YORU NO SEI - NAKU-NARU 2 !
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The Projects forums are only for 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.
- mamaluigisbagel
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Re: YORU NO SEI - NAKU-NARU 2 !
Sadly I kinda agree, the weapons are a lot less fun to use for me because they don't have that kick to them. Was especially disappointed that the model 1887 from Naku Naru 1, my favorite regular shotgun I've ever used, got replaced by the Franchi.
There are things I love, like the animations seem smoother and I prefer how the Arisaka sounds and looks in this, but I don't know if I'll be as addicted to it as I was the first one. We'll see after I'm done with my current playthrough.
As for bugs, I noticed when you zoom in using the Flash rocket launcher, the mouse sensitivity is normal, but after firing once, it speeds up massively.
There are things I love, like the animations seem smoother and I prefer how the Arisaka sounds and looks in this, but I don't know if I'll be as addicted to it as I was the first one. We'll see after I'm done with my current playthrough.
As for bugs, I noticed when you zoom in using the Flash rocket launcher, the mouse sensitivity is normal, but after firing once, it speeds up massively.
- Joblez_I
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Re: YORU NO SEI - NAKU-NARU 2 !
well, i don't disagree that the sounds in naku-naru 1 are louder. in fact, i mixed the sounds in naku-naru 2 with a limiter deliberately so the sounds wouldn't be as loud. i mix nowadays with fl studio and i'm more deliberate with what part of the sound i want to come out when mixing. they aren't meant to sound "suppressed" or anything, but they're more controlled to let you hear other sounds playing when firing. i find it more satisfying to be able to hear the sounds of enemies & bullet ricochets when firing. it also might not be just the sound but the actual effect of firing, since guns in naku 1 are generally more powerful. when i described naku 2 as a reboot, i did so because i wanted to change the balance so guns are less powerful and the mod in general would be harder.Zhs2 wrote: ↑Wed Sep 27, 2023 8:51 pm The soundwork in Naku-Naru 1 had a lot more kick to it. In this the sounds feel muted, almost suppressed, and the guns suffer for it. The visuals are great but as it stands I get more out of the experience of playing Doom with Naku-Naru 1 and this arsenal feels very similar to Voyage Infernal (also a good, punchy, but simple take on the Doom weaponset.)
- Joblez_I
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Re: YORU NO SEI - NAKU-NARU 2 !
naku-naru 2 features more deliberate animation work. naku-naru 1 was the last mod where i used danimator to animate the guns. i use aseprite, which gives me far greater control over animation detail. i had considered modeling an 1887 for naku-naru 2, but in earnest modeling and animating pump-action shotguns is easier, and i wanted a different shotgun to make the arsenal more distinct. as for the bug you mentioned, i can't seem to replicate it. the rocket launcher uses a simple A_Zoomfactor(); line to zoom in the camera, it shouldn't mess with sensitivity at all. it could be that the sensitivity staying the same is the problem, if anything. i'm actually not sure how i would go about fixing that. if anyone has any ideas, let me know.mamaluigisbagel wrote: ↑Wed Sep 27, 2023 11:00 pm Sadly I kinda agree, the weapons are a lot less fun to use for me because they don't have that kick to them. Was especially disappointed that the model 1887 from Naku Naru 1, my favorite regular shotgun I've ever used, got replaced by the Franchi.
There are things I love, like the animations seem smoother and I prefer how the Arisaka sounds and looks in this, but I don't know if I'll be as addicted to it as I was the first one. We'll see after I'm done with my current playthrough.
As for bugs, I noticed when you zoom in using the Flash rocket launcher, the mouse sensitivity is normal, but after firing once, it speeds up massively.
Last edited by Joblez_I on Sat Sep 30, 2023 3:21 pm, edited 2 times in total.
- Qqemuz
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Re: YORU NO SEI - NAKU-NARU 2 !
Damn I just looked at the screenshot, love the reskin on the UI
- That0neBr075
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Re: YORU NO SEI - NAKU-NARU 2 !
Absolutely wonderful mod! Just like the first one, the guns feel pretty good to use and the presentation is i m m a c u l a t e.
Great stuff!
Great stuff!
- mamaluigisbagel
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Re: YORU NO SEI - NAKU-NARU 2 !
