Stellar Weapons G4: SHOW NO MERCY!!!

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Deybar_TECH
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Re: Slaughter Weapons [G4-3.0] Released

Post by Deybar_TECH »

I already said it many times...
I WANT 3D WEAPONS IN MY PROJECT!!! :twisted:
Image

It's been several months since I did relatively successful tests with my version of the RM-277 rifle
and with my Lohengramm pistol with interchangeable twin barrels.

I'm currently rebooting the project towards generation 5.
so I first organized a lot of the sprites
and effect animations and then put them
in folders instead of putting them inside a ".wad".

The purpose of this Build change
is to reuse a large part of those same sprites in
the Muzzleflash of the 3D firearms and
give holographic parts to the futuristic energy Weapons.





MODELDEF was able to recognize the "Sprites" folder but...
unfortunately in Zandronum it is not possible to render textures or rather,
pixels with less than 128 of 256% alpha.

in GZDoom it works better but that made me discover another problem...
this transparency "overlays" the rest of the 3D weapon and makes it partially transparent
despite the fact that there are other pieces behind this transparent layer.

Image



Originally my 3D weapons were going to float on the screen with no hands or arms to hold or grab them.
This was going to be so to be able to use 3D models with great detail that were going to be animated
with MODELDEF "Offset" property instead of "Frame Index" property.
A_GunFlash allowed a completely independently second model.

With that everything was going well,
but I plan to use a lot of transparency in the weapons and with this transparency problem
many of my design plans stopped completely. :x

I know that GZDoom has A_ChangeModel and A_Overlay+++
but such functions don't exist in Zandronum.



I already have an escape plan for this situation
and if it can work again like in my Flight Simulator,
it would be the most exciting thing I've created.

I hope to be able to show something of that in this next month.
(The second part of my boring ammo report had better wait a bit)
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Re: Slaughter Weapons [G4-3.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Sun Feb 26, 2023 4:04 pm I already said it many times...
I WANT 3D WEAPONS IN MY PROJECT!!! :twisted:

It's been several months since I did relatively successful tests with my version of the RM-277 rifle
and with my Lohengramm pistol with interchangeable twin barrels.

I'm currently rebooting the project towards generation 5.
so I first organized a lot of the sprites
and effect animations and then put them
in folders instead of putting them inside a ".wad".

The purpose of this Build change
is to reuse a large part of those same sprites in
the Muzzleflash of the 3D firearms and
give holographic parts to the futuristic energy Weapons.





MODELDEF was able to recognize the "Sprites" folder but...
unfortunately in Zandronum it is not possible to render textures or rather,
pixels with less than 128 of 256% alpha.

in GZDoom it works better but that made me discover another problem...
this transparency "overlays" the rest of the 3D weapon and makes it partially transparent
despite the fact that there are other pieces behind this transparent layer.



Originally my 3D weapons were going to float on the screen with no hands or arms to hold or grab them.
This was going to be so to be able to use 3D models with great detail that were going to be animated
with MODELDEF "Offset" property instead of "Frame Index" property.
A_GunFlash allowed a completely independently second model.

With that everything was going well,
but I plan to use a lot of transparency in the weapons and with this transparency problem
many of my design plans stopped completely. :x

I know that GZDoom has A_ChangeModel and A_Overlay+++
but such functions don't exist in Zandronum.



I already have an escape plan for this situation
and if it can work again like in my Flight Simulator,
it would be the most exciting thing I've created.

I hope to be able to show something of that in this next month.
(The second part of my boring ammo report had better wait a bit)

Don't push yourself, take your time, and you will persevere... :)


Also, reloading still doesn't work :?
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Deybar_TECH
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Re: Slaughter Weapons [G4-3.0] Released

Post by Deybar_TECH »

DELTAtheDboi005 thanks for your support friend.
I am very sorry for not correcting the reload button in these latest versions of Slaughter_Weapons G4. :cry:

The G5 project will include that fix,
and many other features that I'm researching and building.
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Re: Slaughter Weapons [G4-3.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Wed Mar 01, 2023 2:36 pm DELTAtheDboi005 thanks for your support friend.
I am very sorry for not correcting the reload button in these latest versions of Slaughter_Weapons G4. :cry:

The G5 project will include that fix,
and many other features that I'm researching and building.
DOOOOOHHHHHHHH that's alright matey :)



A suggestion for the screenseeker is that you make a custom keybind via ACS and KEYCONF.

