X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

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Breezeep
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by Breezeep »

I know this could be a stupid question but,

What wad is that in the OP's first screenshot?
Ribo Zurai
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by Ribo Zurai »

Just went through Deus Vult II with X-Weapon, and I'm warmed up for this update now.
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TheRailgunner
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by TheRailgunner »

So, work on X-Weapon will resume tomorrow morning and evening, after my shift (worked from 3 to 11:30 pm today, no breaks, two stuffed jalapenos and a chicken patty - tomorrow is 3-9). My feet feel broken.
RazzMaTazz007 wrote:Thanks for the awesome mod and update :D

also how do i make the hud bigger? it's hard to see the numbers when I'm using my TV as the primary monitor.
Console -> hud_scale 1
Breezeep wrote:I know this could be a stupid question but,

What wad is that in the OP's first screenshot?
Combat Shock 2.
Ribo Zurai wrote:Just went through Deus Vult II with X-Weapon, and I'm warmed up for this update now.
I hope it keeps you warm through the long, cold night...

*joke about vodka keeping you warm intensifies*
m4lmaster
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by m4lmaster »

update?.....:D...please EDIT: jokin...really hyped for the next version!
Ribo Zurai
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by Ribo Zurai »

Maybe the cold night was too much for the intense vodka? :?
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TheRailgunner
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by TheRailgunner »

Ribo Zurai wrote:Maybe the cold night was too much for the intense vodka? :?
Finding time between my twin identities, X-Weapon Author and Mr. Chicken, is almost impossible, though no amount of cold can ever truly defeat a worthy vodka.

Here's what's DONE out of the next update's features:

*The effects will be less rough on less powerful computers. I may end up using lower resolution effect sprites if I see gains from it. (FIXED)
*EIGHT difficulties, from Cheating Simulator (ITYTD) to Doomguy's Death Wish (Nightmare++). Currently all zombies and imps revive properly in the last mode; the rest would too, but I've been lazy.
*Shootable (enemy) projectiles!
*Proper LMG spriteset shamelessly taken from AtM; will change to the UAC Assault Rifle v2 if requested or if either WildWeasel or DoomNukem declines the set's use.

Owing to what remains to be done (bottlenecked voxel casings, vodka gun, rehanded Bluetail and LMG, time travel, vodka-gun death for all enemies, CVAR), and the six hour shift I have today, I'll have about two or three hours after work to either get this thing updated or push it off until tomorrow.
m4lmaster
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by m4lmaster »

what about the projectile lag problem i brought up? is that going to be this update?
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Captain J
 
 
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by Captain J »

ooh, i really didn't noitced your mod has the quad rocket launcher that i ripped long years ago from turbosquid.com, good to see it's doing it's work.

also i really like what you did those custom weapons specially triple-chaingun. :D
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TheBadHustlex
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by TheBadHustlex »

I have noticed a little problem:
The starting-wesapon is not so bad, but sometimes, it's really a pain in the ass to play with it. Especially in Doom, Maps E(3,4)M1: I had to play on the lowest/second lowest difficulty to beat this level, because all I head was this close-range-weapon. I also encountered the same problem in Plutonia.
But maybe it's just me...
m4lmaster
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by m4lmaster »

slight problem. im running with Brutal Doom v19 lite and when i pick up the box it dosnt drop or spawn anything...its like a item that has no use
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TheRailgunner
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by TheRailgunner »

So, a couple of things:

*A lot of people said that the fist wasn't terribly useful, so I upgraded the upgrades considerably - at maximum level, your fist is pretty much a miniature BFG that costs no ammo to use; from a distance, it hurls small BFG projectiles, though it's much more devastating at close range.
*Enemy behavior has been upgraded, and more enemies adapted to the new difficulty map.
*Nightmare barrel respawn rate increased.
*A bug that gave one projectile far too much damage.

Also, while the player will start with a pistol, the Fist will be selected at game start.

@m4lmaster: It's because BDLite isn't compatible with normal X-Weapon - there's a No Monsters version for this reason.
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Somagu
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by Somagu »

I don't think the upgrades needed upgrading, actually. See, thanks to the forcepain flag, once you get 6 upgrades, you can stunlock a mastermind to death. With 10, you can "safely" engage a cyberdemon and he cannot do shit about it if you do not let him walk away. The problem is that it is very weak to start with, and you need several chainsaws to make it worth using. Also, it's not made very obvious that the upgrades are incremental. Did I miss some important documentation somewhere?
m4lmaster
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by m4lmaster »

TheRailgunner wrote:So, a couple of things:

*A lot of people said that the fist wasn't terribly useful, so I upgraded the upgrades considerably - at maximum level, your fist is pretty much a miniature BFG that costs no ammo to use; from a distance, it hurls small BFG projectiles, though it's much more devastating at close range.
*Enemy behavior has been upgraded, and more enemies adapted to the new difficulty map.
*Nightmare barrel respawn rate increased.
*A bug that gave one projectile far too much damage.

Also, while the player will start with a pistol, the Fist will be selected at game start.

@m4lmaster: It's because BDLite isn't compatible with normal X-Weapon - there's a No Monsters version for this reason.
is this ready to play? or no? i sent you a message asking if you needed a hand with soundfiles, im pretty handy, currently im doing a metal project putting real music into the game, if you want to become a partner with this when i finish, i belive it would go extremly well through and through
UnitedCheesecake
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by UnitedCheesecake »

Ummmmm, would it be too much to ask for consistency between weapon hand colours?
RazzMaTazz007
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Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by RazzMaTazz007 »

About the quad shotgun it seems the impact is similar to the shotgun where it'll only blow back the monster a little unlike the double barreled shotgun where it can send them flying also about the shells it drops six instead of four.
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