[WIP] GZDA - Virus Issues (p. 16)

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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by eliw00d »

lizardcommando wrote:How about a secondary function for the fists like I suggested earlier? Like a kick or a strong punch or something? Also, will the next build have the reloading animation for the pistol?
sorry, i forgot to reply to your post the other day. due to the nature of a_custompunch, i haven't had much motivation to work on the fists. i did take a look at the code the other day to see if i could make some combo punches or something. it's entirely possible that i will add some sort of strong punch, or and ability to put on the knuckles. berserk mode will probably revert to the old doom ways, i'm finding it to be more and more annoying than fun or useful.

build 5 will have a placeholder reload animation, similar to what the machine pistol had, until i get the real animations done.
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Phucket
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Phucket »

Why not just use the reloading frames Eriance made for you?
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Tenement Funster
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Tenement Funster »

berserk mode will probably revert to the old doom ways, i'm finding it to be more and more annoying than fun or useful.
I don't know if you changed anything other than that the berserk actually goes away when the red screen does, but I definitely find the current berserk pack utterly useless. The Doom 3 sound effects are neat though.

Any chance of getting a more reliable long range weapon? I currently just use the pistol for sniping off zombies -> chaingunners, as it's a bit easier to handle than the alt-fire of the microgun (and wastes much less ammo, needless to say). Less spread on the pistol would be pretty nice and it would certainly give the little guy some use even after finding bigger guns.

Anyway, looking forward to build 5!
cheeseandbaloney
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by cheeseandbaloney »

i posted this in the other topic as well...

hey eliw00d i just wanna say that this is one of the best doom mods ive played in a looong time. i found it recently and registered here just for the sake of being in the discussion. i love the feel you gave the weapons. great quality.

i have some suggestions maybe, although most everything is really top notch. to me the rocket launcher seems bland. i almost found myself not using it because of this. it doesnt have the same 'solid' feel and 'punch' as the other weapons. and as someone else stated, a custom hud to reflect the ammo would be fantastic. a little more recoil on the auto-shotgun maybe? once i found this weapon it was alllll over, hahaha. great implementation though. i cant think of anything else at the moment, but i just wanted to be in the discussion to make my new favorite doom mod even better.

edit: well i just was wondering how good you are at making custom sounds? because the sounds of the weapons are so satisfying. i was curious if you thought adding more death sounds for the zombies or add a noise and more blood effects when the 'bullets' hit 'them' to give it more of that 'punch' feeling perhaps? i think that would add to the realism without detracting to far from the original. just throwing ideas out there. let me know what you think and if its possible. oh, and thanks for bringing my love back to doom. its been dormant for a couple years... :wink:
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Orangewaggs
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Orangewaggs »

On the bfg when you try to reload manually it doesnt so therefore you have to pull the trigger again(dont know if that was your intent but i though i would point that out) and yeah as said before you might want to make a check on the new pistol.....
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Matt
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Matt »

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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by eliw00d »

sorry guys, been pretty busy with work and the girlfriend the past few days, so i haven't worked on build 5 as much as i could have. however, i've been working on a custom hud ever since the new version of GZDoom came out. do you guys find yourselves using the full screen HUD more, or the normal HUD with the mugshot? i've mostly been working on a custom full screen HUD, but if there are those of you that use the normal HUD a lot i will try to make a custom version of that as well.

any suggestions for what the HUD should display?
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lizardcommando
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by lizardcommando »

I've always been using the Fullscreen Hud. The only additional thing I'd want displayed on the custom hud is the statusbar face. I dunno why. Just for shits and giggles really. That's something I'd want to do for my own mod. As far as serious suggestions go, I can't really think of anything. Unless you're going to add useable items like in Strife or Heretic, I was going to suggest being able to see all the stuff you have without having to scroll through the items menu with the [ and ] keys.
cheeseandbaloney
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by cheeseandbaloney »

i personally always use the regular hud for nostalgic reasons, since it adds to that oh-so-true feeling for me... and elliw00d, have you read my suggestions? just wondering what you think. and if your good with sprites. because if you want this to be an overall enhancement pack maybe you could start doing small touches like modeling the ammo on the floor in more angles like in KDiZD? i dunno, just throwing them out there and see what you, and others think...
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lizardcommando
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by lizardcommando »

I personally hated the multiple angles on the items. It was pointless and it just didn't look right.
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Tenement Funster
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Tenement Funster »

lizardcommando wrote:I personally hated the multiple angles on the items. It was pointless and it just didn't look right.
Same here.

As for the HUD, I really like the Zdoom custom fullscreen hud; if you could get the ammo reserves to display properly and add a number somewhere that displays the bullets in your gun, that'd be just wonderful.
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Orangewaggs
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Orangewaggs »

This may never happen but if you could could you put an older build up to where there (in a list)
-the minigun instead of the microgun
-the old pistol with the old reloading style(you dont waste a whole mag when you reload after one shot)
-ditto on the reloading for the rapid fire shotgun
-but have it to where the shotgun still pumps to the side like now.
basically one of the first builds you made
This is just my opinion it would be nice if there was an older version for historic downloading purposes(likewise with any mod)
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by eliw00d »

