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Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Aug 05, 2013 3:55 pm
by cortlong50
wildweasel wrote:
Vaecrius wrote:Bug with the rifle: If you zoom, then hold down the fire button until you run dry and automatically reload, then once the reloading animation is finished you have to hit altfire twice to zoom. (Zoom key works fine)
I'm stumped by this one, to be honest.

i was having the same problem when importing kick into my pack.
i had to mess with the "ready+(insert number here)" section of the weapon text. it took a long of messing around, but maybe you just gotta find that right value.
just thought id throw that out there.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Aug 06, 2013 7:03 pm
by Blue Shadow
With the sawed-off, if you fire the two barrels successively, the second shot's sound cuts off the first shot's.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Aug 06, 2013 9:11 pm
by wildweasel
I have made a major update to the mod. So major, in fact, that I am calling it a "monster update" - because that's its primary focus!
  • New variants on realm667 monsters to replace original Doom monsters. With the exception of the Conflagrated Soul, Bog Elemental, and Vore, they have been retooled to behave closer to original Doom's enemies, with some twists to be found.
  • Many new monster sounds courtesy of freesound.org, FEAR 3, and a few other sources. (Some monsters' sounds are not final. These include Demons, Mechademons, Cacoliches, and Bog Elementals.)
  • A few bugfixes on weapon behaviors (unfortunately does not include the assault rifle).
  • ww-doomnukem-lore.txt which describes the weapons in the usual manner.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Aug 06, 2013 11:06 pm
by Captain J
thanks for update!
Blue Shadow wrote:With the sawed-off, if you fire the two barrels successively, the second shot's sound cuts off the first shot's.
sometimes i really hope there's a double shot frame with amazing loud fire sound rather then fires both faster.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Aug 06, 2013 11:31 pm
by Matt
Love the explanation for the side-by-sides. XD

So how does the extension cable thing work ingame? :o


EDIT: I think I've fixed the altfire bug. At some point it seems you end up skipping an A_Refire so I just put

Code: Select all

		RIFG A 0 A_ClearRefire
right after "Reload:" and I haven't seen the altfire bug since.

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 4:13 am
by Ghostbreed
Think I'm starting to love this more than Brutal Doom tbh
But why does it sound like the Imps are wipping leather when they're firing now?

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 9:20 am
by wildweasel
Vaecrius wrote:EDIT: I think I've fixed the altfire bug. At some point it seems you end up skipping an A_Refire so I just put

Code: Select all

		RIFG A 0 A_ClearRefire
right after "Reload:" and I haven't seen the altfire bug since.
Thanks, I always seem to forget about the weird side-effects A_Refire can have.
Captain J wrote:sometimes i really hope there's a double shot frame with amazing loud fire sound rather then fires both faster.
I'm going to have to go search for something to mix in, then, hmm? But I'm not going to make the altfire more powerful. That tends to bother me.
Ghostbreed wrote:Think I'm starting to love this more than Brutal Doom tbh
But why does it sound like the Imps are wipping leather when they're firing now?
I have no idea, considering I don't think I changed their firing sounds...

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 10:02 am
by Mav3rick

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 10:45 am
by Ghostbreed
Nevermind. I had an old save and updated the pk3. The sounds got alright when I completed the saved level.

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 12:33 pm
by Captain J
find or imposing a good sounds for him is depending on wildweasel himself for does that sounds are decent and almost classical for vanilla to his ears. so what i'm saying, let us don't bother about finding sound recommandations for him til he finds every monster's replacement sounds or he agrees it and send help to us.
wildweasel wrote:But I'm not going to make the altfire more powerful. That tends to bother me.
of course that's not gonna happen. hunting shotgun, the replacement of the super shotgun is doing so well for killing pinkies with one shot. also more powerful then double shotgun that replaces basic shotgun. very interesting intensional random replacement, though.

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 3:36 pm
by ultraDOOMfan
wheres a download I mean this is cool and I want it

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 5:08 pm
by Mikk-
Slight nitpick, the imp's pain-sound is ridiculous, I burst out laughing when I heard GHAAAARGH every time I shot one.

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 5:13 pm
by wildweasel
ultraDOOMfan wrote:wheres a download I mean this is cool and I want it
Right there in the first post.

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 6:00 pm
by Ghostbreed
Perhaps this question should be asked in the "How do I..?" but I ask here to because this is the only mod I've seen it in.
Okay, how did you make several monsters of one kind but different variations appaer together in same map?

Re: Accessories to Murder (ww-doomnukem)

Posted: Wed Aug 07, 2013 6:22 pm
by Blue Shadow
Through [wiki=Classes:RandomSpawner]RandomSpawners[/wiki].