[wip]SMWG: Rage fixes, changes

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SamVision
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Re: [wip]SMWG: In Stereo, changes, Glock xperiment

Post by SamVision »

Wow I have fun playing Doom again...

Now on to the criticism:
My only problem with this is the Warhammer, it is not a very effective replacement for the SuperShotgun.
I think the Warhammer should be semi-auto or replaced with a Sniper Rifle.
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DoomRater
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Re: [wip]SMWG: In Stereo, changes, Glock xperiment

Post by DoomRater »

SSG was overpowered, this is still almost as powerful (stronger after two shots but a little slower overall).
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phi108
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Re: [wip]SMWG: Adamantium Rage

Post by phi108 »

Big thanks to Doomrater for the Wolverine class that gave an example of how to do rage.

Update:
-The claws fill a rage meter when attacking. If your rage goes above 10, you are thrown into a fury, with a different faster combo attack, and some damage resistance, plus enemies are alerted to your location because of all your primal roars (haven't found sounds yet). Rage can increase to 18, and it slowly drains away until it reaches zero. You might gain rage when you sustain damage, and rage is lost when you complete the rage combo. The screen flashes red when you become enraged, and flashes green when you calm down as it goes below 10. The berserk pack throws you into the rage (but you don't yet get super strength when enraged).
-The one-handed Winchester firing animation is a bit different, I'm testing out slightly different animations.
-Other changes, I think.

And I used Speedyshare, since DRDTeam is down right now:
New Download: 10 MB: http://www.speedyshare.com/files/23262757/SMWGuns9O.pk3
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Lolazer
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Re: [wip]SMWG: Adamantium Rage

Post by Lolazer »

This is, quite possibly, one of the best weapon modifications ever.

EVER!
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DoomRater
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Re: [wip]SMWG: Adamantium Rage

Post by DoomRater »

I am HIGHLY amused that my modification to the claws has come full circle.
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phi108
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Re: [wip]SMWG: Adamantium Rage

Post by phi108 »

Thanks Lolazer, glad you enjoy it :D

And Doomrater, when I decided to add another dynamic to the claws, I thought back to that modification you did :lol: . I'm kicking myself for not adding in the rage system earlier on.

And another fix in this version: The one-handed shotgun now displays correctly in Skulltag's GL renderer. It was the order of the patches that was the problem, I switched which patch was added to the sprites first in TEXTURES, and it displays correctly now.
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Shadelight
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Re: [wip]SMWG: Adamantium Rage

Post by Shadelight »

Is claw blocking in yet? :P
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Re: [wip]SMWG: Adamantium Rage

Post by DoomRater »

Rage makes EVERYTHING better, don't it. >D

Ogod claw BLOCKING would be even MORE epic, but that would push the power levels to what, level 3? Even if they didn't reflect explosive weapons?
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amv2k9
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Re: [wip]SMWG: Adamantium Rage

Post by amv2k9 »

DoomRater wrote:Ogod claw BLOCKING would be even MORE epic, but that would push the power levels to what, level 3? Even if they didn't reflect explosive weapons?
Perhaps blocking could have some sort of downside... say, decreasing your Rage meter?
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Re: [wip]SMWG: Adamantium Rage

Post by DoomRater »

I'd even go with making it slow the player down too.
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phi108
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[wip]SMWG: Rage fixes, changes

Post by phi108 »

EDIT: Skulltag/Official ZDoom compatible version below download, not using the new A_Firebullets flags


There are some bugfixes for the rage claws, and I also went ahead and messed it up more by redoing the pistol with a different animation, new muzzle flash, new sound, and 1.5 the damage of RPK bullets. To make the ammo balance correctly, you now carry double the bullet ammo, RPK shots take 2 ammo, and pistol shots take 3 ammo. So don't be fooled by seeing a high number of bullets in your inventory, divide it by 2 to know your original clip count.

Heretic might not be working correctly, I still need to make the changes there.


CHANGES:
-You lose your Enraged status when you deselect the claws, or exit the level.
-Loud scream for when you become enraged.
-Rage meter is multiplied, if you go above 100 rage, you become enraged, maximum rage is 130.
-Re-ripped some claw sprites with the correct origin.
-Re-ripped pistol with new animations, flashes, sounds, and 1.5 higher damage, taking 3 ammo instead of the 2 ammo RPK shots take. Pistols fire slower.
-The backpack might give you a second pistol.

NEW DOWNLOAD: SMWGuns9Q.pk3: 10 MB: http://files.drdteam.org/index.php/file ... guns9q.pk3

Skulltag compatible Download: SMWGQNoFlg.pk3: http://files.drdteam.org/index.php/file ... qnoflg.pk3


Sorry I'm going so slow, I wanted to "finish" it this summer, but that probably won't happen. I still want to fix stuff, redo stuff, and do even more stuff (like completing the tertiary firing that I decided on ~ 1 year ago...)
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Xaser
 
 
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Re: [wip]SMWG: Rage fixes, changes

Post by Xaser »

Well, here I am again with my usual complaints at odd changes...

Have to say, I don't like the new pistols at all. They may be stronger but they feel much weaker, with a thinner sound and really small idle frame. The slow speed makes dual-wielding not nearly as satisfying since it essentially feels sluggish now. That and the ammo system is really weird, as 'balanced' as it may be.

The claws are as sharp as ever, though. :P
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Davidos
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Re: [wip]SMWG: Rage fixes, changes

Post by Davidos »

Plus if you tap in a steady rythm going fast enough the right pistol occupies all the 'time/space' and won't allow the left pistol to fire... for some reason.

I can keep slamming the right mouse button but left will keep firing, or neither guns fire at all.
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phi108
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Re: [wip]SMWG: Rage fixes, changes

Post by phi108 »

The pistol modifications were all experiments again. I powered up the pistols, and the double-ammo situation is the only solution I had for ammo balance, aside from creating a pistol ammo type that sometimes replaces clip ammo. The sound I also replaced because I wanted to try a 2 sound set, with each sound in stereo, to see how it sounds.

I definitely like more powerful pistols firing a bit slower (still faster than the vanilla pistol), simply because it's less trigger clicks for more damage, and a more leisurely rhythm, and knowing that exactly 2 bullets kill a zombie and 4 kill an imp.

And I like the new animations for the guns, but they may be held too far out in fromt. I could pull them in a bit more.
Davidos wrote:Plus if you tap in a steady rythm going fast enough the right pistol occupies all the 'time/space' and won't allow the left pistol to fire... for some reason.
I think I noticed this in all versions of the 2 pistols, there might be a conflict somewhere with fire/altfire buttons disrupting each other.
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Caligari87
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Re: [wip]SMWG: Rage fixes, changes

Post by Caligari87 »

I think I've found that "Fire" overrides "AltFire" if they're pressed at the same time.

8-)
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