ACS:

Code: Select all

Script "CYCLONE" (void)
{
	if (checkinventory("Cyclone")==1)
	{
		setweapon("Cyclone");
	}
	else
	{
		print(s:"You don't have the cyclone yet");
	}
}
KEYCONF:

Code: Select all

Alias "Pound" "PukeName GroundPound"

AddKeySection "Abilties" "Abilties"

AddMenuKey "Ground Pound" "Pound"
It's some code from my mod. You are more than welcome to use it and modify it, feel free to give credit too while you're at it 8-)
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Deybar_TECH
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Re: Slaughter Weapons [G4-4.0] Released

Post by Deybar_TECH »

DELTAtheDboi005 wrote: Sat Mar 04, 2023 10:40 pm A suggestion for the screenseeker is that you make a custom keybind via ACS and KEYCONF.
version 4.0 is already available. and finally,
I already changed the codes that control the "ScreenSeeker" system.
so update your controls in "Customize controls" because
BT_ZOOM and BT_RELOAD won't do anything anymore. :wink:



I'm sorry... I didn't use your code for the new KEYCONF controllers.
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Re: Slaughter Weapons [G4-4.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Tue Mar 07, 2023 10:17 am I'm sorry... I didn't use your code for the new KEYCONF controllers.
Seems like a good ol' case of "it's better to have it and not need it, then need it and not have it" :wink:



Also, ever heard of the NEOPUP PAW-20?

Here's a linky-loo
https://en.wikipedia.org/wiki/Neopup_PAW-20
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Re: Slaughter Weapons [G4-4.0] Released

Post by Deybar_TECH »

DELTAtheDboi005 wrote: Tue Mar 07, 2023 8:27 pm Also, ever heard of the NEOPUP PAW-20?
I saw the gun but didn't know its name. (apparently it has a dangerous operation for its shooter)
I already mentioned in my boring ammunition report
earlier that I was going to use 30mm grenades which at the same time,
would also serve as massive shotgun ammunition.

At the moment I am designing the appearance of the G5 new protagonist
and I am also investigating and solving problems for how to make her 3D animations.
so weapons and ammunition have been in the background for now.




DELTAtheDboi005 wrote: Tue Mar 07, 2023 8:27 pm "it's better to have it and not need it, then need it and not have it"
:? :?: ??????
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Re: Slaughter Weapons [G4-4.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Thu Mar 09, 2023 10:40 am
DELTAtheDboi005 wrote: Tue Mar 07, 2023 8:27 pm Also, ever heard of the NEOPUP PAW-20?
I saw the gun but didn't know its name. (apparently it has a dangerous operation for its shooter)
I already mentioned in my boring ammunition report
earlier that I was going to use 30mm grenades which at the same time,
would also serve as massive shotgun ammunition.

At the moment I am designing the appearance of the G5 new protagonist
and I am also investigating and solving problems for how to make her 3D animations.
so weapons and ammunition have been in the background for now.




DELTAtheDboi005 wrote: Tue Mar 07, 2023 8:27 pm "it's better to have it and not need it, then need it and not have it"
:? :?: ??????
Don't worry about the saying, that's just me saying you have full permission to use that bit of code I gave ya 8-)

Also, I would to pitch in and make some weapon models for your mod, I've got magiavoxel on my pc and I can pm you the models as sprites if you want :wink:
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Deybar_TECH
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Re: Slaughter Weapons [G4-4.0] Released

Post by Deybar_TECH »

I have been planning for years to add 3D/md3 Weapons
for the Fifth Generation (G5) of this project.
but unfortunately, that has not yet been possible
mainly for reasons of intense research.

and these last few months of absence, not been the exception.....





the tools in First Person turned out to be more limited than I had anticipated.
So I decided to switch to a totally different perspective: Third-Person Shooter. :twisted:

Thanks to the infinite tests carried out in my Flight Simulator OZ_VISION,
I know that in the third person mode, I will have absolute control of each
and every one of the properties or RenderStyles of the 3D Models.
while allowing me to take much better advantages of them.

THE PROBLEM.......
is that now I need 3D Characters.
And that's where the real difficulties started.



I already built 3D Airplanes,
3D Terrains and 3D Weapons
but I didn't expect that creating 3D Humans would be 1600 times more difficult!!!

For example:
I can replace the OZV plane in minutes with any other Aircraft model
with PBR textures and with just a few adjustments to its Engines,
it would be ready to start a new TC Project.
It is not even necessary to give it any ailerons animation to make it look impressive.

with Humans that is impossible since they don't fly in T-Pose,
they walk, running and sprinting.
And not only do you have to animate, you have to paint their joints
since Humans are not solid machines with bolts, ailerons or hinges
that only rotate/move in one direction.

The meat and clothes must stretch when moving
and you have to study some anatomy to do it properly.



And of course, there are shortcuts like Automatic Weights/Rigs
and even download links with finished characters in various formats.

Maybe it's my highly unstable Blender 2.83 fault,
but such tools or characters always fail to assign Bones
so they never meet even the minimum of my demands.





