Stellar Weapons G4: SHOW NO MERCY!!! (suspended)

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Deybar_TECH
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

I was absent for a while because while researching and
studying hundreds of real life ammunition and weapons,
I did not have time to work on project improvements.
So there was nothing relevant enough to mention here in the Forum.

Currently the cartridge standardization process for 3D weapons
is sufficiently completed to work on the DECORATE & ACS codes
that will make possible all the new game mechanics that I have planned. :idea:

I've been experimenting with a new M.I.R.V. direct damage attack.
A hybrid projectile that is capable of damaging decorative Object (only +SOLID),
corpses (+CORPSE), and inventory items (+????? pickup?).

This projectile is as accurate as a Hitscan
and at the same time does not hit instantly.
In addition, it can inflict different levels
of damage depending on the distance and the "material" of the target.
In addition, it can launch liquids from an flesh enemy
or disintegrate and cause some damages to hard targets.

Here is the test video:
Last edited by Deybar_TECH on Wed Feb 08, 2023 4:06 pm, edited 1 time in total.
Coornib22
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Coornib22 »

Hey, hope it's alright to talk in this thread. Your weapons mod is really impressive and well-presented. And there's a lot of creativity involved. But some things, like every weapon being accessed through Key1, is baffling.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

Coornib22 wrote: Sun Nov 20, 2022 7:43 pm Hey, hope it's alright to talk in this thread. Your weapons mod is really impressive and well-presented. And there's a lot of creativity involved. But some things, like every weapon being accessed through Key1, is baffling.
Thank you, really thank you very much for your feedback. :D :D :D :D :D

I intentionally rested the project because
there are many things I want to improve and remove.
especially the "XD_Muertes" audio package that separated and formed its own project.



several new features are on the way:
  • including a system of 3 dedicated Weapons Slots like the Far Cry/Borderlands games.
  • floating 3D models for all weapons.
  • and a system that remembers all player progress and inventory.
all this compatible with zandronum and without Zscript. :wink:
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Re: Slaughter Weapons [G4-1.0] Released

Post by Deybar_TECH »

A new version of "Slaughter Weapons" has been released!!!

This version "g4+" has been archived in the freezer for almost a year
and now that it's been released, these are the most interesting details:
  • (enemy: Revenant - Facemaw) is a customized version of the Revenant. Throw grenades and shoot electric bolts.
  • (enemy: Cacodemon - Sky Hornet) is a flying robot that fires specially targeted missiles and fires plasma.
  • (enemy: hellknight-Knight) very similar to his replacement but has the ability to fire large beam projectiles.
  • (enemy: baron of hell - Baron) existed before the Knight, but charges and launch low-powered Extreme BFG attack.
  • (enemy: Arachnotron-Mind) almost identical to his replacement, but is equipped with an explosive laser shotgun and a BFG10K.
  • (enemy: spidermastermind - Mastermind) equipped with powerful miniguns and the same eraser Extreme BFG projectile as the player.
  • (enemy: beta & Lostsoul) new Lost Soul with extremely speed and BetaLostsoul that does direct damage.
  • (enemy: Demon - zarg) is a adorable very fast worm from freedom.
  • (enemy: Spectre "+shadow") Fuzz-rendered enemies have metallic camouflage, making them resistant to Advanced slow-flying Hitscans.
  • (enemy: Stealth monsters) There are green enemies that are completely invisible and capable of going through walls. look for them with the lockon system.
  • (Weapon: Shortgun) is a double barrel shotgun "SSG" very complicated to handle and can change the type of ammunition.
  • (Weapon: MSG 500) is an assault rifle capable of changing ammunition types: pistol or rifle rounds.
  • (Weapon: Desert Eagle) This weapon does not need an introduction but it is unreliable and can jam.
  • All 8 ammo types can be "remembered" from the previous game by pressing "Use" when starting new game.
  • several weapons changed names.
  • Auto Cannon has better sprites.
  • M-16, Auto-Cannon and MSG-500 will fire the advanced slow-flying Hitscan.
this project can still be combined with the old XD-M9, but I recommend mixing it with the new XD_Muertes-G11.

