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Re: [WIP] X-Weapon: The Weaponing! (Updated 03-31-14)

Posted: Mon Mar 31, 2014 10:39 pm
by TheRailgunner
m4lmaster wrote:the options for turning voxels in OpenGL is marked Unknown. so is the options for regeneration and fuck yourself
Heh heh, the testing mod options (currently don't work very well). At any rate, I've uploaded a version with the single (working) voxel toggle option.

EDIT: I've updated X-Weapon with...BARRELS. Explosion effects courtesy of KeksDose.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Tue Apr 01, 2014 2:02 am
by m4lmaster
ah. i see. any chance we could see a resprite of the gloves to black in the near future? the standard color feels too classic to me. especially when playing Brutal Doom. i would do it myself but theres ALOT of frames and not enough time. also Railgunner, thanks for introducing me to this mod, so far i really like it EDIT: i disabled voxels by deleting the voxels folder...this will work for now.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Tue Apr 01, 2014 3:25 am
by TheRailgunner
m4lmaster wrote:ah. i see. any chance we could see a resprite of the gloves to black in the near future? the standard color feels too classic to me. especially when playing Brutal Doom. i would do it myself but theres ALOT of frames and not enough time. also Railgunner, thanks for introducing me to this mod, so far i really like it EDIT: i disabled voxels by deleting the voxels folder...this will work for now.
To be honest, a large number of these weapons were rehanded from black to tan (such as the shotguns and assault rifles), and I'm probably not going to recolor the gloves anytime soon, as the MoH:A mod and my Starbound work both need updates pretty badly (plus I'm a sucker for classic Doomguy gloves). Maybe when nothing else really needs doing in the mod, I'll start on black gloves (though I might just try torridGristle's black/red gloves instead).

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Tue Apr 01, 2014 7:06 pm
by Ribo Zurai
I definitely like the new trail of the projectiles, the smoke makes them look more powerful. Are you still going with the alternate ammo types idea?

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Tue Apr 01, 2014 11:04 pm
by FarhanRKbb
Hey your weapon mod is freaking awesome. Neat and deadly. Loved it, I'm not saying its not good but, it would be better if it worked with brutal doom. Anyways awesome mod. And apart from capable for brutal doom mod, there are a few things, you should enable head-shots I mean what's the meaning of aiming then. I hope you look into it. And another thing when using a weapon could you do this the the ammo it uses is highlighted in the ammo bar bottom-right corner. Thankz.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Wed Apr 02, 2014 2:00 am
by Yutrzenika
So I really really dig this mod, some of the most satisfying feeling weapons I've used in a doom mod. However, I feel like the custom enemies could be nerfed significantly, they feel far too difficult, which is a shame because I really dig your selection of custom enemies.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Wed Apr 02, 2014 10:38 am
by TheRailgunner
Ribo Zurai wrote:I definitely like the new trail of the projectiles, the smoke makes them look more powerful. Are you still going with the alternate ammo types idea?
Well, I originally wanted to, but it ended up being a technical pain - however, it may come back again with a more streamlined alternate ammo system. Also, gonna add Anadposinanis as a Fatso variant, as well as perhaps some extra variants of other enemies (classic Nobles, Cacos, Revenants).

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Wed Apr 02, 2014 3:28 pm
by -Ghost-
Yeah the monsters still feel too strong. Are the basic weapons supposed to be weaker? 2 shots each to take down a group of imps with the first shotgun seems rough.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Wed Apr 02, 2014 6:36 pm
by PWNERX
So, I am unable to play in neither GZ or Z or Skulltag. Keep getting error. XWeapon.pk3:actors/items/ammo.txt line 62: Invalid State Parameter nodelay.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-01-14)

Posted: Wed Apr 02, 2014 7:04 pm
by BlueInferno
For the cyber baron, Its movement speed is terrifying! Memento Mori's Map 07 UV can some up on how hard they are to fight in small rooms and providing unfair situations for players. There speed needs to be nerfed.

Imp fireballs should be slowed down a bit since there so hard to dodge for lower tier demons.

The invisible mechdemon spawning in pinky spawners makes it very frustrating, Can I suggest to move them only to the specter slots?.

Is the deadlier shotgun suppose to fire two shells at once for primary fire? It still fires one shell in the zoom secondary.

I really enjoy using xweapon a lot! Awsome spread of guns and monsters ...And THE BOX :O

My only gripe, the monsters can be unfair in certain stages. All and all good work!