To finish this report, after so many months of research
I already have some certainty of what I want in the project.
but, I still have to wait for these new ideas to cool down enough to work with them.

Maybe I should reveal more information
But in this moment, this Gameplay Mod is my most important project
so until I have a playable Demo, I'll keep those details under Secret.



Sorry for the long wait. :(
I hope my next comment finally brings good news.
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Re: Slaughter Weapons [G4-4.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Mon Jun 19, 2023 11:46 am a totally different perspective: Third-Person Shooter. :twisted:
Next version is gonna look VERY interesting!

Take your time, don't rush and while I'm here, would you like some help with weapon sounds?
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Deybar_TECH
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Re: Slaughter Weapons [G4-4.0] Released

Post by Deybar_TECH »

DELTAtheDboi005 wrote: Tue Jun 20, 2023 4:05 am
Next version is gonna look VERY interesting!

Take your time, don't rush and while I'm here, would you like some help with weapon sounds?
thank you very much for your support DELTAtheDboi005.

I'm sorry.... but unfortunately I have captured and cut with Audacity
thousands of gun sounds from different video games and some youtube "all weapons Showcase". :idea:
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Re: Slaughter Weapons [G4-4.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Sat Jun 24, 2023 1:03 pm I'm sorry.... but unfortunately I have captured and cut with Audacity
thousands of gun sounds from different video games and some youtube "all weapons Showcase". :idea:
Fair enough, the offer's there in case you want it :)
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Re: Slaughter Weapons [G4-4.0] Released

Post by Deybar_TECH »

LARGE "STELLAR" UPDATE WITH NO MERCY!!! :twisted:

here is version 6.0
that has 3 new weapons, inventory recovery system,
new difficulty levels, several bug fixes
and above all, much more POWER.



Consider this update the "Over-Powered / OP"
version of the previous Slaughter Weapons.

but..... to get all of their new weapons
and improved weapons you will have to explore a bit since
THERE ARE NO WEAPON SPAWNS where you would normally find them.

instead of traditional weapons spawners (like: Replaces Chaingun)
the innovative inventory recovery system has been improved
so that you can also recover the weapons that you have previously found.
so when you get a weapon, you will get it forever.
which means that their Spawners must be much less common.

And that's what the new difficulty levels or "Skill Modifier" are for.
which determine which things, pickups, weapons or enemies appear and which do not.



I have to mention that the lower difficulties
are not meant to be humiliating:
"Baby" "Can I play, Daddy?" "I'm too young to die"

so don't jump straight into the final difficulty.
all of the "Skill Modifiers" have a specific purpose
and none of them are meant to be really easy.