Even so, this version has received some last-minute changes
and various sounds were temporarily disabled,
so it is likely that errors or unexpected problems will appear.



soon I will do a technical and very boring report about the new types of ammunition and its influence on the gameplay. :geek:
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Re: Slaughter Weapons [G4-1.0] Released

Post by Captain J »

Just played it quick and my, this is one frantic mod. In a good way! I love the fact i can switch ammo type into super powerful with most of my weapons. I do enjoy collecting various ammo scattered around the map and i do absolutely powerful! Weapon animations are satisfying and various. But here are some feedback's i'd like to tell;

- I get "You got a Pickup" messages whenever i pick up ammo items.

- Every single difficulty besides Bloodbath and Nightmare seems all the same: Enemies respawn and the projectiles they throw are rather quick. Easiest difficulties are all the same for some reason. Is this intentional?

- Is it me? Or weapons like MSG-500 and M4 Carbine fire bullets away from the crosshair for some reason.

- Any idea how can i change the ammo type for my double barrel shotgun? MSG-500 one's easy to understand since only you have to hold down the fire button, but not this one. It fires both barrels instead.

And hey, thanks so much for using my resources! Looks nice in game.
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Re: Slaughter Weapons [G4-1.0] Released

Post by Deybar_TECH »

Captain J wrote: Mon Dec 05, 2022 1:27 pm Just played it quick and my, this is one frantic mod. In a good way! I love the fact i can switch ammo type into super powerful with most of my weapons. I do enjoy collecting various ammo scattered around the map and i do absolutely powerful! Weapon animations are satisfying and various.
Thank you very much for playing my mod. :D
Those sprites resources are very good
and it was mainly for that reason that it launches this version 4 of my project.


Captain J wrote: Mon Dec 05, 2022 1:27 pm But here are some feedback's i'd like to tell;

- I get "You got a Pickup" messages whenever i pick up ammo items.

- Every single difficulty besides Bloodbath and Nightmare seems all the same: Enemies respawn and the projectiles they throw are rather quick. Easiest difficulties are all the same for some reason. Is this intentional?

- Is it me? Or weapons like MSG-500 and M4 Carbine fire bullets away from the crosshair for some reason.

- Any idea how can i change the ammo type for my double barrel shotgun? MSG-500 one's easy to understand since only you have to hold down the fire button, but not this one. It fires both barrels instead.

And hey, thanks so much for using my resources! Looks nice in game.




When I was improving the project many months ago, I wasn't quite sure how they were going
to behave or what unique characteristics the ammunition was going to have
and that's why I removed the custom message.
but the default message appeared.


The weapons are of the "Over Powered" type
so to give it more difficulty and madness, I gave all difficulties the enemy "Respawn".

These first 5 difficulties are designed to be compatible with other Gameplay Mods like "Complex Doom - Cluster F**k"
and enemy packs like "VDP Monster Randomizer"
and that's why all the difficulties are similar to each other.
the main thing that changes between them are the Actor Replacements in the "Skill Definition"
since I refuse to use ZScript again.


MSG-500, M4 Carbine and surely the AutoCannon have their deviated aim only in the most modern GZDoom.
In Zandronum 3.0.0 everything is fine
but I don't know why this happens in GZD.
I'll soon investigate why my slow-flying Hitscan has these glitches and why it can't go through portals.


The "Shortgun" super shotgun has to be clean of new or used cartridges in its chamber to change ammunition.
fire, wait for shells to eject, switch weapons, return, and hold ALTFIRE until you hear an ammo click.

The reloading system of this double shotgun is extremely complicated to be able to remember if the cartridges
have already been ejected or not.
all commercial games do not pay attention to this.
And if you reload ammunition and change weapon, when you return you will eject the same spent cartridges/Magazine infinitely. :x

When I had to solve other problems in the project,
I couldn't simplify this ammo change process. But in a new version release, this will be resolved.
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Re: Slaughter Weapons [G4-1.0] Released (boring technical report)

Post by Deybar_TECH »



This is a Features and Weapons Demo Video of "E-SAW.pk3"
which is the predecessor of the current Slaughter_Weapons.

This Smartphone predecessor had weapon change with dedicated weapon slots,
a level-up system that changes the performance and Ammo Capacity of weapons,
the indispensable Lock-on system that greatly helps the touch screen,
and finally, weapons could "Swap of Types of AMMUNITION".

It's important to watch a little this Weapons demonstration Video
to understand the upcoming ammunition report
and why it's what all of Slaughter_Weapons wants to be again
but with the most mechanically possible approach.

