Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 1]

Post by Cyann3 »

Wisecrack34 wrote:Couple ideas for what a BFG could be, hope I can at least give ye some inspiration:
Good suggestions! Thanks!
Wisecrack34 wrote:M202 Flash: A nifty vietnam-era rocket launcher that could work pretty well as a BFG replacement while fitting neatly into the 80's action aesthetic and being a less common alternative to the RPG-7 as a videogame rocket launcher
I was actually considering using something similar to the m202, though more similar in design to the TF2 Black Box, but single shot, and loaded from the back rather than the front.
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by Cyann3 »

Damn, it's been a while. After a couple of months of working on and off on this, I finally managed to make something that I think I'm ready to call the Beta 2 release of the mod. Here's all the major changes:
  • The Lead Pipe replaces the Chainsaw! It's rather hard hitting, but swings slowly, exposing you to all kinds of attacks. Deals around the same damage as the Pump Shotgun, but has far less range and flexibility.
  • The Jackhammer has been removed, due to Balancing issues and the fact that the sprites for it are garbage and I dont paritcularly feel like making them.
  • Replacing it is the Desert Eagle .50 AE! Sprites done by Sonik.Ko/TypicalSF, it Hits hard and uses it's own ammo type, which has a chance to replace 9mm ammo, or Shotgun Shells.
  • The Desert Eagle replaces the Supershotgun spawns, but it also has a chance to replace the Pipe's spawns, as the Pump Shotgun, so it can be used on DOOM 1 Maps.
  • The Hud has been Completely Redone, it looks cleaner, and now properly scales so it doesn't take up half of your screen.
  • Your Camera now shakes when firing weapons! If you don't like it, you can either lower the effect in the options, or remove it entirely by lowering it to 0.
  • General Improvements to the feel of and balancing of all the weapons. It's still not perfect, but it's a Beta, damn you!

The Download link in the original post has been updated! Go there for the download!
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Colerx
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by Colerx »

Nice thank you
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by Cyann3 »

Colerx wrote:Nice thank you
You're... Welcome?
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That0neBr075
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by That0neBr075 »

Pretty sick mod! The weapons feel nice n satisfying to use, as well as feeling pretty well balanced.
The shotgun and the empty AK reload animations could be a lil' faster to prevent slowing down the game's pace to reload, but besides that, no real major issues, as overall this mod's pretty polished already.
However there is a stray pixel to the left of the dual berettas sprites, easy to miss, but once you notice it you can't unsee it. :tongue:
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Cyann3
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by Cyann3 »

That0neBr075 wrote:Pretty sick mod! The weapons feel nice n satisfying to use, as well as feeling pretty well balanced.
The shotgun and the empty AK reload animations could be a lil' faster to prevent slowing down the game's pace to reload, but besides that, no real major issues, as overall this mod's pretty polished already.
However there is a stray pixel to the left of the dual berettas sprites, easy to miss, but once you notice it you can't unsee it. :tongue:
can you send a picture of the pixel in the beretta sprites? i can't find what you mean. Thanks for the compliments, though!
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That0neBr075
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by That0neBr075 »

Turns out there's one on both pistols, not just the left.
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ClessxAlghazanth
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by ClessxAlghazanth »

Max Payne inspired mod ? Count me in :D

I used to play that game all night when I was a middle schooler , so much memories (and trauma thanks to blood trail maze with baby crying bg stage :)

Can't wait to try this out , feel it would make a great combination with this

viewtopic.php?f=43&t=57013

Keep up the good work , pal 8-)
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Cyann3
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Re: MR. ANDERSON - WEAPON MOD [BETA 2 RELEASE - PAGE 2]

Post by Cyann3 »

That0neBr075 wrote:Turns out there's one on both pistols, not just the left.
oh geez, i see it now, thanks lol
i'll try to fix it for the next update, it's probably on every frame of the animation
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Cyann3
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by Cyann3 »

Slightly updated version, and a new trailer! I haven't fixed the dead pixels on the berettas yet tho oops

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kalensar
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by kalensar »

I was just going to add that there are already 2 readily available Time Slow mods out there, one by Sgt Mark IV even. So you don't need to add it at all. As for a BFG replacer, just go with a RPG or Javelin style rocket launcher. Its a fairly good fit for this aesthetic.

I just got done with my test run of it. Overall not that bad at all!

A couple of things I can offer as advice, you can take it or leave it at your whim as all I'm offering is an outside perspective from a fellow Doom Arms trader--- Doom Weapons pack modder,

1. To balance the Pistols.... Make them use the Mac-10 rounds as ammo. You lose nothing by doing this.

2. Speed up the punch animation on the fists because you are right. They are worthless. Doom Guy hits harder and faster with one fist. lol.

