[wip]SMWG: Rage fixes, changes

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Doommarineisme
Posts: 55
Joined: Sat Sep 19, 2009 7:35 am

Re: [wip] SMWGuns: Shotgun sidearm

Post by Doommarineisme »

OMGWTFBBQ! HL weapons! lol wolverine:D
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends
Contact:

Re: [wip] SMWGuns: Shotgun sidearm

Post by XutaWoo »

Uh, they're either custom models or from Counter-Strike.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [wip] SMWGuns: Shotgun sidearm

Post by phi108 »

The plasma coil is a recolored Tau Cannon, and the rest are counter-strike replacement weapons.

And as of r1858, all weapons should be true-color in ZDoom, for all you software-renderer lovers. :wub:
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [wip] SMWGuns: Shotgun sidearm

Post by phi108 »

UPDATE:
-RPK can now be fired one-handed while shotgun is held in left hand, with lower accuracy.
-Fixed all sprite scale values to fix the display with Direct3D
-Cropped flash sprites for better performance
-you can now load 2 shells into the Super Shorty shotgun, and still fire one shell rapidly if you hold the trigger(with lower accuracy).

ZDoom r1889+ is now recoomended, for true-color weapons and the sprite offset bug fix.

NEW DOWNLOAD: http://www.sendspace.com/file/2plsb6 7.8 MB

Screenshots (notice the true-colorness)
Image
Last edited by phi108 on Sun Oct 04, 2009 12:46 pm, edited 2 times in total.
JustGabriel
Posts: 84
Joined: Mon Jul 06, 2009 10:56 pm
Location: Just laying around trying to look alive

Re: [wip] SMWGuns: Shotgun sidearm

Post by JustGabriel »

Sweet
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: [wip] SMWGuns: Shotgun sidearm

Post by NeuralStunner »

phi108 wrote:true-color weapons
Knew you'd love that new feature for just this reason, Phi. :D
JustGabriel
Posts: 84
Joined: Mon Jul 06, 2009 10:56 pm
Location: Just laying around trying to look alive

Re: [wip] SMWGuns: SG+RPK combo

Post by JustGabriel »

You know what would be cool and redundant?
Dual-wielding shotguns :wub:
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [wip] SMWGuns: SG+RPK combo

Post by phi108 »

UPDATE:
-bugfix: A misplaced a_weaponready in the Super Shorty 2-shell loading sequence.
-bugfix: the shotgun was cut off in the alternate firing sequence with the pistol.
-Modified the super shorty sound, to sound more powerful, and a bit less powerful when firing one shell.
-New winchester sound
-forcexybillboard for Noisy cricket ball.
-Winchester has had another power change. It's a bit more powerful than the vanilla SG, but now it has more pellets, for more crowd-penetration. Remember, it's a good mid-long distance SG.

NEW DOWNLOAD: http://www.sendspace.com/file/l2okyb 7.8 MB


To do:
-I'm tired of the rocket launcher (Lhacc), so I might find a whole new gun, or change the mechanics of it a lot.
-Fix alternate-firing with the pistol when you have no pistol.
-Using the claw instead of punching for alternate firing.


And I've thougt some about dual-wielding the same weapons, but I think doomguy only needs one of each gun.
Vanthos
Posts: 10
Joined: Fri Jul 24, 2009 5:25 pm

Re: [wip] SMWGuns: SG+RPK combo

Post by Vanthos »

I'm really liking the new super shorty. It's cool how I can have a good double-barrel blast to knock heavier demons out of the way and then switch to single-mode real quick to deal with other ones. Very versatile.

The dual-weilding is great too.

I'm glad you're finally changing the rocket launcher. Amongst all these rapid-firing small arms, I'm really in favor of a much slower-firing, much more explosive weapon. Maybe grenades besides the rocket launching weapon to add a bit of variety?
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: [wip] SMWGuns: SG+RPK combo

Post by Xaser »

Hehe, I'm liking the new version so far, though I've noticed the muzzle flashes for alt-fire weapons are mysteriously gone now..