So far I've reached the (infamous) map of TNT: Habitat with this mod. Aside from that sensitivity problem I have with the Flash rocket launcher and the inconsistent damage of the Arisaka, I'm really enjoying it. (I think the Arisaka in Naku 1 did 100 damage every shot?) The animation as I said before is great, and I sometimes love smooth animation more than beefy sounds for weaponry. I feel I'll be going between Naku-Naru 1 and 2 depending on my mood. Hope to see more coming from this mod 

- Shatter-Thought[V-4]
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Re: YORU NO SEI - NAKU-NARU 2 !
This remake is a ton of fun and I enjoy it a lot! I enjoy most of the weapons very much, though I miss the larger machine guns of the first version, but the smaller one here is quite nice still, and the power the weapons pack make this fun to put against more tougher and vicious monster packs, like Aracnocide enemies.
I do feel the club is a little redundant, as the unarmed martial fists do quite a bit on their own, and it even feels kind of fun mixing up heavy and light strikes, almost feeling like I'm playing an fps brawler (Squishing spiders and bugs with my Oni fists has a certain charm.) I think the club would be alright if it had an alternate that was unique enough to give it potency, like an unlocked feature once you get the spear, letting you dual wield the two in the first slot with their own mix up of attacks.
Or maybe the club could just pound the ground at the cost of chi to push enemies away and damage them slightly, give the player a little space with swarming enemies (Also obviously good against Aracnocide monsters.).
At any rate, this weapon pack has been a ton of fun, and I honestly like this and the first one both very much, and they are great fun to play around with!
Also, love the intro splash screen, feels nice and powerful to see the character standing above their slain foes.
I do feel the club is a little redundant, as the unarmed martial fists do quite a bit on their own, and it even feels kind of fun mixing up heavy and light strikes, almost feeling like I'm playing an fps brawler (Squishing spiders and bugs with my Oni fists has a certain charm.) I think the club would be alright if it had an alternate that was unique enough to give it potency, like an unlocked feature once you get the spear, letting you dual wield the two in the first slot with their own mix up of attacks.
Or maybe the club could just pound the ground at the cost of chi to push enemies away and damage them slightly, give the player a little space with swarming enemies (Also obviously good against Aracnocide monsters.).
At any rate, this weapon pack has been a ton of fun, and I honestly like this and the first one both very much, and they are great fun to play around with!
Also, love the intro splash screen, feels nice and powerful to see the character standing above their slain foes.
Re: YORU NO SEI - NAKU-NARU 2 !
This isn't half bad. The weapons while geared more towards the old school approach, are strong enough to be exceptional in slaughter maps, which is rare considering a lot of them are barely viable for that. It does however lack a little in some departments. It's biggest flaw is that the arsenal does not have a high capacity bullet hose type weapon, which leads to using and accumulating lots of bullet ammo that slows down the overall gameplay.
The Model 72 while decent, could be better. This is one of the rare cases where a 2-barrel break-action shotgun doesn't need a single shot alt-fire, but instead could have used something else since the SPAS-12 nearly outclasses it. On a quick note about the shotguns, the pellet spread is a bit too much, it could use a little tightening up.
The overall reload speed for all weapons could be increased since it is a tad slow; and on that note I was slightly disappointed that the Arisaka/Nambu (whichever rifle that is) didn't have a special stripper clip speed-reload animation for when the weapon was completely empty, hopefully you add that later.
The splash radius on the rocket launcher vs the player is a little too high, it makes using the thing very problematic against tougher targets in non-open areas. If this were reduced to where the radius remained the same and the player could be a bit closer to it without taking damage, it would be leagues better.
The club weapon is really good in this mod, so much so that it would be exceptional for use in Hexen should you decide to port this MOD to it. And I would like to see an alt-fire be put in for it as well.
Lastly, I would really like to see some sort of grenade added to the arsenal. While not mandatory, but would be really REALLY useful considering the design of the rocket launcher.
The Model 72 while decent, could be better. This is one of the rare cases where a 2-barrel break-action shotgun doesn't need a single shot alt-fire, but instead could have used something else since the SPAS-12 nearly outclasses it. On a quick note about the shotguns, the pellet spread is a bit too much, it could use a little tightening up.
The overall reload speed for all weapons could be increased since it is a tad slow; and on that note I was slightly disappointed that the Arisaka/Nambu (whichever rifle that is) didn't have a special stripper clip speed-reload animation for when the weapon was completely empty, hopefully you add that later.
