[v1.5.1, Release] DoomCW (Customizable Weaponry)

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.
Post Reply
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

[v1.5.1, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

Something I've been working on for nearly half a year now. I think it's playable enough for release now.

Features:
  • Adds attachments and internal upgrades to weapons that replace the Partial Invisibility powerup
  • Some extra punch in the weapons
  • Silencers for weapons, attachable with SHIFT + RELOAD
Screenshots:
Spoiler:
Changelog:
Spoiler:

Github page
README file. Please read this before asking any questions.
Lateset release here, PK7 attached at the bottom.


IRC channel (mostly just to annoy myself with commit notifications): irc://irc.esper.net/#doomcw
Last edited by Marrub on Sun Feb 16, 2014 12:31 pm, edited 2 times in total.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

Woops, some stuff was broken. So I fixed it.
Spoiler: Changelog
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by TheMightyHeracross »

  • No decals
  • Laser sight doesn't really do anything besides the actual laser effect, especially rendered useless because of the crosshair.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

Decals are not possible now due to engine limitations (because the laser sight is a reallllly hacky implementation), and the laser sight increases the accuracy of your weapon (except on the shotgun, that'd be insane).
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by TheMightyHeracross »

Hmm, understandable. But why not use LineAttack? Also, the shotgun has no laser sight on its sprites when activated. Also, could we be expecting any other weapons with these soon?
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

TheMightyHeracross wrote:Hmm, understandable. But why not use LineAttack?
It does use LineAttack. That's exactly why it can't have a decal. :p
TheMightierHeracross wrote:Also, the shotgun has no laser sight on its sprites when activated.
A rewrite of some stuff for a laser sight to show up on weapons is necessary, but I'll see what I can do.
TheMightiestHeracross wrote:Also, could we be expecting any other weapons with these soon?
Yes, once I can get some sprites for them, as I am not talented enough to make a super-angled variant of the rocket launcher and chaingun.
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Endless123 »

Nice mod :D I like the laser sight attachment :) The view for the berretta and the shotgun when we attach things on them is really well done.

One question : Do you think you will add other attachments like a light (like a flashlight attached to the weapon)?

No matter what you decide to do you have something really good in your hand so keep it up :)

In short i can't wait to see more :D
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

Endless123 wrote:Nice mod :D I like the laser sight attachment :) The view for the berretta and the shotgun when we attach things on them is really well done.

One question : Do you think you will add other attachments like a light (like a flashlight attached to the weapon)?

No matter what you decide to do you have something really good in your hand so keep it up :)

In short i can't wait to see more :D
Thanks.
Yes, I will add more attachments. I have a lot in mind and a few on the to-do list.

Code: Select all

/* TO - DO:
 * Bayonet
 * Explosive ammo
 * Better silencer for the shotgun [?]
 * "ACOG" scope
 * Make the laser sight alert monsters, give it a trail, and make it toggle
 * Sawed off shotgun
 */
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Endless123 »

Sounds good :) If you have the time(and the will of course) maybe a light could be a good asset to help a bit in some dark maps you already have plenty to do in your list and i don't want to add to an already tight schedule lol.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Post by Marrub »

Released v1.5.1. Changelog's at the top.
Endless123 wrote:Sounds good :) If you have the time(and the will of course) maybe a light could be a good asset to help a bit in some dark maps you already have plenty to do in your list and i don't want to add to an already tight schedule lol.
My schedule isn't tight, I just procrastinate far too often. :P
I can add a light, but it might not be very pretty due to software mode compatibility.
Post Reply

Return to “Gameplay Mods”