[WIP] DoomField v.0.1 (1 gun)

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Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Post by Jeimuzu73 »

Put the USAS-12 with explodium Frag-12 shells in- it'll be Terry Crews from the Expendables again!
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Post by revo794 »

Try new G3A3:
- Smoother animations FTW
- New ads'ing animation just as DoomNukem suggested
- More game-like weapon stats (taken from weapons' statistics database)
What about gameplay... I understand that I must try really hard to prevent the players from running and shooting and make them try to think. Some things like soft fog and reduced walking-running speed will help that out, but the main goal is to make a nice map that has many routes and tricky places. Also I'll try to make a camouflage suit that will actually depend on the map. Then, I've written some code chunks for the credits system (for example, buying guns in on-map dock).
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RikohZX
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Joined: Tue Sep 04, 2012 9:11 pm

Re: [WIP] DoomField v.0.04 (3 guns)

Post by RikohZX »

Every gun has three frames for each animation, really, the G3A3 has a number of floating bits not properly removed/cropped out, and there's a severe problem with how you're trying to handle the trajectory of the projectiles. If you're ADS, they're relatively accurate, but hipfiring seems to cause them to eject from your right side disjointedly, like they're propelled from a ghost next to you, meaning you have to aim just to the left of anything with the guns so they connect; in a crowded area or thin halls, the bullets are just going to catch on the walls entirely like this. I think you were trying to go for making it seem like the bullets are coming from the gun itself in terms of perspective, but the game doesn't exactly like that.

I'd say something about how the guns are radically unbalanced as well, but I understand that you're going for the 'quick kill' style that Battlefield goes for now, so it's kind of understandable. But it's gonna take some proper maps and movement changing to make it feel balanced at all, since right now you can just zoom across a room while in ADS and kill several enemies / bots / players in seconds with all three guns. I see you're already considering the movement speed thing at least, though.
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.04 (3 guns)

Post by revo794 »

Well... Guys, let's solve the animations problem once and forever. I want you to say how many frames per second of pure reloading would do best? After we choose the amount, I'll redo the existing guns with slightly improved code.
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Boreas249
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Joined: Thu Aug 05, 2010 10:47 am

Re: [WIP] DoomField v.0.04 (3 guns)

Post by Boreas249 »

Keep at this, looks promising...
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.04 (3 guns)

Post by revo794 »

I've decided that 5 frames per second of reloading are nice. Now the deal is just to remake the weapons.
And, guys, if you're up to some beta-testing - write here, we'll try some DM in next week.
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.04 (3 guns)

Post by revo794 »

Check out a new update!
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Mav3rick
Posts: 966
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Location: Hell

Re: [WIP] DoomField v.0.05 (1 gun)

Post by Mav3rick »

the gun look nice yet... why when i do iron sight the monster react?
and when the clip is empty and you click to shoot the animation blink?
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.05 (1 gun)

Post by revo794 »

Thanks, I'll fix it in next version.
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skyrish10
Posts: 576
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Lireo, Encantadia

Re: [WIP] DoomField v.0.05 (1 gun)

Post by skyrish10 »

is it updated yet, revo?
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.05 (1 gun)

Post by revo794 »

I can not get to the computer right now, and won't be able to on entire next week. But the mod will definitely be updated with new elements. Sorry for my absence.
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [WIP] DoomField v.0.05 (1 gun)

Post by The Zombie Killer »

I messed around with this for a bit and added a few things to it:
* ACS-based sprinting (decorate code is present which can allow you to have a sprinting animation for the gun)
* Footsteps based on player speed (ACS)
* Fixed altfire (aim-down-sights) monster alert
* Cleaned up the code
* Added a few A_WeaponReady(WRF_NoFire|WRF_NoSwitch) calls so the weapon will still sway while firing\reloading
* Bullets won't gib monsters anymore (+NOEXTREMEDEATH)
* Fixed weapon randomly disappearing for 1 tic when out of ammo
* Messed with player class a little, now starts with fully-loaded G3A3 and 5 clips
* Changed pain sounds to bullet impact sounds

EDIT: File updated
* Sprinting makes you zoom out of aiming
* Zombiemen drop clips for G3A3

Feel free to add any of this to the official versions of the mod.
I'll be glad to do some ACS code for you if you wish as well.

DoomField_Custom.pk3

-TZK
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skyrish10
Posts: 576
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Lireo, Encantadia

Re: [WIP] DoomField v.0.05 (1 gun)

Post by skyrish10 »

any updates on this wad?
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revo794
Posts: 158
Joined: Sun Dec 30, 2012 9:33 am

Re: [WIP] DoomField v.0.05 (1 gun)

Post by revo794 »

At the moment I'm trying to make graphics for new weps. The longest part BTW.
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skyrish10
Posts: 576
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Lireo, Encantadia

Re: [WIP] DoomField v.0.05 (1 gun)

Post by skyrish10 »

still updated yet?
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