The splash radius on the rocket launcher vs the player is a little too high, it makes using the thing very problematic against tougher targets in non-open areas. If this were reduced to where the radius remained the same and the player could be a bit closer to it without taking damage, it would be leagues better.
The club weapon is really good in this mod, so much so that it would be exceptional for use in Hexen should you decide to port this MOD to it. And I would like to see an alt-fire be put in for it as well.
Lastly, I would really like to see some sort of grenade added to the arsenal. While not mandatory, but would be really REALLY useful considering the design of the rocket launcher.
Last edited by Valherran on Fri Oct 06, 2023 11:03 pm, edited 1 time in total.
- Felix_Margarita
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Re: YORU NO SEI - NAKU-NARU 2 !
Played around with the mod for awhile and I've got some thoughts as well:
1. The weapons are punchy and very smoothly animated -- however, there does feel like they need to be stronger. This is just a personal opinion, but if a mod has reload mechanics, then I think they can turn up the power a bit higher since the act of reloading forces a pause in the action. The bolt-action rifle and assault rifle are so much fun to use, but if they hit a little harder they would be perfect (in my opinion).
2. I'm not as much into the mystical power weapons, but again, that's a personal taste thing.
3. The Franchi shotgun is great - hits hard, fun to use, beautiful to look at - but I do miss the all-Japanese firearms angle from the first iteration. I've always felt Japanese WWII weapons are sorely overlooked (due to the popularity of other Axis/Allies weapons).
This mod oozes attention to detail and care - I'm still super excited to play it and can't wait to see more from OP.
Thanks again for the mod!
1. The weapons are punchy and very smoothly animated -- however, there does feel like they need to be stronger. This is just a personal opinion, but if a mod has reload mechanics, then I think they can turn up the power a bit higher since the act of reloading forces a pause in the action. The bolt-action rifle and assault rifle are so much fun to use, but if they hit a little harder they would be perfect (in my opinion).
2. I'm not as much into the mystical power weapons, but again, that's a personal taste thing.
3. The Franchi shotgun is great - hits hard, fun to use, beautiful to look at - but I do miss the all-Japanese firearms angle from the first iteration. I've always felt Japanese WWII weapons are sorely overlooked (due to the popularity of other Axis/Allies weapons).
This mod oozes attention to detail and care - I'm still super excited to play it and can't wait to see more from OP.
Thanks again for the mod!
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Re: YORU NO SEI - NAKU-NARU 2 !
I'm enjoying the mod a lot; it looks and animates great! Two observations, though:
The bolt-action rifle could use a bit more punch. Especially with only a five round capacity and lengthy reloading. More than five shots to take out a Mancubus isn't that great. Otherwise it's a good sniper weapon.
Apparently death exits cause a GZDoom error! I finished JPCP Map 20 and the whole thing just threw up.
Other than that, nice work!
The bolt-action rifle could use a bit more punch. Especially with only a five round capacity and lengthy reloading. More than five shots to take out a Mancubus isn't that great. Otherwise it's a good sniper weapon.
Apparently death exits cause a GZDoom error! I finished JPCP Map 20 and the whole thing just threw up.
Other than that, nice work!
- mamaluigisbagel
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- Brohnesorge
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Re: YORU NO SEI - NAKU-NARU 2 !
change the line 35 in Barrel.zs from
to just
using GetCvar is completely unneeded here because weapon_particle_toggle is a server Cvar, so it can be accessed like a global variable. Also trying to get the player from the barrels target is likely the issue, because its aborting when the barrel doesn't have a target, like when crushed for voodoo scripting. Unless you're aiming for multiplayer, use FindCVar to get user Cvars instead.
Code: Select all
if(Cvar.GetCvar('weapon_particle_toggle', target.player).GetBool())
to just
Code: Select all
if(weapon_particle_toggle)
- mamaluigisbagel
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Re: YORU NO SEI - NAKU-NARU 2 !
Will try that out, thanks for letting me know!
EDIT: It works, and will add now I noticed what may have caused it was a barrel was set off by a crusher, so guess you're right.
EDIT: It works, and will add now I noticed what may have caused it was a barrel was set off by a crusher, so guess you're right.
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Re: YORU NO SEI - NAKU-NARU 2 !
The strange thing about barrels too is that they bleed red. Not sure if anyone pointed that out if it was intended or not, but when attacked they do bleed instead of perhaps some metallic pling effect.
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Re: YORU NO SEI - NAKU-NARU 2 !
Actors bleed by default if not given the NOBLOOD flag