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Re: [Weapons] Weasel's Arms Dealery

Posted: Fri Aug 14, 2009 9:01 pm
by phi108
I guess it helps if it's all consistent, like counter strike is all from the hip, except when zooming.

But what I would like is a way to offset the bullets, to make it more realistic, though maybe a bit annoying.

In counter strike, the bullets shoot from your eyes, pretty much. Easy to aim, but weird looking. With my weapon mod, I changed the player's attackzoffset to better match the vertical position of the barrels; a bit below the eyeline, but higher than the vanilla bullet path. The horizontal offset can't be changed with hitscans...


On topic, neat guns there. I really like their look!

Re: [Weapons] Weasel's Arms Dealery

Posted: Fri Aug 14, 2009 9:32 pm
by Deimus
Whats even more repulsive is when you zoom, the angled gun doesn't move at all. :nope:

On topic, Weasel where did u find the left arm? lol

Re: [Weapons] Weasel's Arms Dealery

Posted: Fri Aug 14, 2009 11:35 pm
by wildweasel
The arms on both weapons came from the exact same place: the rifle in Doom Alpha 0.5.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 2:46 am
by Pisstepank
Enjay wrote:
Pisstepank wrote:i love that m1 garrand its a very good weapon even if its centered
Weapons should be centred IMO. When you fire a weapon you look down the barrel thereby putting it in the centre of your vision. I've never met anyone who holds a weapon off to the side to fire it like you see in newer video games. You wouldn't hit a bloody thing. Even when carrying a weapon, you don't hold it in that stupid offset position. Clearly, the side position has nothing to do with reality and more to do with showing the weapon in game.
i know thats how we aim with a gun in real life , but we are talking about a video game, and i think ppl who are searching reality in video games are a bit stupid (even more if they play doom :s) i think video games are here to avoid the reality and have fun in a world we can get in the real life. and i prefer when gun are non-centered , even if this is the best m1garrand i ever seen.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 4:00 am
by Enjay
Pisstepank wrote:i know thats how we aim with a gun in real life , but we are talking about a video game, and i think ppl who are searching reality in video games are a bit stupid (even more if they play doom :s) i think video games are here to avoid the reality and have fun in a world we can get in the real life. and i prefer when gun are non-centered , even if this is the best m1garrand i ever seen.
Well, of course. And I entirely agree that searching for reality in a game is stupid, especially in a game where you are running around a moon base at 90 miles per hour with 200% health and killing teleporting demons. ;)

Personally, I prefer centred weapons (though I don't care about it that much) because you aim down the barrel so the weapon actually points properly at what you are firing at. That's what most people who fire weapons a lot do most of the time with most of the weapons they use. I agree that the weapons tend not to look as pretty. You can't see much of the weapon and, often, the top of the barrel view looks quite odd and not much like how people imagine the weapon that you are trying to represent.

Interestingly, I would say that the assault rifle in Strife has it pretty much correct. When not firing, you hold it in a position that is similar to how you would carry a weapon when not aiming/firing it (which also allows you to see the side of the weapon a bit). When you fire it, it moves to a better position. I think that, perhaps, in Strife this is meant to indicate you carrying the weapon in a concealed manner but it still works IMO. However, it's ironic to me that one of the few weapons with a relatively realistic position is one of the least realistic and ugliest assault rifles in any game ever. :lol:
wildweasel wrote:The side-view indicates firing from the hip, which in context of a game like Call of Duty would make sense, as your accuracy usually sucks when you're not sighting.
I still hold to my belief that side view weapons are there primarily for how the weapon looks in game and does not really represent anything - though some games do allow you to move the weapon from the side position to a sighted position (eg BiH). So, yes, in those games it would be the firing from the hip position but I reckon that the side position was already established as a default by the time such games appeared.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 6:27 am
by Snarboo
Enjay wrote:However, it's ironic to me that one of the few weapons with a relatively realistic position is one of the least realistic and ugliest assault rifles in any game ever. :lol:
While ugly, there's really nothing unrealistic about Strife's assault rifle. It seems inspired by the FG42 and the British Sten, both of which used a side mounted magazine. In fact, Strife's assault rifle reminds me most of the Johnson LMG, a machinegun with a side mounted box magazine and a reciprocating barrel.

Unless you're talking about the accuracy, in which case I fully agree. :p

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 7:46 am
by Enjay
The side magazine, fair enough, but I've never seen another weapon that looks like it - even the ones you reference. It just looks wrong to me. And the sound! OK, I know that real weapons sound nothing like what people expect if they have been raised on games and movies but the Strife assault rifle sounds terrible.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 8:25 am
by Snarboo
Yeah, the AR sound is TERRIBLE. Probably the worst weapon sound in any Doom engine game. However, it's not like the pistol or chaingun in Doom sounded that realistic.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 12:22 pm
by Xim
The pistol and chaingun sounds? Realistic, no. Decent, yes. While the Strife AR has neither.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 15, 2009 11:17 pm
by Xaser
I've honestly never liked Doom's pistol/chaingun sound either. It's just so... wimpy. I guess it worked okay for the pistol, but even as a young one I scoffed at the way the big, bulky metal chaingun made a sound like a tin can.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sun Aug 16, 2009 3:16 am
by CaptainToenail
I have to say Doom64's pistol/chaingun, shotgun and plasma sounds are nicer than the originals. Well, at least in my opinion :P

Re: [Weapons] Weasel's Arms Dealery

Posted: Sun Aug 16, 2009 3:42 pm
by Xaser
Agreed, though admittedly I've always found that Doom64's soundset as a whole doesn't really fit well with original Doom's style. Naturally, PSXDoom's inclusion of them seems very out of place to my ears.

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 29, 2009 9:23 pm
by Psycho
Links are dead :(

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 29, 2009 11:25 pm
by Kinsie
I actually like some of Strife's guns :( They'd sure be better with lots of misc. effects, though. Maybe one day I'll get bored/drunk enough to do it...

Re: [Weapons] Weasel's Arms Dealery

Posted: Sat Aug 29, 2009 11:31 pm
by Snarboo
I think Strife had a great weapon set. I still think it should have had a shotgun, though, and while the mauler comes close, it's not quite the same.