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Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Sun Nov 20, 2016 6:07 pm
by chronoteeth
thats kinda a bummer really, i dont think anyone has actually done something like that

Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Sun Nov 20, 2016 6:55 pm
by Crudux Cruo
wow, yet another mod to try when i get home, this sounds like a REALLY REALLY good idea.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Mon Nov 21, 2016 10:07 am
by Mikk-
I'm trying to work on the projectile weapons (Rocket launcher, Plasma and BFG) but I don't really know what I can do to alter their behaviour. Obviously impact damage. But what other features could I add? I guess I could have projectile speed. I think adding spread would work against the idea. Also what Specials could I have? I want something different for the projectile weaponry, of course.
I'm open to suggestions and ideas. If you think of any new specials or mods I'd love to hear.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Mon Nov 21, 2016 10:20 am
by Crudux Cruo
Well, turning rockets into AOE attacks with all the specials that sort of billow out of the explosion would be nice.
accuracy can be used to add spread to projectile weapons? maybe you want a little spread with say the plasma gun.
damage is... well damage.
bullet count... triple bfg hmm. or triple plasma rifle.
by the way, there are no pistols that spawn it seems. might be nice to have a zombieman drop one from time to time, with stats.
also removing upgrades might be nice, but that could be tricky to code, so i wouldn't blame you if this wasn't added. sometimes you have to chuck out a weapon and start over.
wasnt too impressed by the toxic/poison effect. seemed like i was playing duke lifes a beach

idk, maybe make it a poison puff instead?
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Mon Nov 21, 2016 11:28 am
by Mikk-
Yeah, the toxic effect isn't really a good visual indicator. I didn't really know what to do with that while working with Doom's sprites.
Removing upgrades like Accuracy and Damage would be a pain, but removing Special upgrades like Overdrive, Icy, High-tech etc. would be doable.
For projectile weapons I don't know if I'd stick with the same stats as with the hitscan weaponry. I could add some different stats which makes upgrading your rocket launcher or plasma rifle a little different to upgrading your shotgun etc.
I had some ideas for other software, too. A rare drop which 'hacks' your Mod Counter allowing you to add more than the default limit, or another drop which randomises your weapon's stats completely - those sorts of things could be fun to toy with.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Tue Nov 22, 2016 10:26 am
by SuperSomariDX
I'd definately love to he how those would play out. I already laughed like a maniac when I had an hefty Incid ssg with no spread, Revenants were dropping like flies, fun stuff.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Tue Nov 22, 2016 10:48 pm
by goanna678
will you add support to the...
chainsaw
rocket launcher
plasma rifle
bfg9000
pls?
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Wed Nov 23, 2016 8:38 am
by Funky Gnoll
Incendiary chaingun with even a single Bullet Count mod is hilariously overpowered. Add 3 more Bullet Count mods and Death quits his job in utter disgust.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Wed Nov 23, 2016 11:09 am
by Mikk-
The other weapons are planned, just so you know. I'm still running several ideas through my head.
@Funky Gnoll: yeah incendiary is pretty overpowered especially combined with bullet count mods - which is why they're rare.
Future plans: Overdrive is now getting an overhaul - You will be able to use an Upgrade mod three times now. Each upgrade boosts your weapon's properties a little, instead of making the weapon instantly overpowered. As a result Upgrading only takes up one slot, not two.
The third and final upgrade will greatly increase your killing potential. For example, High Explosive at base level will have a small explosion and radius, at level 1 the damage and radius is bumped up a little, at level 2 the explosions now damage bosses and at level 3 each explosion releases a cluster of explosive projectiles from above.
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Fri Dec 02, 2016 2:54 pm
by Jigstraw
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Sat Dec 03, 2016 11:14 am
by Mikk-
Re: [v0.4] CUSTOM GUN: THE GUN-ENING
Posted: Sat Dec 03, 2016 11:55 am
by Jigstraw
Alright, that cleared it up. Thanks! Unfortunately my keyboard died today, and I'm not getting a replacement until tuesday, so I'll have to wait til then to try it unless it's a controller friendly mod. Using windows on-screen keyboard for now. xD
Re: [v0.999] CUSTOM GUN: THE GUN-ENING
Posted: Fri Jan 27, 2017 5:14 pm
by Mikk-
I've updated this mod to [v0.999] which means I'm really close to a full release - I just need to complete the BFG9000 [not touched in v0.999] - quite a lot has changed, so please view the main post for details.
Re: [v0.999] CUSTOM GUN: THE GUN-ENING
Posted: Fri Jan 27, 2017 7:51 pm
by dljosef
Loving the new parts of the mod so far. I found that the toxic mod does no damage whatsoever to revenants and lost souls. And yet, the incendiary one works just fine. Also, apparently, the toxic mod (with a rocket launcher) can infect enemies through walls if they're close enough.
Re: [v0.999] CUSTOM GUN: THE GUN-ENING
Posted: Fri Jan 27, 2017 7:57 pm
by Mikk-
Oh bugger. A typo in the actor definitions means that Revenants and Lost Souls are immune to poison damage where they should be immune only to the infection damage, not the attack itself. I'll have that fixed in the morning. About the poison rockets infecting through walls I don't really know how I can tackle that as it uses A_RadiusGive to infect enemies.