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Posted: Wed Apr 02, 2014 8:58 pm
by TheRailgunner
BlueInferno wrote:For the cyber baron, Its movement speed is terrifying! Memento Mori's Map 07 UV can some up on how hard they are to fight in small rooms and providing unfair situations for players. There speed needs to be nerfed.

Imp fireballs should be slowed down a bit since there so hard to dodge for lower tier demons.

The invisible mechdemon spawning in pinky spawners makes it very frustrating, Can I suggest to move them only to the specter slots?.

Is the deadlier shotgun suppose to fire two shells at once for primary fire? It still fires one shell in the zoom secondary.

I really enjoy using xweapon a lot! Awsome spread of guns and monsters ...And THE BOX :O

My only gripe, the monsters can be unfair in certain stages. All and all good work!
So I updated a few things:

*Fireballs aesthetically improved - Imp fireballs now slightly slower
*Pinky demons and Spectres only spawn in the place of their vanilla counterparts
*DamageFactors for enemies updated
*Added Anadposinanis (flying Mancubus variant)
*Demontech projectile looks a million times cooler now
*Upgraded shotgun no longer uses two shells
*Enemy speeds reworked
*Mancubi now have a modified variant of their normal Doom 2 attack sequence, firing two angled projectiles from each cannon to the left and right of the player between normal, more accurate salvos

Other than that, it isn't a very big update.
PWNERX wrote:So, I am unable to play in neither GZ or Z or Skulltag. Keep getting error. XWeapon.pk3:actors/items/ammo.txt line 62: Invalid State Parameter nodelay.
You shouldn't use it in ZDoom, as the effects will suffer greatly. It hasn't been tested in Skulltag/Zandronum, and if GZ is giving you an error about NoDelay, you should probably update it.
-Ghost- wrote:Yeah the monsters still feel too strong. Are the basic weapons supposed to be weaker? 2 shots each to take down a group of imps with the first shotgun seems rough.
The basic weapons are as strong as I mean them to be - this mod isn't very kind, to say the least.
FarhanRKbb wrote:Hey your weapon mod is freaking awesome. Neat and deadly. Loved it, I'm not saying its not good but, it would be better if it worked with brutal doom. Anyways awesome mod.
The No Monsters variant is compatible with Brutal Doom Lite (BD sans the weapons).

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Posted: Wed Apr 02, 2014 9:39 pm
by Mav3rick
hey there is a bug or problem with the Anadposinanis, on map 7 the best place to test them and for some reason when they attack there is a explosion sound and the animation but there is a 90% that nothing happens yet in close proximity it hurt the player, they mass or gravity or properties are weird they get cut off by the ceiling (i supoce the sprite may need some work to fix this) and finally why when they die they just like spark kind of explosions?

and the SSG on number 5? and a little note.. can you speed up a little the shotgun reload?

oh and my version of Gzdoom is "gzdoom-G1.9pre-496-gf96f4cb"

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Posted: Wed Apr 02, 2014 10:18 pm
by TheRailgunner
Mav3rick wrote:hey there is a bug or problem with the Anadposinanis, on map 7 the best place to test them and for some reason when they attack there is a explosion sound and the animation but there is a 90% that nothing happens yet in close proximity it hurt the player, they mass or gravity or properties are weird they get cut off by the ceiling (i supoce the sprite may need some work to fix this) and finally why when they die they just like spark kind of explosions?

and the SSG on number 5? and a little note.. can you speed up a little the shotgun reload?

oh and my version of Gzdoom is "gzdoom-G1.9pre-496-gf96f4cb"
For starters, the bug with the flying Fatso is that projectiles don't spawn correctly within the top area of the map (I've tried to fix this - Dead Simple was the first map I tested them on).

I don't know what's causing the issue with ammo.txt, though, since I'm using the latest devbuild of GZDoom.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Posted: Thu Apr 03, 2014 3:48 am
by PWNERX
[quote="TheRailgunner'] You shouldn't use it in ZDoom, as the effects will suffer greatly. It hasn't been tested in Skulltag/Zandronum, and if GZ is giving you an error about NoDelay, you should probably update it. [/quote]

I've been using the updated GZDoom. This, and all other versions of DooM just don't work either.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Posted: Thu Apr 03, 2014 8:00 am
by Toberone
I have a bit of a weird phenomenon happening.

See I used to play with a crosshair on, and I stopped recently cause I feel it just looks better without it, but for some reason when I ads with the nighthawk pistol and its upgraded variant, it turns on.
Spoiler:
Spoiler:
Haven't tested it with other weapons, but I'll play onward and see.

Edit: Yea every weapon I ads does this, no idea why.