[Alpha] The Greaser Enhanced (needs graphics- page 3)

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Duke Wooze
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Re: [Alpha] The Greaser Enhanced

Post by Duke Wooze »

Oh thanks man I'll go look for it now.
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DoomRater
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Okay, I've got preliminary graphics for the mounted machinegun in. They need some tweaking, hopefully I'll have a release by tonight.

Also making blocker projectiles NOT stop my own shots is annoying. I might try making the projectiles somewhat bigger and see what happens.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Okay, preliminary work on the mounted machinegun is done and the file's been updated. It doesn't have the sounds for the blast shield in yet, and I need suggestions on that stuff! Also comments on the amount of ammo and whether it should shoot one or multiple blasts are appreciated. I know the belt and such need animations yet...
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Testing last night revealed the machinegun was blocking damage it shouldn't have been. I've gone and fixed that for the moment, but I still cannot reliably get it to shoot through a tiny pigeonhole. This would be much more reliable if there was a way to set just the front of a player invulnerable (as there seems to be a way to set only the front of a player reflective... I wonder how much work would be needed to apply the invulnerable that way?), and as is has to stop blocking some damage in order to shoot! I'd rather not make the player suddenly invulnerable while shooting- after all, this isn't Time Lord TC.

For all you fans of clicking every shot of a shotgun, I've enhanced the shotgun so it can fire shells out of the barrel much faster if you click yourself. You'll get the timing down pretty quick. triple clicking even loads the thing faster! fire-altfire loads the gun faster after one shot as well.... you get the picture.

A strange glitch with the dual uzis has been fixed. I think the next thing I should do is replace the Uzi graphics!
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Sniper Joe
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Re: [Alpha] The Greaser Enhanced

Post by Sniper Joe »

That shotgun sounds cool.


Also, Time lord TC? That would just be weird.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Yes, rub in the lime part some more willya?!

Anyway, lemme get something changed around and stable, then I'll ZIP and upload it. I'm gonna mess around a lot with the mounted machinegun's damage and spread, so if you like or don't like, say so!
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Machinegun's damage changed to 10 and slowed down some. Greaser's also been slowed down to 5 tics per shot and is easier to snipe with. I didn't realize I had the spread set to 4x4- it's been dropped to 2x2 now.

Things that need work:
-request in features that dying clears flash states to clean up a strange bug where the player continues to stand even though he is dead (will try to fix myself first)
-Mounted Machinegun needs sound effects when setting up and taking down. It's otherwise impossible to tell a player is setting up the gun and you waste ammo trying to shoot the guy behind a shield.
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DoomRater
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

-obituaries are in! Why the heck didn't I add these sooner... They coulda been tested already.
-mounted machinegun now gibs as it's supposed to.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

-The Uzi graphics have been replaced with Ruger MP9 graphics from Run n Gun 2. The pickup line now calls them Oozis.
-Since HeavyArmor is actually added to the inventory on pickup if you have existing armor, I told it to display the armor on your inventory bar. Now you can decide if you want to wear it or not by pressing use, rather than having to know whether one is in your inventory beforehand or not.
-undocumented feature: weapon special 1 allows you to cancel throwing a grenade, knife, or firing the sniper rifle. Just hold it down while you let go of the trigger. I'll make sure to add the key configuration as soon as possible, but what key should be the default? It's been in for a while but I wanted to let everyone know about it.
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wildweasel
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Re: [Alpha] The Greaser Enhanced

Post by wildweasel »

DoomRater wrote:I'll make sure to add the key configuration as soon as possible, but what key should be the default? It's been in for a while but I wanted to let everyone know about it.
I'm okay with Z, X, or R - I use a WASD configuration, and considering your mod doesn't have reloading, R might work.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

-some ammo tweaking in this mod- the default guns can stock up on ammo far too quickly and carry too much ammo for what they are.
-blood splatter sound effects (puff ricochets and blood splat sound effects are from 7th Dimension) are in
-graphical tweaks for guns- the Mounted Machinegun leaves decals and has larger puffs (since it's doing 10 damage per shot!)

Edit: added some more fixes- apparently the damn mounted machinegun was blocking sniper rifle shots when it is not supposed to. Fixed. Also debugged the obituaries and the knife obit now works.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

-went and ganked the grenade sounds from Soldat. It should be a lot harder to hear the thing clanking around.
-sniper rifle's scope shots are all fullbright now.
-I should be receiving graphics pretty soon for some actual Grease Gun action, which should help make this mod feel a little less Rambo'ish. It already feels like I need to make a Rambo weapons mod with bandanna powerup, rofl.
-no update yet. I want to trawl through things again and see if there's anything else bugging me before I pop it up- most notably the strange "standing dead guy" bug.
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

Okay guys, I'm gonna tweak the ammo a whole bunch. Rockets will now spawn as a grab bag that randomly gives you rocket ammo or grenade ammo. The rocketboxes no longer give shotgun shells, but they also don't check for knife ammo since they are still very valuable explosive ammo sources. In fact, I'm considering making them ONLY check for rockets since rockets should hopefully be in short supply now... unless a mapper spams the level with backpacks.

After this, I need to clean up existing sprites (like the rocket launcher's rocket insertion animation frame that has tons of purple on it and the coachgun's mismatched arms) and double my efforts to find a good Chain Lightning Gun graphic. Suggestions needed!

I also need a good explosive bag graphic for the grab bag.

I wanna move this to beta VERY soooooon.
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ThatOneZDoomer
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Re: [Alpha] The Greaser Enhanced

Post by ThatOneZDoomer »

After checking out this topic on and off (along with noticing how inactive it is), I finally decided to download and try wad out.

Oh good, a starting weapon that isn't totally boring (IMO) and worthless :D . As for the Coach Gun, what are the times you're suppose to click to speed up the reloading? At the moment, I just click rapidly any time during the reloading :P . I think there's an issue with the way the Oozi is set to replace the shotgun. Normally you may be expected to use the shells lying around and/or pick up a shotgun from one of the enemies, but if it's before a point you normally find the super shotgun, you could be in trouble. I know the shotgun guys drop a clip along with a shell, but it's not always enough. For example, if you're expected to fight a bunch of Imps with a shotgun prior to getting a chaingun or better, you'll be likely to run out bullets and be stuck with a knife, but be carrying around a bunch of shells.

Come to think of it, I feel like I poorly explained that, but you understand what I mean right? I also notice there is a reload key, but I take it that it does nothing in this particular wad?
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Re: [Alpha] The Greaser Enhanced

Post by DoomRater »

It's not a reload key per se- it allows you to cancel certain held down weapons instead of throwing that grenade or knife, or squeezing off a SmartRifle shot.

Anyway, the Oozi issue is one the original mod had, with me left scratching my head as to how to fix it. Imps could drop small clips like the shotgunners do currently to ensure there's always lots of ammo, but in the end it seems too dependent on having another way to kill everything. Perhaps starting with a few throwing knives could also help with the ammo screw some? Remember, thrown knives are boosted with War Rage as much as the swung knife.

I think the best way I could deal with the problem is allowing a player to assemble a CoachGun from dead shotgunner enemies. If I made them spawn the regular shotgun it'd be a throwaway weapon once you have the coach. Also, since I was planning on adding this approach to the rocket launcher anyway (it's just too powerful in multiplayer) I'll get a good idea what tweaks should be done to make it fair. In case anyone's interested in code, they won't be WeaponPieces... just CustomInventory so I can spam the same object and have the player pick up pieces without random piece screw. You'll still be able to pick up a CoachGun regularly this way.

The window of speed up opportunity is right as the barrel is coming down from a shot.
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