i know where the imp's sounds are came from, and it was just for fun. i mean, i laughed a lot by those unsuspected silly loud demi-screaming sound...no offence, just it was made me funny also other peoples.wildweasel wrote:The imps are actually from Prey, with some pitch modification.
Accessories to Murder (ww-doomnukem): on Github
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Please read the full rules for more details.
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.
- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
- Abba Zabba
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
After playing this mod for about 20 minutes, I gotta say like it. However, I'm not really getting into the giant yellow, smooth edged rectangles that appear whenever I shoot at a wall or whenever a rocket is taking off. The actual bullet hole decal looks excellent (especially the hot bullet cooling down) but I feel that the garish rectangles detract from it a good deal.
Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.
(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.
(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
- twinkieman93
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
The rectangles are because you're playing in ZDoom, or GZDoom in software mode. Sadly, a good deal of mods are made to where they look great in GZDoom at the expense of looking like crap in ZDoom. So, when that happens, there's not much you as a player can do about it. Sorry.Lava Grunt wrote:After playing this mod for about 20 minutes, I gotta say like it. However, I'm not really getting into the giant yellow, smooth edged rectangles that appear whenever I shoot at a wall or whenever a rocket is taking off. The actual bullet hole decal looks excellent (especially the hot bullet cooling down) but I feel that the garish rectangles detract from it a good deal.
Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.
(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
- wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
Marty Kirra never quite got around to finishing the death frames on the baron; I figured they didn't clash quite badly enough for it to be a huge issue, but if anybody wants to take a stab at it, I'd appreciate it.Lava Grunt wrote:Are you planning on customizing the baron's death frames, the arachnotron, the archvile or the boss monsters? Just want to know.
In my current build, the Vore now occupies the Archvile slot (unmodified save for increasing its health to ~700) and a new Ghoul occupies the Revenant slot instead. I also just placed an enemy in the Arachnotron slot, but I haven't got anything for the bosses quite yet.
Keys are already displayed on both main HUDs but I suppose there's no reason I couldn't put the key bar in there as well.(one last thing; do you think you could display keys in the automap HUD? It would be great for people who use the custom map. Thanks for reading, anyway.)
I'd really like that, thanks!TheRailgunner wrote:@wildweasel: Whenever I finish the voxel pickups for X-Weapon/Doom 2185 (or whatever the final version will be called), I'll send you the ones for the AtM weapons and ammo, as most of them will be compatible with it (I'll fill in the gaps, such as the revolver, pistol, and rocket launcher, before sending it).
- Unholypimpin
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
Really cool mod even though i'm kind of upset that the plasma rifle got replaced with a street sweeper but w/e.
Any chance at reducing the amount of smoke the mini rocket launcher creates? because even after shooting just a few off I really cant see what im shooting at anymore.
Is there any chance that you will be adding additional weapons to this mod?
The stronger enemies seem less dangerous than the weak enemies like zombies and imps except for the mancubus.
Overall I'm really diggin the effects the guns have, as well as the new difficutly the changed up monsters give.
Any chance at reducing the amount of smoke the mini rocket launcher creates? because even after shooting just a few off I really cant see what im shooting at anymore.
Is there any chance that you will be adding additional weapons to this mod?
The stronger enemies seem less dangerous than the weak enemies like zombies and imps except for the mancubus.
Overall I'm really diggin the effects the guns have, as well as the new difficutly the changed up monsters give.
- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
don't take it seriously please, it's just kind of my opinions;
otherwise, yes. you're right. we need more weapons for this mod. and i really wish doomnukem back.
i say, that's even more better than plasma rifle; it has more fastest fire rate than plasma rifle and lot's of ammo spec, also it fires hit-scan. and maybe this mod required some stereotypical rules and matters, but that's a kind of special ways i suppose.AlwaysDoomed wrote:Really cool mod even though i'm kind of upset that the plasma rifle got replaced with a street sweeper but w/e.
i never felt rocket smokes after update was really bad. specially it could be more worse when you tried this weapon at darkest place without visior or fire rapidly in a close range, make sure you remember those.Any chance at reducing the amount of smoke the mini rocket launcher creates? because even after shooting just a few off I really cant see what im shooting at anymore.
if doomnukem is still alive or still have a mind for keep working on sprites for this mod, he is the only one who can make those weapon sprites and stuffs with his style.Is there any chance that you will be adding additional weapons to this mod?
but hell knight, barons and cacos are same as the vanilla ones. also talking about mancubus, because it fires 5 projectile at the last shot i think. and i'm pretty sure vore's projectile loss it's homing system a lot; it never turns around but slowly and i can dodge it easier than revi's.The stronger enemies seem less dangerous than the weak enemies like zombies and imps except for the mancubus.
otherwise, yes. you're right. we need more weapons for this mod. and i really wish doomnukem back.
- DoomNukem
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
I am alive, I've uhh just been lurking... haven't made any progress on the alternate angled optional weapon pack, they don't really work with the AtM FS hud so i've decided to refine them and use them in trailblazer.
I have some stuff to do for pillow, and the trailblazer needs some love too, I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
I have some stuff to do for pillow, and the trailblazer needs some love too, I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
- Yutrzenika
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
Is there an ETA on The Trailblazer at all by the way? I'm looking forward to that one.
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Blue Shadow
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
The only weapon I'm missing in this mod is an energy-based projectile weapon akin the the plasma rifle (with reload, I might addDoomNukem wrote:I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.
Re: Accessories to Murder (ww-doomnukem): Update 9-15
Exactly, a cute plasma rifle (Or any normal, fast energy-based weapon at all, just like you mentioned) would do the trick and leaves a little hole in the whole in my opinion.Blue Shadow wrote:The only weapon I'm missing in this mod is an energy-based projectile weapon akin the the plasma rifle (with reload, I might addDoomNukem wrote:I'd be happy to do some more stuff for AtM but as for more weapon's I don't really have any idea's that would add to gameplay after all this is ww's mod.). I know that there is the minigun, which fires faster than the plasma rifle and is more powerful and all of that, but it's still a bullet-based hitscan weapon, of which we have quite a few already.
- DoomNukem
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
I like the idea of projectile weapons and sort of energy weapons but kind of over plasma rifle's I guess, but in any case its up to wildweasel if he wants to add something new I can whip something up gladly.
Also anyone else really like the new plasma rifle sprite from BD, dunno why just think it looks nice.
Also anyone else really like the new plasma rifle sprite from BD, dunno why just think it looks nice.
Re: Accessories to Murder (ww-doomnukem): Update 9-15
You could go for a laser rifle, Hyperblaster or tesla sort of weapon, so it's not quite just a reskinned plasma rifle.
- Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
and laser gatling(seek it from fallout series.) for an example if you're busy much for making a new sprite for this wad, you can just re-edit minigun into a energy themed rather than ballistic one. oh, also i recommand the most fastest also smallest projectile firing weaponry.
- wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
I dunno, I feel like the weapon set is reasonably complete already, aside from the dual pistols.
- PillowBlaster
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Re: Accessories to Murder (ww-doomnukem): Update 9-15
If I can put my two cents in, I'd say the same - every slot is pretty much covered. If there is anything that I'd eventually like to have, that'd be sniper rifle for long range encounters... but the assault rifle "kind of" fits that role already.
Chaingun is alright crowd mower, no need for another gun like that. Putting more weapons for the sake of having them is that kind of thing that I feel guilty of, and I'd rather minimize them today, in the name of better thought out diversity.
Chaingun is alright crowd mower, no need for another gun like that. Putting more weapons for the sake of having them is that kind of thing that I feel guilty of, and I'd rather minimize them today, in the name of better thought out diversity.
