Accessories to Murder (ww-doomnukem): on Github
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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.
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.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Besides that, the mod is perfectly downloadable and playable as it is. Unless you are simply unable to play something that hasn't been updated within the past minute...
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
And if a glaring bug pops up in the meantime, I can throw together a hotfix for it until weasel finds more time to work on the upcoming build.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
And, finally, I'm only human. Sometimes I do get bored of working on the same mod every hour of every day, and occasionally I find other things to do. Not all of them happen to be ZDoom-related, either.
[edit] So, basically, here's the moral of the story: LostSkull, quit being useless.
[edit] So, basically, here's the moral of the story: LostSkull, quit being useless.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Would be nice if Ed's fixes would be shown in the OP. Don't want them to go overlooked.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Aww, that's nice of you to say!
But I'm not worried; I know they'll roll into the official build, whenever that comes out. Along with some other new stuff I wasn't involved with, I'm sure.
But I'm not worried; I know they'll roll into the official build, whenever that comes out. Along with some other new stuff I wasn't involved with, I'm sure.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Actually...here's where development stands, as far as things I need to do.
- I need to make the Ghoul behave differently. I had some ideas in mind for its projectile attacks, including a homing "Power Wave"-style attack, but I'm mainly just not in the mood to work on those.
- I need to replace the plasma tank with something a bit more fun to fight, and haven't the slightest idea what.
- The Cyberdemon and Spider Mastermind still need replacements. My thread in Resources kind of died around Page 7, and there were some awesome concepts in there but nobody seemed to want to step up to make the complete sprite sets...(I don't blame them; I hate working on sprite sets.)
- I think someone was saying something about the Baron not having matching death frames. Would be nice if those were finished; it's beyond my skills.
- And, yeah, Ed's modified dualies would make it in. I know not how they work, but they work. =P
Incidentally, almost none of this is going to happen immediately, or even anytime soon. Finals week is next week for me and I should really, really be focusing on not forgetting how math works.
- I need to make the Ghoul behave differently. I had some ideas in mind for its projectile attacks, including a homing "Power Wave"-style attack, but I'm mainly just not in the mood to work on those.
- I need to replace the plasma tank with something a bit more fun to fight, and haven't the slightest idea what.
- The Cyberdemon and Spider Mastermind still need replacements. My thread in Resources kind of died around Page 7, and there were some awesome concepts in there but nobody seemed to want to step up to make the complete sprite sets...(I don't blame them; I hate working on sprite sets.)
- I think someone was saying something about the Baron not having matching death frames. Would be nice if those were finished; it's beyond my skills.
- And, yeah, Ed's modified dualies would make it in. I know not how they work, but they work. =P
Incidentally, almost none of this is going to happen immediately, or even anytime soon. Finals week is next week for me and I should really, really be focusing on not forgetting how math works.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I believe I'm the one who called out the baron death.
Also, just remembered this small list of issues to consider that I posted a little while back. May as well keep it in mind. I've also noticed a couple of teeny errors in the code lately that really have no visible impact except in the most specific of circumstances (like a call to A_GunFlash with no Flash state causing a graphical anomaly in DeHackEd-based mapsets, for instance). I'd be happy to trim those up once development continues.
Good things will come to those who wait patiently.
Also, just remembered this small list of issues to consider that I posted a little while back. May as well keep it in mind. I've also noticed a couple of teeny errors in the code lately that really have no visible impact except in the most specific of circumstances (like a call to A_GunFlash with no Flash state causing a graphical anomaly in DeHackEd-based mapsets, for instance). I'd be happy to trim those up once development continues.
Good things will come to those who wait patiently.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I might as well finish those since they're here and also in DoomRLA now.wildweasel wrote:- I think someone was saying something about the Baron not having matching death frames. Would be nice if those were finished; it's beyond my skills.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Haha, my Cast Call will thank you for it!Marty Kirra wrote:I might as well finish those since they're here and also in DoomRLA now.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
This is sooo good! But am I stuck with this HUD or can I use another?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
There's a custom alternate HUD if you size the screen up, and I think TheDarkArchon made a custom replacement for it somewhere too. I see no reason why a custom HUD couldn't be loaded over top of this one, but I imagine the dual pistols would not quite work.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
A couple things might need special accommodations (like the dualies, as mentioned), but other than that, any other HUD should work fine. I use a custom HUD for just about everything I play.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
The voxels in this are amazing but not all decorations and switches have voxel equivalents, why ?
I mean, I've seen some in the voxel project, so they do exist.
I mean, I've seen some in the voxel project, so they do exist.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I suppose that you should probably just load whatever voxel addon you like before ww-doomnukem.pk3 - I see no point in including the set myself.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
switches and decorations replaced with voxels would break custom content, anyway. i think it's best not to include such things in a mod, but have them as an option.