MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

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.
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Captain J
 
 
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Captain J »

Viscra Maelstrom wrote:i wouldn't say the hand grenades are bad here. they are however a little bouncy and have a weird trajectory that's hard to gauge where it begins and how to best use it. it'd probably be better if it were lobbed more straight, though then i guess it'd be hard to hit it into a group of demons.
Neither do i, especially when i use it with a geometries. It's really satisfying when it somehow contacts with the enemies.

And in close combat, i throw them to the ground and watch the flying giblets. So it's okay to use except it bounces a lot.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Kinsie »

The current Hand Grenade code is mostly lifted straight from Reelism, I intend to tweak it further later.

Speaking of things lifted from Reelism that are getting heavy reskinning and tweaking to fit here...

Image
Chaingun: Image
There were experiments on both sides of World War 2 to convert heavy turrets and aircraft-mounted weapons into man-portable formats, in a bid to never, ever be outgunned. Today, centuries later, this technology continues to be flirted with by way of portable vulcan cannons, but finding people who can withstand carrying and firing the weapons for a prolonged period is taking a lot longer than developing the technology...

Primary fire takes a little bit of time to spin up, but can deal fantastic damage to opponents for as long as you can keep feeding it ammo. Still, this is nothing compared to the weapon's dirty little secret - the ability, by pressing Alternate Fire, to convert the weapon into a stationary triple-barreled terror that can reduce even the strongest of demons to confetti! ... for the six seconds a full backpack of ammo will last, anyway.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Gez »

Kinsie wrote:... aircraft-mounted weapons...

...finding people who can withstand carrying and firing the weapons for a prolonged period is taking a lot longer than developing the technology...
You don't say...

Image
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Captain J »

I definitely can see it equipped on the gunships or VTOL vehicles. With secondary form, of course!
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Carbine Dioxide »

That, looks and sounds amazing! :shock:
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Viscra Maelstrom »

that chaingun is so neat. i must have it, and puncture some demons.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Carbine Dioxide »

Is there transformation frames for it? I would honestly like to see a transformation/assembly for the Doom 64 Shotgun.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Kinsie »

Carbine Dioxide wrote:Is there transformation frames for it? I would honestly like to see a transformation/assembly for the Doom 64 Shotgun.
ker-klunk
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Captain J »

*Transformers transformation sound effect plays*
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" Re-Re-Hotfixed! (p

Post by Kinsie »

My, I've been busy today.

Image
Gauss Cannon: Image
Based on Gauss Accelerator systems used in a number of industrial projects, as well as the experimental electromagnetic "Railgun" weapons from the early 21st century, the Gauss Cannon launches plasma charges at absurdly high velocities with extreme accuracy. The excessive speeds involved, along with the unstable makeup of the plasma charges, results in a violent explosion upon impact.

Press Alternate Fire to toggle the weapon's scope, making it easier to hit enemies from a long range.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Captain J »

Gotta love how it's been made, with vanilla stuff retrospectively! And aw, no siege mode?
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Gorec »

such gauss cennen B-)
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Viscra Maelstrom »

Captain J wrote:Gotta love how it's been made, with vanilla stuff retrospectively! And aw, no siege mode?
probably to make it less OP. Siege Mode is kind of ridiculous.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Kinsie »

There's an AOE effect on impact, so Siege Mode is kind of there in spirit.
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Re: [WIP] MetaDoom - Techdemo 1.3 "Flynn" (New Gun Teases p2

Post by Captain J »

Fast reply is fast, thanks for that.
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