And I do agree, I liked the old rocket launcher better than the new one, if only graphically... perhaps bring it back with a slower, more power-oriented behavior? That's my suggestion, at least.
User avatar
Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: [wip] SMWGuns: SG+RPK combo

Post by Davidos »

I demand more dual wieldery, including pistols and winchesters.

.... also more sprinkles on my cookies.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [wip] SMWGuns: SG+RPK combo

Post by phi108 »

Davidos, here you go. (sprinkles out of stock)

UPDATE:
-Shotgun and Pistol can be used at the same time.
-New Rocket launcher, M79 Launcher. (I think the new explosion added the most toward making it more fun)
-fixed a bunch of sprites, including Shotgun punching sprites and SG+pistol holstering sprites.
-De-powered the second Shorty firing sound a bit more
-Fixed the shorty firing with only one shell left over.(still does it, just less unusually)
-The Shorty shotgun fires a bit less pellets, but it has the same power.
-The Winchester Shotgun has had another power change, it is a bit more powerful, but there are less pellets, so it's a bit less affective against crowds. Same for Heretic shotgun.
-Preliminary work on a third firing button, method by Doomrater, Not yet functional. (will allow punching/clawing, if it works)

-And "deatheffects.wad" is now "smwgmons.wad", and it includes a few obligatory bestiary random monster spawners, attempting to make some monsters less annoying. Disable it by renaming the extension.

Replaced Monsters:

-The monsters with alternate deaths: Zombie, SGGuy, Imp, Demon, Bruisers, Revenant, Arachnotron.

-Chaingunguy: Chaingunguy(common) that shoots for sort-of long bursts, or Chaingunmajor who shoots more rapidly for shorter bursts.

-Painelemental: PE(common) who moves a bit slower and shoots a bit less often, and spawns 1-2 Lost Souls on death, or a Defiler with a bit less health and is a bit faster, and is kind-of dangerous.

-Revenant: Rocketzombie(common) who has a bit less health and shoots fast smaller weaker homing missiles, and gives a rocket on death, or a revenant who shoots two missiles from his cannons. All homing missiles become unstable after a time, and can explode randomly in flight.

-Cyberdemon now shoots rockets from his cannon, not from his middle.


NEW DOWNLOAD: http://www.sendspace.com/file/sv0a10 8.2 MB


Still want to:
-See if I can get the third firing button working, and allow punching with a clawing upgrade to all guns.
-Some type of grenades maybe.
-Fix all those TEXTURES errors I just created, oops.
-And other stuff too.

SG+Pistol:
Image
Last edited by phi108 on Fri Oct 23, 2009 8:01 pm, edited 1 time in total.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [wip] SMWGuns: SG+RPK combo

Post by DoomRater »

Always glad to see someone using old reliable methods to achieving effects. It'd be cool if the third button also puts a dual wielded weapon away if you're currently holding one out, then punches/claws.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: [wip] SMWGuns: SG+RPK combo

Post by phi108 »

Thanks a lot for the Method! Yeah, the effect was sort-of working with putting away the left handed weapon before punching, but I was getting some errors.
I added these aliases to your method to get a functional third firing button, and it sort of worked well:

alias +meleact "Use WeapMele1ON;+altattack"
alias -meleact "Use WeapMele1OFF;-altattack"

I wanted to just release it before I do more for the third functions, but I think it will work well.

And it's funny that you say "reliable methods". Everything I'm doing feels like a huge messy hack. But I guess inventory items have been used this way for a while now... Well, at least it all works...
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [wip] SMWGuns: SG+RPK combo

Post by DoomRater »

Trust me, it was more reliable than relying on ACS scripts to achieve the effects. ACS scripts required some sort of way to know which player had called it and also required that script to be free, otherwise you risked overwriting something in a map or it just not working. At least this way you know it will only affect the one player, even in a multiplayer mod.
Locked

Return to “Abandoned/Dead Projects”