For much more details see the following list of changes:
Deybar_TECH wrote:
  • Neutron Blaster is a beautiful Gauss-Cannon that fires neutron waves
    capable of going through the floor and walls.
    which makes it the best weapon of this new version.
    forget about "clemency" and shoot through their hideouts. since when they leave from there, they will never show you mercy.
  • (GC-38) "Valhalla" is a powerful sniper rifle that,
    being automatic, will destroy enemies at long and close range.
    by being a real "Battle Rifle" its recoil and aim deflection can be uncontrollable.
  • (SB-40) "Giga Launcher" is a 30mm grenade launcher
    that is also a massive shotgun. It is the best weapon for crowd control.
  • The discreet ammo recovery system is now much more obvious and useful
    than at the beginning of this fourth generation.
    now, you can also recover all the weapons you got in other game sessions.
    which in consequently means that from now on,
    weapons are much more difficult to obtain than before.
  • An important note is that the inventory recovery system
    intentionally does NOT recover all "MaxAmount" upgrades.
    play constantly to keep your ammo upgrades maxed out.
  • For unknown reasons, the inventory recovery recovers too much ammo.
    "MaxAmount" weapons and upgrades do not suffer from this buff.
  • The names, descriptions and replacements of the "Skills"
    with which the game starts have been extensively updated.
    Try the first 4 "Skills" to find all the weapons.
  • The balance of the enemies Spawners has changed a lot but it is not very well revised.
    so depending on the maps you use together with "Stellar weapons" it may be too easy or too unfair.
  • The first Skill was improved: "0 - Safe Travel"
    now, you will enjoy a beautiful galactic sky of stars and immediately get the "Stellar Formation Cannon / SFC".
    Keep exploring to find your exclusive ammunition. remember that in this "Skill" you will not be able to shoot the SFC.
  • Added the Skill: "1 - Heavy Hard Monsters"
    in where you will find unstoppable and incredibly hard enemies.
    try it if you are bored with my powerful weapons or if you want to get the "Extreme BFG".
  • many powerups like the one that replaces "MegaSphere",
    now grant the player the "PowerDrain".
    the ability to recover health from hitting enemies
    helps A LOT during massive waves of enemies in Slaugher Maps traps.
  • The powerup that replaces "InvulnerabilitySphere"
    now also grants the player the "PowerInfiniteAmmo".
    which also means that many weapons
    will not consume ammo with the Gameplay Option: "Infinite Ammo".
  • "Life Gems" that are extracted from enemies will not disappear.
    Additionally, Gems taken from powerful enemies will grant the player the "PowerRegeneration" ability.
  • Key-Card and Skull-Key now always appear on the map highlighted with a key icon.
    The truth is, I'm tired of looking for keys all over the map
    and many times the icon of the "Easykey" option is buried by the icons of the actors.
    for unknown reasons, icons sometimes don't find their corresponding Keys.
  • all ammunitions have changed names
    but this only has an effect on "Heavy" ammunition and "Incendiary" ammunition.
  • From now on, all weapons that use "Heavy" ammo
    will fire the "Missiles" of the old "Swarmmissiles" weapon.
  • Additionally, both "Heavy" and "Incendiary"
    now have the ability to turn their victims into gray ashes with white bones.
    recognition of solid objects (without flesh Meat) is not yet added.
  • Ammo can now only be picked up if the amount
    to be picked up does not exceed the player's inventory.
    so weapons that constantly consume ammo like the "Extreme BFG" will not waste more ammo.
  • The stealth weapon from the previous version "338 Famas"
    was removed because in the dark colored "Skills",
    players always alert all enemies.
    making the silent capabilities of the "Famas" useless.
  • the weapon "429 Desert Eagle" was removed
    because I couldn't find Sprites with lower muzzle elevation and hammer action.
    The idea was to update it with automatic fire
    but since that was not possible, that idea was transferred to another weapon.
  • "BLACK_M16 - 224 carbine" which is the best weapon of all previous versions.
    now renamed to (GC-15) "Darkness" and is now the starting weapon.
  • "Rhino" revolver has been renamed to (GC-48) "Zeliska".
    it is now the second starting weapon and can shoot much faster.
    Can no longer be upgraded with "Berserk".
  • "SHORTGUN" sawed-off shotgun has been renamed to (SB-11) "Twinjet".
    when selecting "Ignited" ammo, it will fire homing projectiles.
  • "J-Hammer 800" shotgun has been renamed to (SB-16) "Savage".
    He can now fire incredibly faster and his reload can be skipped when switching weapons.
  • "DRUMEX - DX-800" shotgun has been renamed to (SB-27) "Fenrir".
    now its recharge can also be skipped when changing weapons.
  • "GAU 800" shotgun has been renamed to (SB-69) "Avenger".
    their shots slow the player movement speed.
  • sniper rifle "ZzoomM_RIFLE - AX-475" has been renamed to (GC-21) "Horizon".
    Now it reloads faster and has a much better shot sound.
    He lost the ability to use different types of ammunition.
  • "MSG_500" assault rifle has been renamed to (GC-74) "Sukhoi".
    now fires ultra high pressure pistol ammunition. what was planned for the DesertEagle
  • minigun "AUTO_CANNON" has been renamed to (GC-82) "Siege". will be updated soon.
  • Shoulder Mounted Missile Launcher "SWARMISSILES" has been renamed to (SB-117) "Dragon Storm".
    He now uses "Ignited" shotgun shells and his missiles are slightly faster.
  • The energy weapon "Neutron Force Gun" now fires 3 bouncing projectiles
    and uses better shot sound.
    It also consumes less ammo when firing the large energy sphere.
  • the "Extreme BFG" weapon has now inverted its firing modes.
    primary "erase" any corpse during the energy accumulation phase.
    Secondary mode can now re-fire multiple times.
  • "S.F.C." now can teleport much easier the player back to the start of the map.
    his return teleportations have no use limit.
  • if you fired the supernova of "S.F.C.", when you return to the start you will get
    all the KeysCard + SkullKey. and if you try to return again, you will complete the Level.
    in Skill: "0 - Safe Travel" this will always happen.
many of these adjustments are last minute.
So more updates and fixes will be coming soon. :wink:



The "G5" is still in development but the change of perspective to the "third person",
together with a very fluid md3 animation will reduce the maneuverability
of the 3D protagonist and consequently her ability to Fight
in the most unfair Slaughter maps, will be greatly affected.
that's why I preferred to update the Slaughter_weapons.

You can consider this "Stellar Weapons" as the prequel or a "Spin-off" of the new generation. 8-)
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by DELTAtheDboi005 »

AWESOME!
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Doctrine Gamer »

Forgive me for the silly question but how do I change the weapons? I always get pistol and machine gun and even when I get a gun case it doesn't change.

The weapon pickup button is configured.

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