[Release] RV-007 Doom Weapons v09

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

[Release] RV-007 Doom Weapons v09

Post by RV-007 »

First thing to say, I should make a better project name, but I don't know how to explain this weapons wad.

I like how my weapons turned out. I don't know about other opinions, but it gets all subjective from there so I don't know. It does have a hard time transversing thru maps in the freedoom iwad.

My weapons wad is a release, but I might find some improvements to be change over time.

RV-007 Doom Weapons:
n/a (80+ mbs)

Skins List:
Spoiler:
Weapons List (no new graphics, but all new [drastic] behavior):
Spoiler:
Screenshots:
Spoiler:
Notes + Standard:
Spoiler:
Last edited by RV-007 on Thu Feb 26, 2015 11:36 pm, edited 52 times in total.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

And that's vote #1 being no.
I guess smokey trails would be too distracting for a fps, especially when you need to focus attention on the action.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

And the polls are rolling into debate! Will wait for further results.

Hotfix:
Removed that stupid DamageType rules stuff from the doom weapons.
Doom weapons's poison damage no need stupid damage factor rules.
More weapon fun, even against DamageFactor "Poison", 0 monsters.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

Hotfix:
Made Flare_BulletPuff to match aesthetically like the Flame0 projectile.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

I want to note that my weapons use the SpawnID attribute and sometimes certain projectiles appear, especially when fighting the plane boss (map30) in Super Sonic Doom. I will see what SpawnID does in the zdoom wiki.

EDIT (10/09/2012):
http://zdoom.org/wiki/SpawnID wrote:Spawn numbers, often referred to as SpawnID or type, are unique identifiers stored on a single byte of data and corresponding to a single actor class for use in script functions and action specials such as ThingCount, Thing_Projectile, Thing_Spawn and their derived functions.
According to the quote, SpawnIDs are identifiers for script functions and action specials. This is something I don't need for my weapons mod. I commented out those attributes.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

Fixed distance of smoke radius for scope rifle closer to player classes (mostly as marine types).
Make zoom factor of scope rifle instant as to emulate real scope rifles (no stupid camera zoom in).
Scaled turning of zoomed scope rifle still supported b/c this wad is for gaming needs, not emulating real life (too much trouble).

This would mean that the scope rifle's zoomed fire is more faster to use.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

I made a weapon that suits the fist weapon. I call this the Warp Fist utility. It's not really a weapon b/c it does no damage, but it can warp on targets! Warp distance is limited to nearly the sight range of an Archvile. Just watch out which target to warp to and be sure to measure the risks. Can someone say Tarzan?

I didn't put up any screenshots b/c there is no visual differences, but the function is there. I guarantee v2.6.1+ is required.

I will get to the looney tunes smoke for the vrock radius. Will also get around to smoke after effects to any flame stuff just b/c it feels sensible.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

Smoke_Radius class name changed into Smoke_Offset0 for logical definition.
Smoke from the vrock crashed into either infinite spawn error or the zthrustthing action special is too fast for the (limited A_RadiusGive in) smoke statements. Smoke for Vrock_Radius failed to compute, terminating.

There is no real hotfixes and this post is more of a let down than anything better or new.
Moving on, I will try to make a tracer-based warp fist for a smarter kind of teleport device (just like in UT99).
I will also try to keep the warp fist in a tarzan style in case swinging thru respawning destructible vines comes.
The tracer object will only come in contact w/ map surfaces, but watch out for any interfering objects to get you stuck.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: [Release] RV-007 Doom Weapons

Post by DoomRater »

Watching because I'm finding the weapons more hilarious than anything. DAMN that pistol's OP.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

I was combining wads w/ CRFE_P1.WAD (w/ jumps), and boy are there a shortage of ammo! Usually, the hell chainsaw can be a really good ammo conserver (if one remembers to use them), but I posted up a poll to decide whether the Warp Fist should be a (short range) telefrag weapon or not. If it does telefrag, it automatically becomes one of the best weapons to use against a single enemy. I will have to slow down the ticks to ensure weapons balance.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons

Post by RV-007 »

Flare pistol now have vertical angle spread. This makes the accuracy suck, but I try to balance things a bit.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons v01

Post by RV-007 »

Ok, I updated the wad w/ a radio boombox (see UAC Marine player class).
You have on/off switch items that could play/stop music.
It's simple, but @ least it works to some degree.
Audio play may not work out so well due to tempo changes, sound variation, and all that audio stuff w/ both the file and the source port.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons v01

Post by RV-007 »

rv doom weapons got inventory icon sprite updates and includes Inventory.InterHubAmount.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons v01

Post by RV-007 »

I decided to make the warp fist to telestomp targets so it's more of a weapon than a travel utility. For those who want beacons, I believe I will also add that as well (thru a nearly unkillable monster). Problem is that I have to learn how to make use of the kill children parameter stuff. The parameter will kill off any teleport beacon monster in the warp fist's altfire state and the altfire projectile will spawn another teleport beacon monster. The potential of this weapon/utility is dungeon scumming, which is great if you are tight on ammo (and will lose it anyways), but can control elevators/stairs/doors. At the moment, I am trying to make balance of the warp fist. Using this weapon may result in the loss of health, armor, or ammo (also slow weapon fire delay). Hopefully, I can make the warp fist to be at least transversable against those noob killing monsters (ie boss monsters at the first level).

In english, you get this:
-Warp fist that telefrags any radiusdmg target by fire state.
-Warp fist that kills player-spawned monsters and shoots a projectile that spawns a teleport beacon monster (on death) by altfire state.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: [Release] RV-007 Doom Weapons v02

Post by RV-007 »

The warp fist should be completely finished. Now you got a treat for trick and treating monsters when you are low on ammo. You can warp around (w/ the beacon) too. The warp fist beacon is not always invincible. Place it on a corpse, and the corpse may jut it out of existence. It's like sumo wrestling, lol. No screenshots.
Post Reply

Return to “Gameplay Mods”