Accessories to Murder (ww-doomnukem): on Github

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.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: Accessories to Murder (ww-doomnukem)

Post by Steve1664 »

I think it's the Fire Emblem jingle that plays whenever you find a secret area that seals it for me. :lol: Possible bug: I accidentally hit reload when I had the rocket launcher equipped at full ammo, but it still went through the animation and subtracted an ammo box. Has anybody else experienced this?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

Steve1664 wrote:Possible bug: I accidentally hit reload when I had the rocket launcher equipped at full ammo, but it still went through the animation and subtracted an ammo box. Has anybody else experienced this?
It really shouldn't be doing that; I don't see any reason why it would proceed to the reload animation with the code I've got in.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

goes reload when it had a full of magazine? either you had a ammo or not?...nope. never heard that problem.

well weasel, these's got nothing problems but graphical errors. such as again, the sledgehammer lacks animations and the size of bullet casings.
pistol casing needs to be a smaller then other ones, because that gun was used to be a light side arm. but too bad every zdoom editors can be shrink them with only 0.1 in max. and i just decorated little bit, scale for rifle casing was enough for 0.12, for sure.
casing for pistol.png
and edited. and it looks familiar. i can made those frames if somebody want.
You do not have the required permissions to view the files attached to this post.
Vict
Posts: 171
Joined: Sun Aug 08, 2010 7:27 am

Re: Accessories to Murder (ww-doomnukem)

Post by Vict »

Tried the new version out a bit, looks good minus the aforementioned huge shell casings and one other thing. (Also, the reloading rocket bug is caused by loading an older save, so make a new game)

The other thing is that the smoke used for casings and gunfire is bit too noticeable and thick. It looks alright with the shotguns or pistols but looks hilarious with the assault rifle and the Minigun completely blocks whatever you are shooting at. Maybe if the puffs were a bit smaller and more subtle?
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: Accessories to Murder (ww-doomnukem)

Post by DoomNukem »

yeah I think if the smoke was made a generous bit more transparent it might look better because they really do smoke up and reduce visibility.
anywho, just going to leave this here:

Image

just did a bit more work on the hud but i'd call this final for now, if anyone wants to use it just replace PLAYSCRN.png with it.
basically added a bit more detail in some parts, increased visibility on the sides a bit and redid the hoses and mouth piece in the center.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

i replaced for fast, thanks for your decent works! by the way, don't you think sledgehammer needs more animations? because suddenly appearing things bit nonsence to me. well i can do it if i had to, but i need a clean ingredient first.
User avatar
DoomNukem
Posts: 199
Joined: Sat Feb 09, 2013 7:39 pm
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: Accessories to Murder (ww-doomnukem)

Post by DoomNukem »

yeah I may do sledgehammer animations soonish, ive had a lot more practice since the older weapons in my brutal pack.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

as your wish than. if you're not busy.
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: Accessories to Murder (ww-doomnukem)

Post by Max Dickings »

So I've been trying to use just the hud from this pack with Brutal Doom (don't hurt me), and I almost have exactly what I wanted, but I can't get the cool yellow numbers to work.
Spoiler:
I assume its something that can't be changed in sbarinfo?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

Did you make sure to copy the font numbers and the corresponding FONTDEFS lump?
User avatar
Max Dickings
Posts: 221
Joined: Thu Feb 28, 2013 12:27 am

Re: Accessories to Murder (ww-doomnukem)

Post by Max Dickings »

wildweasel wrote:Did you make sure to copy the font numbers and the corresponding FONTDEFS lump?
No, how I went about this was deleting (almost) everything that wasn't SBARINFO, and hud graphics. I still have the DIGI, DIGL, and SYSNUM in there.

I assume the font number were controlled in the ACS folder, which I had to delete.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

You need the FONTDEFS lump, because that's where the small numbers are defined. Alternatively, you could change all of them to refer to INDEXFONT.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Accessories to Murder (ww-doomnukem)

Post by Big C »

/me plays E2M2 and grabs Berserk Pack, swings hammer and discovers it's Mjolnir

...

I'm very okay with this.
Last edited by Big C on Fri Aug 02, 2013 1:01 am, edited 1 time in total.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: Accessories to Murder (ww-doomnukem)

Post by chronoteeth »

Just a minor nitpick, the shotgun has a sling, but the pick up doesnt
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Accessories to Murder (ww-doomnukem)

Post by Matt »

Is it just me or does the hammer do very little damage or other effect compared to how heavy it feels? It feels like I should be at least able to knock back an imp a few feet if not stun it for a longer or almost guaranteed pain state interruption.

Return to “Gameplay Mods”