Phucket wrote:Why not just use the reloading frames Eriance made for you?
as good as they look, they don't fit the way i want them to. i have been modifying them to be more realistic, but work on that has been slow. i have simple frames in place in the current in-house build.
Tenement Funster wrote:I don't know if you changed anything other than that the berserk actually goes away when the red screen does, but I definitely find the current berserk pack utterly useless. The Doom 3 sound effects are neat though.
the sound seems really finicky, it only plays for the entire duration for the player that wields it. other players can hear it, but once they are out of distance and come back into proximity, the sound for them has stopped. also, 30 seconds of berserk really doesn't help, especially if you grab it somewhere that you end up not even using it for. i'll probably revert it back to regular doom standards until i can come up with something better.
Any chance of getting a more reliable long range weapon? I currently just use the pistol for sniping off zombies -> chaingunners, as it's a bit easier to handle than the alt-fire of the microgun (and wastes much less ammo, needless to say). Less spread on the pistol would be pretty nice and it would certainly give the little guy some use even after finding bigger guns.
it's possible i will implement the railgun to fill this gap for long range weapons, as it would be 100% accurate at any range. in fact, what would everyone think of replacing the bfg with a railgun? make it rip through anything, kill multiple enemies with one shot (as long as they are in a row) for massive damage, but tweak it so it would take the same amount of shots to kill bosses as the bfg does? or keep it separate from the bfg?
Orangewaggs wrote:This may never happen but if you could could you put an older build up to where there (in a list)
-the minigun instead of the microgun
-the old pistol with the old reloading style(you dont waste a whole mag when you reload after one shot)
-ditto on the reloading for the rapid fire shotgun
-but have it to where the shotgun still pumps to the side like now.
basically one of the first builds you made
This is just my opinion it would be nice if there was an older version for historic downloading purposes(likewise with any mod)
for some reason i don't seem to have .74 on my hard drive anymore, i thought i did. i don't have the time to work on a new version of an old release, as i have been working pretty hard on build 5. but if it is something a lot of people want i will look into it.

also, regarding build 5, i've been making pretty decent progress. one thing i always wanted to try was to make high capacity magazines available to use along with standards. after a little ingenuity, i was able to get it to work. basically, you can have up to 6 high cap 9mm magazines (30+1 each) and 5 high cap .45ACP magazines (20+1). i'm still deciding how to have these show up in the game, but the code for them works great! i am also working on code for the auto shotgun, which will have a 40 round high capacity 12 gauge drum magazine. :)

i've also been working on new huds, one modifying the original doom hud to incorporate the new ammo types, and another to replace the non-alternate full screen hud. build 5 will have a lot more features compared to other builds, and will probably take longer to get into a releasable state.
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Tenement Funster
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by Tenement Funster »

also, regarding build 5, i've been making pretty decent progress. one thing i always wanted to try was to make high capacity magazines available to use along with standards. after a little ingenuity, i was able to get it to work. basically, you can have up to 6 high cap 9mm magazines (30+1 each) and 5 high cap .45ACP magazines (20+1). i'm still deciding how to have these show up in the game, but the code for them works great! i am also working on code for the auto shotgun, which will have a 40 round high capacity 12 gauge drum magazine.
Sounds interesting, but how would the player load these magazines? Do they take priority over normal magazines and you load all the high capacity ones until your run out, then start using normals again?
it's possible i will implement the railgun to fill this gap for long range weapons, as it would be 100% accurate at any range. in fact, what would everyone think of replacing the bfg with a railgun? make it rip through anything, kill multiple enemies with one shot (as long as they are in a row) for massive damage, but tweak it so it would take the same amount of shots to kill bosses as the bfg does? or keep it separate from the bfg?
I'd like to see the railgun and bfg both in the game. It would offer a bit more strategy on weapon choice for the big badasses since their projectiles act so different from each other. Unless the railgun is significantly less powerful, I don't see it filling the gap for long range weapons. If it's powerful, ammo would have to be relatively scarce to balance it, but then using it to snipe off chaingunners is not an option! It'd still end up being a group/boss only weapon.

I still say a more accurate pistol would be great. Anything bigger than the imp/chaingunnner, I would use rockets or something to kill anyway.


Can't wait for build 5, get on the ball!
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eliw00d
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Re: [WIP] GZDA Weapons Mod | Download RC1-B4 on Page 1

Post by eliw00d »

Tenement Funster wrote:Sounds interesting, but how would the player load these magazines? Do they take priority over normal magazines and you load all the high capacity ones until your run out, then start using normals again?
as of right now they take priority on the next reload, and will continue to take priority until you run out. for example: if you have two high caps, you will reload each for either 30 or 31, depending on if you have a round chambered or not, and then revert back to 20 or 21 on the next reload.
I'd like to see the railgun and bfg both in the game. It would offer a bit more strategy on weapon choice for the big badasses since their projectiles act so different from each other. Unless the railgun is significantly less powerful, I don't see it filling the gap for long range weapons. If it's powerful, ammo would have to be relatively scarce to balance it, but then using it to snipe off chaingunners is not an option! It'd still end up being a group/boss only weapon.
i'll figure something out, i suppose.
I still say a more accurate pistol would be great. Anything bigger than the imp/chaingunnner, I would use rockets or something to kill anyway.
i'd like to keep the pistol accurate at close range, but horrible at a distance. accuracy is considerably better if you time the shots and don't hold down, to simulate aiming. about a 2x2 grouping instead of 4x4.
Can't wait for build 5, get on the ball!
haha! been hard to find enough time lately, but i'm working on it! :)
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