[WIP] GZDA - Virus Issues (p. 16)

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Gendo
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Gendo »

kudos to you, i played many wads i once enjoyed again with your mod and i can pretty much say that it really _does_ retain orginal doom gameplay balance. please don't remove "manual" reloading of single-barrelled shotgun, it adds to the feel a whole lot :)

:cheers: :cheers: :cheers: :cheers:


also i'd suggest these: all mosters gibbable (pretty much like in quake1), corpses gibbable, shell/bullet casings remaining on the floor, some kind of alt-fire for all weapons, knuckle dusters on two fists (imo they should do more damage than original doom fist), slugs for shotgun besides normal shot, more powerful chainsaw, more powerful railgun (very weak now, imo).
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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

Gendo wrote:kudos to you, i played many wads i once enjoyed again with your mod and i can pretty much say that it really _does_ retain orginal doom gameplay balance. please don't remove "manual" reloading of single-barrelled shotgun, it adds to the feel a whole lot :)
(very weak now, imo).
Manual shotgun reload is a must and really sweet indeed. I love it in GZDA as much as I love it in Agent Diaz.
And yes, this is so far the most impressive Doom wad. I'm still stunned. :P
The art style of the weapons is incredible. Superb job.
Loving the new bar face aswell.
BTW. I hope the shotgun get's a shell/chamber reload animation aswell.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

it's Gendou! wrote:also i'd suggest these: all mosters gibbable (pretty much like in quake1), corpses gibbable, shell/bullet casings remaining on the floor, some kind of alt-fire for all weapons, knuckle dusters on two fists (imo they should do more damage than original doom fist), slugs for shotgun besides normal shot, more powerful chainsaw, more powerful railgun (very weak now, imo).
actually, the casings/shells should remain on the floor, i think i only changed the microgun casings due to lag. i'll double check. the chainsaw definitely needs an upgrade, i've left it alone almost the entire time.
step2ice wrote:Manual shotgun reload is a must and really sweet indeed. I love it in GZDA as much as I love it in Agent Diaz.
And yes, this is so far the most impressive Doom wad. I'm still stunned. :P
The art style of the weapons is incredible. Superb job.
Loving the new bar face aswell.
credit for the art goes to Eriance! but i'm glad you like the mod otherwise. :)
BTW. I hope the shotgun get's a shell/chamber reload animation aswell.
what do you mean?
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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

eliw00d wrote:
BTW. I hope the shotgun get's a shell/chamber reload animation aswell.
what do you mean?
You know when you load the shotgun you have like six or eight shells in it. After you have fired them you have to reload. Similar to when a pistol magazine is empty.


[EDIT]

Sorry my fault. Reloading is already in. My reload button somehow was reset to default and since the pistol reloads with fire 1 I thought the shotgung would also.
Again, sorry for the confusion.

[/EDIT]
Last edited by step2ice on Wed Mar 19, 2008 10:18 am, edited 1 time in total.
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Gendo
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Gendo »

i think a limited amount of casings of each type (or casings altogether) should solve the problem with lag, even using microgun. also what comes to my mind is adding splashes on liquids not only when an object drops into them but also when they're struck by bullets (i think plasma projectiles already do that, not sure about rockets). are you going to include any documentation in further releases? would be helpful for making wads meant for you mod.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

step2ice wrote:You know when you load the shotgun you have like six or eight shells in it. After you have fired them you have to reload. Similar to when a pistol magazine is empty.
this has been in the mod since its early days. the pump shotgun has a capacity of 8+1. i can see why you may not have noticed it, though. you only see the animation when you are at 0+0 and then reload. i did this because that is how i have always reloaded shotguns irl. load the first shell in, cycle the action, continue loading shells until the magazine tube is at capacity. that way if, while you are reloading, you need to fire, you have a round chambered the entire time.

reply to your edit:

ah, okay. yeah, there are a couple weapons i forgot to change so that you can't reload by left clicking. maybe i can make this an option?
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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

eliw00d wrote: reply to your edit:

ah, okay. yeah, there are a couple weapons i forgot to change so that you can't reload by left clicking. maybe i can make this an option?
Well I don't think it is needed. Having a little click click (empty weapon) is a nice addition in the heat of the battle. :p
But as you said, if you do it at all, I would do it as an option not as a forced left cklick reload.
But removing the left click reload all together would make much more sense. Reload is what the reload button is for.
Left clicking is good for the maunual moving of pump gun chamber thingy but not as a Magazine/shell reload.
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Tenement Funster
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by Tenement Funster »

Having a little click click (empty weapon) is a nice addition in the heat of the battle.
Definitely. There's nothing like that rush of fear and the "Oh shit!" that goes along with hearing those dreaded clicks of an empty gun when you're in a tough battle.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

Tenement Funster wrote:
Having a little click click (empty weapon) is a nice addition in the heat of the battle.
Definitely. There's nothing like that rush of fear and the "Oh shit!" that goes along with hearing those dreaded clicks of an empty gun when you're in a tough battle.
i will probably add something like this for the pump shotgun. i don't think i will for the pistols because when the slide is in the rear position, you should know that you're out. :P
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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

Ok, I've seen weapons 1-5 so far and I must say again that it is the best stuff I've ever seen in any mod.

Some little things that could need a little tweak though:

- Fists
The animation could be a little faster. I know it looks like the original Doom animation in terms of speed but they were also way too slow.
It feels a little like underwaterboxing if you know what I mean.

-chainsaw
The start up (on/off) is darn cool but doesn't seem to work all the time.
Sometimes you just can start sawing right away without pulling the string before.

-microgun
The reload sound could use a little more beef in some parts.

This sound part here sounds a little weak. Maybe you could use something like this. It's taken from a SAW249 reload. Here is the complete one.

I also noticed a little gfx glitch with the new status bar face.
Maybe it's my PC or a setting in ZDOOM but most of the time it looks like this.

Image

It somehow projects pieces of the remaining staus bar in the background.
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step2ice
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by step2ice »

Ok, I fooled around a little with the Microgun reload sound and made a new one.
You can check it out here.
Just replace the 2 files in the sound folder of GZDA rar file.
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MAZter
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Post by MAZter »

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step2ice
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Re: Link Broken

Post by step2ice »

Well, I have the version with the changed reload sound for the micro gun, I overwrote the old two sound files.
The rest is like the normal GZDA-RC1 files.

Grab it here.
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by eliw00d »

link has been fixed, my old domain expired and i got a new one:

http://www.medpackstudios.com/GZDA-RC1-B5a.zip
DrunkenMelon
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Re: [WIP] GZDA Weapons Mod | Download RC1-B5a on Page 1

Post by DrunkenMelon »

I tried to load the .rar file with GZdoom but it didn't work. :? I even extracted the files into a zip folder but still no use. I've tried almost every single way to load this mod yet it doesn't work. :x I have the latest version of GZdoom and whenever I try to run it, I get the error message: Script error, "sbarinfo.txt" line 60.
Expected " but got " instead.
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