Xim's Nuke-Um Weapons

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

DoomRater wrote:Okay Xim, I have a few gripes arleady:

1. Use 7-zip please?
2. Sniper rifle's rounds should inherit from [wiki]FastProjectile[/wiki] so they are more accurate
3. Why the hell do pistols and machinegun rounds move faster than a sniper rifle's?
4. the green around the nuke's explosion is weird, to say the least.

And now for some other observations:
1. using A_Zoom for recoil? That's.... that's brilliant!
2. Liking the multiple types of rounds on the grenade launcher
3. Need some charge code for that weapon on slot 0?
1. Why?
2. Good idea.
3. Dunno, I'll fix that.
4. Yeah, but it's RAY-DE-OH-ACTIVE :trippy:

And as for your observations...
1. Thank you.
2. Yeah, I had the idea for quite a bit
3. I dunno, the way the weapon works is actually just how I want it to. If enough people hate it, then I might change it.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Xim's Nuke-Um Weapons

Post by DoomRater »

7-zip is natively supported by ZDoom so I don't have to extract then recompress the file. That and RAR needs to die a painful death.
User avatar
Enjay
 
 
Posts: 27377
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Xim's Nuke-Um Weapons

Post by Enjay »

DoomRater wrote:1. using A_Zoom for recoil? That's.... that's brilliant!
Yes, I thought that was quite inspired. It worked better on some weapons than others. The machine gun was best IMO.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Xim's Nuke-Um Weapons

Post by Snarboo »

I have to admit that I don't like the recoil effect very much. Something about it just seems off. That said, it was clever using A_Zoom for recoil. :)

I like the new weapons, and being able to kick with any weapon is nice.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

DoomRater wrote:7-zip is natively supported by ZDoom so I don't have to extract then recompress the file. That and RAR needs to die a painful death.
Hmm, well I just checked out 7-zip, and it does seem to make my zips smaller then WinRAR, so maybe I might make the switch.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

OH NOES A DUBBLE POST!

Anyways, I made another update. Mostly fixing the sniper rifle. I also now have it in a .zip format. I chose that over a 7z format because it was smaller and I could select it by default with ZDL.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Re: Xim's Nuke-Um Weapons

Post by DoomRater »

Enjay wrote:It worked better on some weapons than others. The machine gun was best IMO.
One of the problems with it on other guns is that the cancellation of the zoom is happening so late that one doesn't really even notice it. If the cancellation effect was done sooner it makes it more noticeable. I went ahead and added the effect to my guns, making it even more shaky than his examples were actually- it would zoom out, then in, then go back to normal on each successive tic. I had to tone it down some for the Grease gun actually!
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Xim's Nuke-Um Weapons

Post by wildweasel »

The zooming effect needs to occur quicker; with it lasting several tics, that makes it more noticeable as to what's actually happening behind the scenes. It's like a good muzzle flash - a quick one makes it look better, while leaving it on screen for too long just makes it look cheesy.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

I'll note that.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Xim's Nuke-Um Weapons

Post by TheDarkArchon »

The grenade launcher and sniper zombies both need to be toned down: Both of them can easily one hit kill you, much more dangerous than their vanilla counterparts.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

Another update. I fixed the zooming and the muzzle flashes for most of the weapons and I toned down the grenade and sniper zombies. Mainly by giving them weaker projectiles and taking more time to actually fire there guns.

Download is in the first post, as always.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

Re-Uploaded the mod, because the old link has died. Click on the "Click here to start download from sendspace" link and not the green download buttons. The link is in the first post.
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: Xim's Nuke-Um Weapons

Post by Dan50 »

WOW this is an awesome mod. What did you get the last gun's death animations from? I LOVE the skin getting blown off and the skeletons falling. Also GREAT job with the Blood style burning bodies. That's my FAVE old school FPS death animation.
User avatar
Xim
Posts: 2095
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Xim's Nuke-Um Weapons

Post by Xim »

No update but I have re-uploaded the mod to my dropbox account as the old download has died.

I have started working on a new weapons mod though, which I'll make a new topic for once I have enough for a release. I'm probably not going to continue on this one though, most of the graphics don't work for my new laptop's widescreen.

Sorry if the bump got anyone excited. :P
Major030
Posts: 36
Joined: Wed Dec 14, 2016 1:58 pm

Re: Xim's Nuke-Um Weapons

Post by Major030 »

the download died, does anyone have the file? i'd certainly like to play it.
Post Reply

Return to “Gameplay Mods”