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printz wrote:Is the shotgun going to be as stupidly inaccurate as in Doom 3?
EDIT:
DBThanatos wrote:Sure you can keep this video because is already up and all, but usually, no advertising/spoiling material should be released by the testers, since there's some sort of secrecy contract between us.
Well yeah, but it's Doom 3 in Doom 2, we know what to expect.
Monsterwise, yes. Effectwise, true too, but still there are things that I dont want to spoil just yet.
And no, the shotgun isn't as horrible as in doom3 (funnily, due to that fact was the reason why I started learning a bit of doom3 weapon/monster modification; just to make it less idiotic. Not able to shoot a damned trite at 4 feet because the shot spreads too much? ).
ok i tested, good job with the jumping attack of imp, vulgar and cherub, the zsec machinegun too, but is not so constant like chaingunner, he sometimes stop his attack. i can said the patch is very to close to be finnish, need some aditions i informed to thanatos what class of aditions need to be there, i will finnish soon those aditions.
On a related note to the shotgun comment, is the rocket launcher going to have 0 blast radius and not enough power to kill 1 imp like Doom 3, or will it be an actual usable weapon?
DOOMERO-21 wrote:ok i tested, good job with the jumping attack of imp, vulgar and cherub, the zsec machinegun too, but is not so constant like chaingunner, he sometimes stop his attack.
That was on purpose. It's not supposed to be as dangerous as the chaingun commando, hence why he constantly stops firing.
DOOMERO-21 wrote:i can said the patch is very to close to be finnish
If you mean Take II, well, that's not a certainty, because I dont want to rush anything.
@MagSigmaX & PhAyzoN: Thanks
PhAyzoN wrote:is the rocket launcher going to have 0 blast radius and not enough power to kill 1 imp like Doom 3, or will it be an actual usable weapon?
The end of this video might help a bit on that pont
This video shows some small differences from the original to Take II. Straight from the video details:
Sometimes little details can affect the feeling of the game. Such details can be overlooked, but if you pay close attention, you might be able to see them.
In this case, I took the liberty to show two little aspects of the mod that changed, and somehow improve the feeling in the mod.
The first is the footsteps & bobbing animation. The original mod had a quirky system that caused the footsteps and bobbing animation to play even when you're going too slow. Example, when you tap the movement key (hence the "tap movement" annotations) and yet, both, the animation and the sounds are being played. You barely moved, yet the sounds were played as if you were full-speed. In the comparison you should be able to notice that when you tap the movement key, no sound nor animation will play, because you simply dont have enough speed for that. When you release the movement key, after loosing certain speed, it will stop playing the animation and sounds. Also, depending if you're walking or running is the frequency of the footsteps.
The second comparison is the recoil effect. In the original mod, the recoil from firing a gun was an horizontal shake on the screen, and that was just for a couple weapons. As you can see, in the SD3TII version, even the pistol shakes the screen vertically, and the other weapons' recoil is far more noticeable. This makes you believe a little bit more that you're firing a weapon and that you can feel it.
Now, the 3rd comparision was just for the sake of it. Many effects were changed in Take II, but here you can see the difference for a grenade, a rocket and a BFG blast (the plasmagun didnt change that much, really).
PhAyzoN wrote:
On a related note to the shotgun comment, is the rocket launcher going to have 0 blast radius and not enough power to kill 1 imp like Doom 3, or will it be an actual usable weapon?
What? The rocket launcher in Doom 3 kills you easily if you fire it at point-blank range, even with 125 armor. And the only "small" monsters it kills from two shots are the Revenant and the Chaingun Commando, which is normal...
1. the red color is when you have "0" ammo, yellow is for "20%/25% of ammo" and white for full.
2. later of sent you the hud, i was working increasing the scale of the ammo1 and health, but you also removed the script for the yellow and red warning around the ammo hud:
for example shotgun:
0 is red
1-2 is yellow
3-8 is white
machinegun:
max ammo 60 white // 12 ammo yellow same as chaingun
Attachments
shot00003.JPG (33.04 KiB) Viewed 639 times
shot00002.JPG (33.25 KiB) Viewed 639 times
shot00001.JPG (33.5 KiB) Viewed 639 times
Last edited by DOOMERO-21 on Wed Nov 03, 2010 2:24 pm, edited 2 times in total.
EDIT: I guess you can't overlay text over the guns' LCDs in ZDoom... this gives me a great idea for a mod some day, where the guns get effectively possessed and start showing pentagrams on their GUIs
EDIT: I guess you can't overlay text over the guns' LCDs in ZDoom... this gives me a great idea for a mod some day, where the guns get effectively possessed and start showing pentagrams on their GUIs
no i cant with sprites, well is possible but take lot of work without sence, for machinegun for example taking 60 x 15 screenshots for the iddle state showing each number of the gui....that is insane!!
anyway i couldnt make the ammo bar change as health bar with mugshots, i dont know if that is possible, so i tried with acs and works fine.
Last edited by DOOMERO-21 on Wed Nov 03, 2010 2:39 pm, edited 1 time in total.