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

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

Postby Marrub » Fri Jan 31, 2014 6:36 pm

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 1:31 pm, edited 2 times in total.
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Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Postby Marrub » Fri Jan 31, 2014 7:32 pm

Woops, some stuff was broken. So I fixed it.
Spoiler: Changelog
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Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Postby TheMightyHeracross » Fri Jan 31, 2014 8:07 pm

  • No decals
  • Laser sight doesn't really do anything besides the actual laser effect, especially rendered useless because of the crosshair.
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Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Postby Marrub » Fri Jan 31, 2014 8:10 pm

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

Postby TheMightyHeracross » Fri Jan 31, 2014 8:25 pm

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

Postby Marrub » Fri Jan 31, 2014 8:39 pm

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

Postby Endless123 » Fri Jan 31, 2014 10:05 pm

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

Postby Marrub » Fri Jan 31, 2014 11:02 pm

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 allExpand view
/* 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
 */
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Re: [v1.5h, Release] DoomCW (Customizable Weaponry)

Postby Endless123 » Sat Feb 01, 2014 12:36 am

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

Postby Marrub » Sun Feb 16, 2014 1:32 pm

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.
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