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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Sun May 04, 2014 8:35 pm
by Ferguson
Great work, especially like the clip based loading. The new characters and pickup graphics look really good.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Sun May 04, 2014 11:08 pm
by Lippeth
A minor little thing: The mask on the HUD disappears and jumps to the regular grimace when holding down fire in god mode.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Sun May 04, 2014 11:09 pm
by Ed the Bat
Lippeth wrote:A minor little thing: The mask on the HUD disappears and jumps to the regular grimace when holding down fire in god mode.
The same thing happens in vanilla Doom with the Marine's glowing eyes. The rampage state on the HUD doesn't honor invulnerability.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Mon May 05, 2014 12:57 am
by Captain J
Enjay wrote:Image
It would need to be a lot better than that though.
don't forget to de-recolour the arms, it looks weird now, that same color makes it's put on a pajama or something.

other then that, hope for Uboa accepts weasel's permisson. this thing would be worth a lot than canceled customized cyberdemon that we work on it before...

EDIT: yes, uboa. thanks.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Mon May 05, 2014 7:17 am
by Kostov
Captain J wrote:other then that, hope for funktasm accepts weasel's permisson.
Enjay wrote:Looking back through the Spriting Carnival, it looks like it was Uboa who posted those sprites originally. The_Funktasm expressed an interest in using (presumably for his X-Com mod) but it looks like Uboa is the original artist

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Mon May 05, 2014 9:20 am
by wildweasel
I received this yesterday:
The_Funktasm wrote:Dunno about Uboa but I'm fine with you using them. Maybe change the heads a bit first, but you don't have to do that if you don't want to.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Mon May 05, 2014 10:22 am
by Captain J
still have no idea, but least funk accepted to using them, i have no problems. also the helmet seems fine to go either, IF it has a different colour, though.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Mon May 05, 2014 10:26 am
by Enjay
Given that the helmet/visor was the most characteristically XCom thing about it and, consequently, the least Doomy thing about it, changing the head seems like a logical thing to do anyway for "Accessories to Murder". Good that The_Funktasm is fine with the idea. If you want to use my edits, you are, of course, welcome to do so. However, it was a very simple edit so if you have something different/better in mind I won't be offended in the slightest.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 7:40 pm
by Ed the Bat
Got a small handful of issues to address. They should all be simple enough to fix; I'm just listing them so they don't get forgotten.
  • Pump shotgun doesn't put itself away if it runs out of ammo when ironsighting.
  • Shrapnel from zombie tanks doesn't drop if the floor below it lowers. Since the tanks are to be replaced soon, this isn't a big issue, but it's probably worth checking that all other enemy 'debris' is free of this issue.
  • Brightmaps are missing on most frames of the dualies, except for the left-handed reload. This has been reported before, but I'm listing it for completeness.
  • The bug with the shotgun animation, post-reload, can still occur when changing maps within a hub. The fix I applied still covers all other instances of the bug, at least.
  • The shotgun zombies have parentheses around their attack damage values. Is there a purpose to this?
  • A recent ZDoom bug with the mugshot is cropping up very visibly when using the dualies. I've reported this bug before, but the devs seem strangely hesitant to fix it.
If anyone thinks of something else, let me know.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 7:50 pm
by amv2k9
Ed the Bat wrote:The shotgun zombies have parentheses around their attack damage values. Is there a purpose to this?
Isn't that done when you want that exact damage to be used, and no random damage formula applied, except for one that may be enclosed within the parenthesis?

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 7:51 pm
by Ed the Bat
amv2k9 wrote:
Ed the Bat wrote:The shotgun zombies have parentheses around their attack damage values. Is there a purpose to this?
Isn't that done when you want that exact damage to be used, and no random damage formula applied?
No, that requires the FBF_NORANDOM flag.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 8:16 pm
by Toberone
I was under the impression all damages that are in parenthesis undergo a custom damage formula in ACS

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 8:20 pm
by GhostKillahZero
Image
I finished these additional frames for the power suit enemy, If your still interested in replacing that plasma tank.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 9:08 pm
by Shiny Metagross
Hey, WildWeasel, I made a hyper-cannon for Brutal Doom and you can use it in your mod if you want, I also made a flamethrower and a zombie to go with it. They were supposed to go in my own brutal doom mod I made a while back but I put that on the back burner so I can work on the mod I'm making currently.

Re: Accessories to Murder (ww-doomnukem): Update 4-10

Posted: Thu May 08, 2014 9:57 pm
by wildweasel
S_Andrew_S wrote:Hey, WildWeasel, I made a hyper-cannon for Brutal Doom and you can use it in your mod if you want, I also made a flamethrower and a zombie to go with it. They were supposed to go in my own brutal doom mod I made a while back but I put that on the back burner so I can work on the mod I'm making currently.
Keep them for your own mod.