Or maybe it would be better to keep the ammo capacity upgrades.??? :?: :?: :?:
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Re: Slaughter Weapons [G4-1.0] Released

Post by Deybar_TECH »

Image

finally here is the first part of my boring ammo technical report.
I was working on this topic from May 2021 until this final date of 2022
and the worst thing is that I still haven't finished.

Maybe this technical report is too out of place (Off-Topic) with Doom Mods,
but making this report helped me a lot to simplify and solve several problems that are more evident now that they are written.


now the initial goal of all this research was to reset and upgrade all existing ammo types in this mod.
each ammo type in this new ammo "standardization"
had to have unique methods of blocking enemy "Respawn"
and each it had to have some special property
to differentiate it from the other categories of ammunition.

Also and very importantly,
the 3D weapons that I plan to add to the project need ammunition also made in 3D
to be able to build the rest of the weapon around it.
so not only did I have to modify the properties and codes of each ammunition,
now I had to analyze and select several real life ammunition
to make a list of 3D cartridges to finally be able to create
the entire arsenal of weapons based on that list of ammunition.

During this first part I will talk about my research of real life ammunition.
In a second publication I will talk about the new and redesigned ammunition categories.


that was the introduction. Now let's start with the report. wrote:
For the creation of the 3D ammunition list,
I first had to study several real life examples to discover
common measurements or diameters that I would use later
to design weapons and unique ammunition.

after reading the histories and characteristics of 300 different ammunitions,
what I found were hundreds of contradictions and strange comparisons since for some reason,
4 different units of measurement were used
along with 2 other measurement methods to measure and name ammunition:
"Inch, Milimeter, Gauge, Bore" + "Bullet Diameter" / "Bullet Lands"


The real cause of all this confusion is the word "Caliber"
which according to many sources means "Cual Libra? / Which Pound?".

In ancient times, the performance of the cannons was represented by the "weight" in Pounds they could throw
possibly in order to be compared to the catapults of the time.
Unfortunately, this word did not fall into disuse
like other words of its time and is currently used to refer to firearm ammunition
and is often used as a kind of unit of measure.

the problem with using the word "Caliber" is in fact a "nickname" and not a unit of measure.
while continuing to use a word that has no constant interpretation or conversion,
weapons designers and ammunition manufacturers will not want to be reliable
when it comes to naming their ammunition or referring to them.

The final conclusion to this part is that from now on, whenever I can,
I will use the words "diameter", "cartridge", "Case" or "ammunition" to refer to them.
and to only measure in a reliable, constant and precise way all the lengths and angles present in the ammunition,
it would be best to use the metric units "Millimeter" with "Degree".





After seeing the chaotic ammunition nomenclature in real life,
I came up with the idea to create my own cartridge naming system.
and one of the things he most wanted to regulate and standardize was the bullet diameter.

now, the variety of products is always good
and the lack of regulations in the diameters has allowed me to find
several unique and interesting ammunition that fit perfectly for this project.
the problem is that there are too many cartridges that only insignificantly modify existing cartridges
such as the "6mm ARC" which is based on the "6.5 Grendel" but with a 0.5mm thinner bullet
and the "30 Super Carry" which is just 1mm thinner than the "9x19mm Luger", it claims to be: the most revolutionary advance that has ever occurred in all of history.

To give these rogue diameters a definitive order,
carefully choose each of the following bullet diameters:
  • 172 = 4.0mm "+0.0mm"
  • 224 = 5.5mm "+1.5mm"
  • 280 = 7.0mm "+1.5mm"
  • 338 = 8.5mm "+1.5mm"
  • 429 = 10.0mm "+1.5mm"
  • 475 = 12.0mm "+2.0mm"
  • 577 = 14.0mm "+2.0mm"
  • 700 = 17.0mm "+3.0mm"
  • 800 = 20.0mm "+3.0mm"
  • 950 = 25.0mm "+5.0mm"
  • 1100 = 30.0mm "+5.0mm"
  • 1500 = 40.0mm "+10.0mm"
This list of "ideal diameters" is very strict and has insignificant tolerances.
By only using whole numbers or half numbers, each new diameter can be increased in size
in a constant and progressive manner.
the limit is 40mm and any larger diameter will use another list but on an artillery scale.

the numbers of these "ideal diameters" will be used to strictly control the cylindrical part of the bullet
that is held by the cartridge. This is so because, in general, the bullets become narrower or more pointed and not the other way around.

