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.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

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

Post by Carbine Dioxide »

I wasn't really planning on making it downloadable for those particular reasons. I was just bored and thought,"hey, I should make other weapon mods compatible with Brutal DooM." :P
User avatar
-Ghost-
Posts: 1772
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

Seems like a cool idea, you should post it. BD Lite is my preferred version since I can mess around with other weapon mods that way. Which one are you using, by the way? I've seen so many of them and I'm never sure which one is the best.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

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

Post by Carbine Dioxide »

Which BD Lite? I don't know, what is the difference?

I might post it, but it's not THAT great of a change, besides regular DooM monsters. Maybe I will make one with the ATM monsters if that's okay with Weasel...

I also have to mention that I had to remove the weapons and classes from BD Lite, making it to where you have to spawn your weapons using:

Code: Select all

Summon Sledge
Summon DNPistol
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

... Seriously, why? The mod has monsters already, and they are specifically balanced for the weapons (and vice versa). It honestly comes across as a little rude. :?
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

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

Post by Carbine Dioxide »

I just got bored, as I said in the other post. I didn't mean to be rude.
User avatar
TheBadHustlex
Posts: 1914
Joined: Thu Oct 03, 2013 12:50 am
Location: 'stria

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

Post by TheBadHustlex »

The weapons in this mod are quite similar to BD's ones, to be honest, but they feel very different when playing with them.
User avatar
jdredalert
Posts: 1668
Joined: Sat Jul 13, 2013 10:13 pm
Contact:

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

Post by jdredalert »

Yes, they did. The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

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

Post by Kostov »

Yeah, kudos for the magazine-based reloading.
User avatar
NeuralStunner
 
 
Posts: 12326
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

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

Post by NeuralStunner »

jdredalert wrote:The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
Funny, that's my least favorite part of the mod. :P To each his own, I guess.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

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

Post by Carbine Dioxide »

That's how I have been coding my weapons, I thought it would make a person break the habit of reloading after every kill.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

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

Post by Kostov »

NeuralStunner wrote:
jdredalert wrote:The best thing around here is the Clip based reloads, i think. Makes you think about when is the right time to reload.
Funny, that's my least favorite part of the mod. :P To each his own, I guess.
Image

feel it
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

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

Post by Ed the Bat »

If it were truly realistic, reloading early would mean you get an extra round, since there's one chambered in the gun in addition to the full magazine you just slid in.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

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

Post by Kostov »

Yep.

Talking about all this reloading, is a shell ejected & wasted if you pump a shotgun without firing irl?
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

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

Post by Ed the Bat »

Sure; pumping it sends out the current shell (if one is chambered) and puts in a new one. Whether or not that ejected shell still has powder/primer/shot in it, that's up to you (having fired it or not).

Not that I usually refer to movies for realism, but you can see this in a scene in Indiana Jones and the Kingdom of the Crystal Skull, when Indy asks for some shotshells; a soldier just ejects them from his gun into his hat.
User avatar
Zhs2
Posts: 1271
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
Contact:

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

Post by Zhs2 »

I am not generally a proponent of clip-based reloading, but in this mod specifically I am not bothered by the mechanic. This mod is really good about the last bullets in a magazine being generally useful before reloading, and reloading itself - probably appropriately, seeing that they are clips - is unintrusive for just about every weapon but the trenchgun, which loads based shells. Earlier weapons are much easier to manage ammo for, as well, seeing as most pickups refill one clip per pickup - much less wasteful than Doom's approach.

In a nutshell, I probably would be bothered if weapons took eight years to reload.
Post Reply

Return to “Gameplay Mods”