[Stopped for now] DN Brutal Doom Pack
- xenoxols
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
The pistol looks great.
Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
What isn't fun however is how the barrel of the pistol has a completely different degree of slanting compared to the grip! 

- Morcillete
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
About the grenade launcher candidates I'd vote for the m79. As rocket launcher already has 6 rounds, using the m32 as model would make the grenade launcher to be too similar to the rocket launcher (IMO it would feel like having just an alt fire in a different weapon).
- Hellser
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
You do realize he isn't going to make the Grenade Launcher look exactly like a Milkor MGL or M79, right? The M79 is a break action grenade launcher. meaning it'll probably fire just as fast as an SSG. For the Milkor MGL, it's indeed, 6 round. But what's great about Grenade Launchers, who says the grenades needs to explode upon impact? I would personally like to see a grenade hit a target, drop, then probably explode after laying rest for a few seconds. That's me though.Morcillete wrote:About the grenade launcher candidates I'd vote for the m79. As rocket launcher already has 6 rounds, using the m32 as model would make the grenade launcher to be too similar to the rocket launcher (IMO it would feel like having just an alt fire in a different weapon).
Though, Doom does take place in the future. If he wants a futuristic grenade launcher, there is this pretty thing. It's called a QLB-06. No information on the Wiki, as it's a chinese weapon.
Last edited by Hellser on Sun May 12, 2013 1:39 pm, edited 1 time in total.
- Master Of Metal
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
For the grenade launcher i have an idea. For the alt fire to throw a grenade that explodes when it touches the wall or floor like the rocket launcher.
- Ghostbreed
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
I love the pistol! But the animations could've been a bit more smoother 

- Crudux Cruo
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Love the pistol, and I think there are some ways you can go about the alt fire, whatever you finally decide on.
easiest way is to have the altfire change you to a new weapon: http://zdoom.org/wiki/Classes:PowerWeaponLevel2
you can also make new states in the same line of code to do that but it can get messy.
not a coding guru by any means, i would ask vaecrius, wildweasel, enjay, or pretty much any admin here. Im really out of my element in coding but ill toy with it and see if i can come up with a demo of some kind - no promises. I do know how to TWEAK code so if you need small changes i'll help you out in any way i can.
then there is ACS... no clue on that
easiest way is to have the altfire change you to a new weapon: http://zdoom.org/wiki/Classes:PowerWeaponLevel2
you can also make new states in the same line of code to do that but it can get messy.
not a coding guru by any means, i would ask vaecrius, wildweasel, enjay, or pretty much any admin here. Im really out of my element in coding but ill toy with it and see if i can come up with a demo of some kind - no promises. I do know how to TWEAK code so if you need small changes i'll help you out in any way i can.
then there is ACS... no clue on that
- Hellser
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Actually, he can do it in code. Genesis Saga: Aurora uses such a thing for most of its weapons. Give the player a custominventory, and do an A_JumpIfInventory check. It's not that hard.
- Crudux Cruo
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Oh thats simple then. would be neat to be able to fire them like in xaser's parkour mod, but that is a shit ton of coding.
- DoomNukem
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Aye ill have a go at adding extra frames it shouldn't be hard all I did was replace the frames from the original pistol mutatorGhostbreed wrote:I love the pistol! But the animations could've been a bit more smoother
Haha yeah ill fix that up although if you look at glocks and sigs the barrels point upward when the slide is pulled back that wasnt my intention though as it looks wonkyBlox wrote:What isn't fun however is how the barrel of the pistol has a completely different degree of slanting compared to the grip!
The skull tag nade launcher already does that I told you to stop with the suggestions one more time and I will report you.Master Of Metal wrote:For the grenade launcher i have an idea. For the alt fire to throw a grenade that explodes when it touches the wall or floor like the rocket launcher.
- iSpook
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
While he is a bit on the annoying side, Skulltag's GL's grenades bounce on impact with walls and floors... or so I remember, it has been a while. I believe Sarge's rendition of the weapon's alt fire was the Bouncy ones though. (Since I'm not really informed if your remake will just be a reskin of it or not, so I apologize if I'm being redundant.)DoomNukem wrote: The skull tag nade launcher already does that I told you to stop with the suggestions one more time and I will report you.
- DoomNukem
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
nah your not being redundant at all, he just wont quit, I didn't know the default skulltag launcher operated like that, but yes when I refer to the skulltag launcher I mean the one sarge included in the base brutal doom so I dont know why he suggested something thats already there. the launcher wont change functionally its just a reskin.
Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Just forgot to comment before, but I must say these sprites look awesome... Crisp and vibrant, to say the least. 
As a matter of fact, they are so good that IMHO they claim their own modification.
Are you sure you want to use these uniquely as a Brutal DOOM addon? Not that they'd be wasted, but think about it anyway!!


As a matter of fact, they are so good that IMHO they claim their own modification.
Are you sure you want to use these uniquely as a Brutal DOOM addon? Not that they'd be wasted, but think about it anyway!!


- Ghostbreed
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Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
Spoiler:Creating some major shit with your awesome guns!

Re: [WiP/TestRelease_1.5] DoomNukem's Brutal Doom weapon pac
i have a problem with the assault rifle when i use the secondary fire you see a look of color red.. my problem is that look isnt red its transparent i upload a image that explain my problem but here i cant because the file is heavy