I would if I knew how and wasn't feeling incredibly lazy.JimmyJ wrote:Are you going to be implementing the fusion pistol's alternate fire?
[Update] Marathon [A Doom Gameplay mod]
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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.
- TwelveEyes
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Re: [Update] Marathon [A Doom Gameplay mod]
- Grymmoire
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Re: [Update] Marathon [A Doom Gameplay mod]
What was its alternate fire? (Never played Marathon, still enjoy the mod though)
- TwelveEyes
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Re: [Update] Marathon [A Doom Gameplay mod]
The gun would charge up for as long as you held the altfire trigger. If it was charged enough when you released the trigger it would release a larger, more damaging shot at the expense of using more ammo. If you held the charge too long the gun would explode, insta-killing you and any enemies in a radius around you.Damage wrote:What was its alternate fire?
- Grymmoire
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Re: [Update] Marathon [A Doom Gameplay mod]
Doesn't seem impossible, I've seen other weapons in Doom charge to release more powerful projectiles, and the insta-kill could be achieved simply by using Damage_Thing after charging for a certain amount of time.
I never checked to see how it was done but I'd have to guess it was something along the lines of giving an inventory item for every second you held the altfire trigger, and depending on the range of items that you had (10-20, 20-30, 30-40, etc.) the gun shot out a more powerful attack.
And if you accumulate too many inventory items, then you would automatically be forced to jump to a state where Damage_Thing is used, dealing a ridiculous amount of damage to teh player and therefore killing the player. (And if you want it to kill enemies around you I'd say use A_Explode with a ridiculous amount of damage, and hurtshooter on)
I never checked to see how it was done but I'd have to guess it was something along the lines of giving an inventory item for every second you held the altfire trigger, and depending on the range of items that you had (10-20, 20-30, 30-40, etc.) the gun shot out a more powerful attack.
And if you accumulate too many inventory items, then you would automatically be forced to jump to a state where Damage_Thing is used, dealing a ridiculous amount of damage to teh player and therefore killing the player. (And if you want it to kill enemies around you I'd say use A_Explode with a ridiculous amount of damage, and hurtshooter on)
Re: [Update] Marathon [A Doom Gameplay mod]
I noticed that the humans explode into yellow puddles, is this a error?
- wildweasel
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Re: [Update] Marathon [A Doom Gameplay mod]
Those are Simulacrums. In the Marathon games, these "fake Bobs" would yell things the normal humans would not, while running towards the player. They also exploded when contacting the player. Just listen for the telltale "Frog blast the vent core!"Jinal wrote:I noticed that the humans explode into yellow puddles, is this a error?
Re: [Update] Marathon [A Doom Gameplay mod]
That explains alot. thanks for the clarification.wildweasel wrote:Those are Simulacrums. In the Marathon games, these "fake Bobs" would yell things the normal humans would not, while running towards the player. They also exploded when contacting the player. Just listen for the telltale "Frog blast the vent core!"Jinal wrote:I noticed that the humans explode into yellow puddles, is this a error?
- TwelveEyes
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Re: [Update] Marathon [A Doom Gameplay mod]
Another update. See first post.
Re: [Update] Marathon [A Doom Gameplay mod]
What are the updates since the previous release?
- TwelveEyes
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Re: [Update] Marathon [A Doom Gameplay mod]
Once again, another update. This will be the last update unless there are any outstanding bugs I missed. See first post for download link.
Re: [Update] Marathon [A Doom Gameplay mod]
Oh, dear. From 8 megs to 92 megs? I think the general public would appreciate it if you'd make the new music optional >_<
Still, downloaded and played. I'm loving this mod for whatever reason.
One thing I've noticed (unless it's been fixed since) is that the M75's muzzle flash appears static, which is a bit of an eyesore -- it should animate, even if it's just alternating between that frame and the idle frame (which is probably just what the game did -- oddly enough I can't visualize it right now). That and the grenade explosions have gravity (add an A_NoGravity action in there somewhere), but that's minor.
Another thing: the original games allowed you to fire the M75's primary and secondary fires simultaneously, which I always admired about the weapon. I kinda miss it here -- It's doable in the same way as the dual pistols (or like the Parkour chaingun -- actually, the M75 was my primary inspiration for its behavior in the first place).
Still, downloaded and played. I'm loving this mod for whatever reason.
One thing I've noticed (unless it's been fixed since) is that the M75's muzzle flash appears static, which is a bit of an eyesore -- it should animate, even if it's just alternating between that frame and the idle frame (which is probably just what the game did -- oddly enough I can't visualize it right now). That and the grenade explosions have gravity (add an A_NoGravity action in there somewhere), but that's minor.
Another thing: the original games allowed you to fire the M75's primary and secondary fires simultaneously, which I always admired about the weapon. I kinda miss it here -- It's doable in the same way as the dual pistols (or like the Parkour chaingun -- actually, the M75 was my primary inspiration for its behavior in the first place).
Re: [Update] Marathon [A Doom Gameplay mod]
Also, the unknown alien weapon has a third firemode if you have primary and secondary held down at the same time, which is also not implemented.Xaser wrote:Oh, dear. From 8 megs to 92 megs? I think the general public would appreciate it if you'd make the new music optional >_<
Still, downloaded and played. I'm loving this mod for whatever reason.
One thing I've noticed (unless it's been fixed since) is that the M75's muzzle flash appears static, which is a bit of an eyesore -- it should animate, even if it's just alternating between that frame and the idle frame (which is probably just what the game did -- oddly enough I can't visualize it right now). That and the grenade explosions have gravity (add an A_NoGravity action in there somewhere), but that's minor.
Another thing: the original games allowed you to fire the M75's primary and secondary fires simultaneously, which I always admired about the weapon. I kinda miss it here -- It's doable in the same way as the dual pistols (or like the Parkour chaingun -- actually, the M75 was my primary inspiration for its behavior in the first place).
Re: [Update] Marathon [A Doom Gameplay mod]
I've always wondered about a marathon tc. Wouldn't that be kinda cool? Really sweet mod though.
Re: [Update] Marathon [A Doom Gameplay mod]
Well, we've got two pieces now, seeing how the terminals have been done. Of course, I'd prefer to see something in the style of Marathon rather than a TC (which begs the inevitable "Why not just play Marathon?" question).
Wait, really? I've never tried this before. How's it work?JimmyJ wrote:Also, the unknown alien weapon has a third firemode if you have primary and secondary held down at the same time, which is also not implemented.
Re: [Update] Marathon [A Doom Gameplay mod]
If you're holding both fire keys at once it does a triple shot, shooting ahead and to both sides.Xaser wrote:Well, we've got two pieces now, seeing how the terminals have been done. Of course, I'd prefer to see something in the style of Marathon rather than a TC (which begs the inevitable "Why not just play Marathon?" question).
Wait, really? I've never tried this before. How's it work?JimmyJ wrote:Also, the unknown alien weapon has a third firemode if you have primary and secondary held down at the same time, which is also not implemented.