Black & Grey (release 12)

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NeuralStunner
 
 
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Re: [WIP] Black and Grey (rel. 1)

Post by NeuralStunner »

wildweasel wrote:There needs to be a melee weapon, or melee attack of some kind. You could go the Diaz route and make the alternate fire of all non-sniper weapons be a gun bash...
YES. I love quick melees. :twisted:
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rollingcrow
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Re: [WIP] Black and Grey (rel. 1)

Post by rollingcrow »

Upcoming stuff for the next version:
- Quick melee, deals 100 non-random damage.
- Quick grenades.
- Weapon zooming for all weapons. - Change of mind, may not add this.
- Corpse shields to prevent over-penetrating shotguns.
- Grenade throwing zombies.
- Items replaced / removed.
- Hopefully more enemies.
Last edited by rollingcrow on Fri Jun 17, 2011 10:20 am, edited 1 time in total.
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wildweasel
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Re: [WIP] Black and Grey (rel. 1)

Post by wildweasel »

Niiice. I look forward to it!
marble
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Re: [WIP] Black and Grey (rel. 1)

Post by marble »

looks awesome, 2 things trough:

make the quick melee a special keybind, not just the alt fire.

and please layer the hud over the vignette effect. it covers the keys n' stuff.
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rollingcrow
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Re: [WIP] Black and Grey (rel. 1)

Post by rollingcrow »

marble wrote:make the quick melee a special keybind, not just the alt fire.
That's actually what I am going to do, weapon zooming (the cheap way for now, not actual sights, except for the sniper rifle) is going to take the altfire key.
marble wrote:and please layer the hud over the vignette effect. it covers the keys n' stuff.
I'll try to find a way, not sure how.
Last edited by rollingcrow on Thu Jun 16, 2011 5:57 pm, edited 1 time in total.
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wildweasel
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Re: [WIP] Black and Grey (rel. 1)

Post by wildweasel »

If the vignette is done via SBARINFO, just place that particular DrawImage at the very beginning of the code before everything else. The order in which images are drawn dictates the layering.
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rollingcrow
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Re: [WIP] Black and Grey (rel. 1)

Post by rollingcrow »

wildweasel wrote:If the vignette is done via SBARINFO, just place that particular DrawImage at the very beginning of the code before everything else. The order in which images are drawn dictates the layering.
It's done with ACS right now, so I might just increase the resolution of the HUD itself (the vignette is 1024x1024) and then do the it with SBARINFO.
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NeuralStunner
 
 
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Re: [WIP] Black and Grey (rel. 1)

Post by NeuralStunner »

Se7eNytes wrote:That's actually what I am going to do, weapon zooming (the cheap way for now, not actual sights, except for the sniper rifle) is going to take the altfire key.
Personally I'd rather see the opposite. :?
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Gothic
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Re: [WIP] Black and Grey (rel. 1)

Post by Gothic »

looks really cool! :D
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rollingcrow
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Re: [WIP] Black and Grey (rel. 2)

Post by rollingcrow »

Updated, decided to not add weapon zooming to all weapons, and also forgot to add the body shields.

Download link. (release #2)

- Added a grenade attack to zombies.
- Added a new assault rifle sound.
- Added a new pistol sound.
- Added a new sniper rifle sound.
- Added a shotgun zombie.
- Added new player sounds.
- Added or removed pickups where needed.
- Added quick grenades, by default bound to G.
- Added quick melee, by default bound to Q.
- Removed cocking when dryfiring the shotgun.
- Removed gibbing from the rifleman and shotgun guy.
Last edited by rollingcrow on Sun Jun 19, 2011 8:14 am, edited 1 time in total.
Echelon5
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Re: [WIP] Black and Grey (rel. 2)

Post by Echelon5 »

Why do I keep getting the error
Script error, "BAG002.pk3:player" line 10:
Unexpected ',' in definition of 'Apple Vendor'
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Enjay
 
 
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Re: [WIP] Black and Grey (rel. 2)

Post by Enjay »

Because you are not using a recent SVN version of ZDoom/GZdoom.
Echelon5
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Re: [WIP] Black and Grey (rel. 2)

Post by Echelon5 »

That would explain it! Thanks.
ArchXeno
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Re: [WIP] Black and Grey (rel. 2)

Post by ArchXeno »

This is looking pretty cool. Reminds me of Project MSX
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rollingcrow
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Re: [WIP] Black and Grey (rel. 3)

Post by rollingcrow »

Revised Imp, corpse shields added, and has an increase of difficulty.

Download link. (release #3)
You will need the latest SVN.

- Added a fisheye effect when using the sniper rifle.
- Added blood sounds.
- Added bullet body impact sounds.
- Added bullet whiz sounds.
- Added corpse shields to prevent over penetration.
- Added the revised Imp.
- Improved thrusting effect of explosions.
- Improved zombie strafing.
- Increased amount of sparks spawned by explosions.
- Increased enemy speed (of the currently revised ones), comparable to the player.
- Reduced ammo carrying capacity.
- Reduced ammo drop chance from enemies.
- Reduced amount of ammo normal backpacks give.
- Reduced damage of enemy grenades while on a 'medium' difficulty setting.
- Reduced damage of grenade hits to 1.
- Reduced health regeneration delay.
- Reduced size of the grenade pickup.
- Reduced size of the large backpack pickup.
- Reduced spread of the shotgun.
- Removed Chaingun Guys.
- Several health and damage changes.
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