Accessories to Murder (ww-doomnukem): on Github

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Zhs2
Posts: 1287
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Zhs2 »

Heh, I made a passive-aggressive 'request' and suddenly everyone is jumping to my aid :P

Two things I found weird about your version, Ed: One, the use of both the single clip and the extended clip for dualies left looks weird on the althud. (But likely better on the helmet?) Two, I actually supplied something much simpler for "clicky" checks in Pillow's attempted version instead of attempting to play Breakout:

Code: Select all

script "SynthLeftClicky" (void) // The semi-automatic kind.
{
    while(CheckInventory("SynthFireActive"))
    {
        if((getplayerinput(-1, INPUT_BUTTONS) & BT_ATTACK) && !(getplayerinput(-1, INPUT_OLDBUTTONS) & BT_ATTACK))
        {
            giveinventory("SynthFireLeft",1);
            delay(1);
            takeinventory("SynthFireLeft",1);
        }
        delay(1);
    }
}

script "SynthRightClicky" (void)
{
    while(CheckInventory("SynthFireActive"))
    {
        if((getplayerinput(-1, INPUT_BUTTONS) & BT_ALTATTACK) && !(getplayerinput(-1, INPUT_OLDBUTTONS) & BT_ALTATTACK))
        {
            giveinventory("SynthFireRight",1);
            delay(1);
            takeinventory("SynthFireRight",1);
        }
        delay(1);
    }
} 
Most importantly, now I feel bad because Pillow nuked his version when he saw you did the same thing :(
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Ed the Bat
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Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Zhs2 wrote:One, the use of both the single clip and the extended clip for dualies left looks weird on the althud. (But likely better on the helmet?)
The AltHud is really beyond my control. It only shows ammo counts if they're used as the AmmoType or AmmoType2 properties of a weapon. The extended clip count is there to allow the engine to check if the guns should be automatically put away. I could hide it from the althud by removing its inventory.icon, but there's nothing I can really do to make the right-hand gun's magazine count appear on the althud. This is also not exclusive to my version, this issue is present in the official release.

My script code was cobbled together based on some other modders' scripts (Xaser and RSL), and it achieves my purposes. Your version seems marginally simpler; I would hesitate to call it "much" simpler. As for Pillow, I know nothing about this so I'm afraid there's really not much I can say.
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NovaRain
Posts: 56
Joined: Sun Jan 20, 2013 8:15 pm

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by NovaRain »

Tried the SynthFire version, but I'm not a fan of pressing both pri/alt fire buttons for dual pistols, will there be a toggle option for this in the next official AtM?
And is it possible to switch between "single pistol" and "dual pistols"? I know it's somewhat pointless since currently dual pistols work like a (less accurate) pistol with double size mag, but single pistol only takes one mag and reloads quicker.
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Ed the Bat
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Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

NovaRain wrote:I know it's somewhat pointless since currently dual pistols work like a (less accurate) pistol with double size mag, but single pistol only takes one mag and reloads quicker.
As we've already stated, the left-hand gun will be exactly as accurate, whether you have dualies or not. And if you never fire from the right-hand gun, reloading the left should still be about as fast as it always was. Taggart won't reload one of the guns if its magazine is full.
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iSpook
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by iSpook »

Personally there should be a toggle for it anyways, because I've tried the Synthfire version and.... I don't like it, call it preference or something but I like having dual pistols use the "fire both guns with a single button" way of doing things, as far as my opinion is concerned.
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

So we have users who prefer one way, and some who prefer the other. Perfectly understandable. As for coding a toggle to choose one method or the other... I think it could be done, with enough elbow grease. But before I do anything like that, I think I'll wait to see what weasel has to say. If he wants a toggle, I can do that. If not... both methods currently exist, so it will simply be a matter of selecting one to be the final choice.
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Zhs2
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Location: Maryland, USA, but probably also in someone's mod somewhere

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Zhs2 »

As long as there was a toggle between single and dual, I'd be perfectly happy without synthfire; there are enough other weapons to murder things with that the addition to the dualies' DPS is not a huge concern, and the only thing I really don't want to miss out on is the sniping potential of the sidearm weapon (because of something annoying like I'm forced to waste ammo in another less accurate pistol, etcetera). Today's labor in the world of Synthfire was an interesting experiment, however! Don't let my opinion sway any final decisions here...
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Ed the Bat
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Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Honestly, if it were me, I would've made both pistols equally accurate. I'd have to guess that, alone, would satisfy a number of qualms with either of the two firing systems. Besides, seeing how pinpoint accurate that big revolver is, we've already established that Taggart should be able to aim with his right hand at least as well as he does with his left.
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Kostov »

Might I suggest that the Terminator dwell in this mod?

It only seems fitting considering all of the technical/badass emphasis.

(No, not Arnold.)
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Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Viscra Maelstrom »

i'm personally not a big fan of the Terminator. if it's as powerful as it is in Vader's Thunderpeak on Realm 667, then i'd say pass. besides, all the monster-roles in the game are revamped in some way or form, so i'm not sure where you could butt in a Terminator and have it fit with the balance.
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DoomNukem
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Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by DoomNukem »

GhostKillahZero wrote:
wildweasel wrote:- Ghouls and plasma tanks are untouched for now.
Maybe you can replace the plasma tank with this guy? The armored zombieman!

Image
these actually look really cool, would look great as like an elite plasma zombie or something.
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Captain J
 
 
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Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

if you're interested, maybe changing his helmet into a decent one and add him a plasma rifle could be work, though. and i can smell he's could be the replacement of the arachnotron if that happens.
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Kostov »

Viscra Maelstrom wrote:i'm personally not a big fan of the Terminator. if it's as powerful as it is in Vader's Thunderpeak on Realm 667, then i'd say pass. besides, all the monster-roles in the game are revamped in some way or form, so i'm not sure where you could butt in a Terminator and have it fit with the balance.
Decreasing the health would be the first step in my mind.
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LostSkull
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Joined: Thu Sep 26, 2013 1:58 pm

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by LostSkull »

GhostKillahZero wrote:
wildweasel wrote:- Ghouls and plasma tanks are untouched for now.
Maybe you can replace the plasma tank with this guy? The armored zombieman!

Image
Yes. Fucking. PLEASE!
User avatar
torridgristle
Posts: 684
Joined: Fri Aug 23, 2013 9:34 am

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by torridgristle »

GhostKillahZero wrote:
wildweasel wrote:- Ghouls and plasma tanks are untouched for now.
Maybe you can replace the plasma tank with this guy? The armored zombieman!

Image
Looks a little goofy. o.O

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