

Download


This is a simple is addon which change the color of the machinegun from green to blue.
You do not have the required permissions to view the files attached to this post.
Last edited by Ac!d on Mon Jun 07, 2021 8:14 am, edited 48 times in total.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Crudux Cruo » Sun Aug 04, 2019 6:26 pm

Hey, Just wanted to say the execution of the hud and the spritework and reloads is pretty cool.

Basically...

The damage is increased about 20% for all bullet/shell weapons but fire at the same rate to make up for reloading.
Pistol and MG are perfectly accurate.
Shotgun is loosey goosey
Super is same but can do up to 10 damage a pellet - really really op IMO, one less pellet.
Gatling gun is basically same as chaingun but also does up to 12 damage a bullet (50%)
Grenade launcher does 220% more damage but also has shorter range, does not bounce.
Missile launcher fires a little faster and shoots 2 homing missiles with identical damage to rocket.
Plasma rifle got a ROF nerf with the same damage... not a good trade off.\
autoshotgun fires a perfectly accurate slug doing up to 15% more damage x 5 pellets worth of damage.
Chainsaw is double speed.

I guess my question is what exactly are you going for, vanilla or enhanced vanilla or vanilla with some pizazz, or what have you?

If it were me i'd rather keep the damage formulas but have more speedy, responsive weapons.

Adding damage is ok too, but i would say you need to make it uniform. especially with shotguns when you change the spread on the classic shotgun it totally changes the way you play that weapon, as with the auto"sniper"shotgun.

ALSO, would be nice to have new sounds to go with.
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Mon Aug 05, 2019 10:01 am

Thanks for the feedback ! Some changes have been made : The weapons are a bit more balanced (I guess...) and Quake II weapons sounds are added (Credits to Id Software).

I also need some new sprites for the shotgun (the reloading frames are black).
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Crudux Cruo » Wed Aug 07, 2019 7:57 am

Hey, check your inbox, i made some tweaks you might appreciate! Might be able to help on those sprites, this weekend i'll be more free.

oh, and i was toying with the double missile launcher and the tracking on the missiles is pretty terrible. is there a way we could have a delayed heat seeking or less aggressive heat seeking like revenant balls?
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Thu Aug 08, 2019 1:12 pm

Crudux Cruo wrote:i made some tweaks you might appreciate!


Pretty good ! It's more tactical but the speed of the sprites will not change for the next update.
For the missile launcher, I don't know what are the reals values of A_Explode() (the wiki says that the explosion and the radius are set to -1 by default)
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby EddieMann » Thu Aug 08, 2019 1:14 pm

I did IDFA and console "give all" to check for the heavyMG and railgun, and I haven't got either.
Edit: Tried the other commands, heavy machinegun definitely needs some more punch to it.
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Thu Aug 08, 2019 1:26 pm

Machinegun, AutoShotgun, HeavyMachinegun, Grenade Launcher, Missile Launcher and Railgun are +WEAPON.CHEATNOTWEAPON. You can write on the command give / summon eri(weapon) or write WeaponsCheat.

PowerupsCheat gives all powerups.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Tue Aug 20, 2019 11:34 am

Update ! (Version Alpha 1.1 - 20 Aug 2019)

Changelog :

- Removed the +WEAPON.CHEATNOTWEAPON flag for the weapons
- Added some new effects for the railgun (zoom and trail)
- Changed the damage of the hitscan weapons (pistol, shotguns, machineguns)
- Modified the machinegun reload animation
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Tue Sep 03, 2019 7:54 am

Update ! (Version Alpha 1.2 - 03 Sep 2019)

Changelog :

- Added the dual pistol (credit to LizardCommando's (LizardCommando's Eriguns) and PA1NKI113R (code) )
- Fixed some code lines.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby lizardcommando » Tue Sep 03, 2019 5:14 pm

Not bad! The overall mod isn't too bad. Adding reloading functions give this mod an extra tactical feel to it. I'm not sure if I want to add reloading in my mod too.

Some criticisms: I feel like the grey rifle is a bit redundant. There's already a machine-gun and the pistol. It doesn't really add anything aside from being a recolored auto shotgun. The dual pistols feel kinda clunky to use. The controls don't feel responsive with them, in my opinion.

Other than that, I'm liking it so far.
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: Ac!d's Eriguns (A "tactical" version of Xaser's Eriguns)

Postby Ac!d » Wed Sep 11, 2019 4:51 am

Update ! (Version Beta 1.0 - 11 Sep 2019)

Changelog :

- Added the fire modes for the Dual Pistols (Press "Zoom") and the Machinegun (Press "AltFire").
- Removed the Heavy Machinegun.
- Removed the bullet puffs sprites, now replaced by particules (credit to Skelegant (Lt. Typhon))
- Modified the machinegun reload animation
- Fixed some code lines.

- Reload code : Now you can switch shotgun and supershotgun while reloading !

I will make some changes about the railgun (sprites and effects).
Once again, in cases of bugs, changes or if I forgot someone in the credits, please let me know ASAP.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns : Beta 1.1

Postby Ac!d » Wed Nov 20, 2019 4:49 am

Update ! (Version Beta 1.1 - 20 Nov 2019)

Changelog :

- Press "AltFire" with the pistol to switch to the dual pistols (if you picked up an other from a zombieman).
- Modified the machinegun reload animation for the last time and decrease the mag capacity (30 -> 20).
- Fixed some code lines.

- Add some menus from the weapons options (akimbo and weapons spawners).

https://forum.zdoom.org/viewtopic.php?f=60&t=22457&start=5490
I really need this request to the reload animation of the shotgun. (The spriter will be credited)
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns 1.2

Postby Ac!d » Sun Nov 24, 2019 1:49 pm

Update ! (Version 1.2 - 24 Nov 2019)

Changelog :

- Grenade Launcher "Proximity Mines" mode (Press "Reload" to activate / deactivate and "AltFire" to trigger the mines in "Proximity Mines" mode)
- Changed some animations for the SuperShotgun, AutoShotgun, Rocket/Grenade/Missile Launcher.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Re: Ac!d's Eriguns 1.2

Postby EddieMann » Sun Nov 24, 2019 3:56 pm

What happened to the HeavyMachinegun? Why not just replace the regular MG with it?
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: Ac!d's Eriguns 1.2

Postby Ac!d » Mon Nov 25, 2019 1:31 am

EddieMann wrote:What happened to the HeavyMachinegun? Why not just replace the regular MG with it?

lizardcommando wrote:Some criticisms: I feel like the grey rifle is a bit redundant. There's already a machine-gun and the pistol. It doesn't really add anything aside from being a recolored auto shotgun.

The HeavyMachinegun looks like a reskin of the AutoShotgun. But don't worry about that, I can make an addon for the mod.
User avatar
Ac!d
Perfection is a way, not an end. - Korean Proverb
 
Joined: 02 Apr 2019
Location: France
Discord: Ac!d#2732

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 10 guests