3. Start with a single pistol and do akimbo as a secondary slot on Slot2 with a slower reload time. The reload animations like that of dual pistols being reloaded by robot arm sleeve loaders always bugged aesthetically when the reload mechanic is used. You can have Zombiemen drop a single pistol, and GZDoom.pk3 has a pistol graphic you can use. DropItem "Pistol". GZDoom also has grenade graphics built into it as well. Its what I use in Brutal Freedoom GZD. The old SKulltag grenades.

4. You can add +NoAlert flag to the Fists

5. Speed up the Pipe animations just a tiny tiny bit. Its super close to perfect.

6. I was gonna add that you can make theShotgun reload one shell at a time per press or load until you let go of it. This is cheapo fix that avoids the overly long and complex Brutal Doom Shotgun code length, and allows you to stop and shoot instead of reloading like a dummy when the enemy is in your face shooting you.
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Cyann3
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by Cyann3 »

Thanks for checking my mod out! I appreciate your critique!
kalensar wrote:1. To balance the Pistols.... Make them use the Mac-10 rounds as ammo. You lose nothing by doing this.
I dunno. I'm not super fond of weapons sharing ammo, like the default doom pistol, it sharing ammo with the chaingun means it has zero use after you get it (and even before you get it, it's useless), i also didnt wanna clog up the ammo pool, and infinite ammo pistols just sounds right to me.

kalensar wrote: 3. Start with a single pistol and do akimbo as a secondary slot on Slot2 with a slower reload time. The reload animations like that of dual pistols being reloaded by robot arm sleeve loaders always bugged aesthetically when the reload mechanic is used.
I considered this, but I prefer starting with dualies, really. And I agree with you on the dual pistols reload thing, I wanted to make a more sensible reload animation, but I decided to leave it like this for now, i'll probably change it later.

kalensar wrote:6. I was gonna add that you can make theShotgun reload one shell at a time per press or load until you let go of it. This is cheapo fix that avoids the overly long and complex Brutal Doom Shotgun code length, and allows you to stop and shoot instead of reloading like a dummy when the enemy is in your face shooting you.
I think you can reload cancel the shotgun, if you press R again while loading it, but it's a little finnicky. I dunno how to make it so you hold r to reload, though i do like that. I may look into it, but I dunno how hard it is. I think I will increase the shotgun's reload speed though, overall.

I'll keep the rest in mind for my next updates, though!
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by RastaManGames »

Gonna miss that ol'good "Pantsu JackHammer"! T_T
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by kalensar »

Cyann3 wrote:
kalensar wrote:6. I was gonna add that you can make theShotgun reload one shell at a time per press or load until you let go of it. This is cheapo fix that avoids the overly long and complex Brutal Doom Shotgun code length, and allows you to stop and shoot instead of reloading like a dummy when the enemy is in your face shooting you.
I think you can reload cancel the shotgun, if you press R again while loading it, but it's a little finnicky. I dunno how to make it so you hold r to reload, though i do like that. I may look into it, but I dunno how hard it is. I think I will increase the shotgun's reload speed though, overall.

I'll keep the rest in mind for my next updates, though!
One easy way I know to make it so you don't have to click RELOAD key again is to input TNT1 A 0 A_WeaponReady in the line after it inserts one shell. This will allow you to engage the Fire state. Then you just turn off the Click Reload to cancel code after that.
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Cyann3
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Re: Re: MR. ANDERSON - WEAPON MOD [BETA 2.1 + TRAILER]

Post by Cyann3 »

kalensar wrote:
Cyann3 wrote:
kalensar wrote:6. I was gonna add that you can make theShotgun reload one shell at a time per press or load until you let go of it. This is cheapo fix that avoids the overly long and complex Brutal Doom Shotgun code length, and allows you to stop and shoot instead of reloading like a dummy when the enemy is in your face shooting you.
I think you can reload cancel the shotgun, if you press R again while loading it, but it's a little finnicky. I dunno how to make it so you hold r to reload, though i do like that. I may look into it, but I dunno how hard it is. I think I will increase the shotgun's reload speed though, overall.

I'll keep the rest in mind for my next updates, though!
One easy way I know to make it so you don't have to click RELOAD key again is to input TNT1 A 0 A_WeaponReady in the line after it inserts one shell. This will allow you to engage the Fire state. Then you just turn off the Click Reload to cancel code after that.
The click reload to cancel code is in the weapon library i'm using, i dunno how to disable it, but i'll look into it.
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