This list of "ideal diameters" is used and behaves like an index
because the absence of rogue decimals, for example "7.92mm".
this ironically makes the exact representation of any of its diameters completely irrelevant :shock:
because there is no "7.62mm" or "7.65mm" with which it can be confused.

This unexpected paradox, allows the use of the old "Inch" numbers NOT as a measurement method,
but as product models like the "Mark44 / Mk316 / M249" ( without initial dot ".")
This is so because it is easier to remember and pronounce a "30-06" than a "7.62x54mmR".

And already to finalize the creation of this new nomenclature,
the index number of the bullet should always be accompanied
with the combination of the diameter of the base and the height of the cartridge case.

for example, a "10mm Automatic/10x25mm"
would be: "429-36 Auto"





Until the creation of "ideal diameters",
the search and selection of cartridges was completely overwhelming.
all the cartridges presumed to be
the most iconic,
the most popular,
the most available and the most efficient.

But as I selected a new ideal index,
the search became much easier. and together with an energy calculation that is not entirely correct,
I was able to order the hundreds of cartridges that I had found to finally select the best ammunition.

Now, if we consider the unfair strength of some legendary enemies
and the huge number of these evil monsters placed on several maps,
we can come to the conclusion that most of the famous ammunition is not going to be useful to face such an apocalypse.

and if we take into account that all military ammunition was not designed to exterminate,
but to just hurt humans, we will see that these ammunition
would be practically useless against muscular demonic creatures with super powers.

I definitely don't want to choose ammunition as weak as the "22 Magnum"
but I also don't want to give the player exaggerated 37x380mmR Anti-Air Artillery to use as an assault rifle.

the following list of 11 cartridges is in my opinion enough powerful to deal with hundreds of monsters on "Slaughter" type maps.
each of these is not going to be 100% identical to its real life counterpart
but what I like most of these ammunitions is that properly trained people
are going to be able to shoot several of these cartridges in fully automatic or even one-handed modes
without having to require some huge mech suit like in StarCraft.


having said that, finally here is the list of project cartridges: wrote: Image

7.5 FK BRNO (for Pistols and SMG/PDW)
Velocity 610 m/s (in 10cm cannon)
Energy 1 146 Joules
Height 35
Width 10.8
Bullet 7.8mm

real life military pistols are rarely used in combat because
the large diameter of their bullets make them incapable of piercing body armor,
having no stocks or handguards they are absolutely uncontrollable,
have very little stopping power
and above all, They have a very short effective range.

even so, my project needs to have backup pistols or at least, some submachine guns.
To feed these weapons, I would definitely use the 7.5 FK for its incredible ballistic performance
that exceeds any other pistol, SMG, or PDW ammo.





480 Ruger(for Super PDW)
Velocity 396m/s (in cm cannon)
Energy 2 038 Joules
Height 42
Width 12.8
Bullet 12.1mm

The 480 Ruger is a straight bodied, 12mm diameter bullet.
this cartridge is supposed to be pretty weak,
but with 1700 - 2000 Joules of energy, I think it would be pretty devastating.

This cartridge will be the "Super" companion to the 7.5Fk
but other than that, I specifically selected it to Copy/imitate the following video:
https://www.youtube.com/watch?v=ZgF5378b1qs







224 Valkyrie (for assault rifles)
Velocity 918m/s (in 61cm cannon)
Energy 2 050 Joules
Height 57
Width 10.69
Bullet 5.7mm

This cartridge is very similar to the well-known and worldwide used "5.56x45mm NATO"
but the 224 Valkyrie is more powerful and uses longer bullets, which gives it greater precision
and longest effective range.
and when it increases its length to 65mm it will be even more powerful.

224 Valkyrie is the best alternative I could find
for a controllable automatic rifle capable of firing very high velocity small diameter projectiles.





416 Ruger (for Super Assault rifles, Lever Rifles and Revolvers)
Velocity 730m/s (in 60cm cannon)
Energy 6 935 Joules
Height 85
Width 13,5
Bullet 10,6mm

This powerful "Big Game" cartridge will serve the same purpose as the "458 SOCOM":
replacing a small assault rifle cartridge with a much larger one that sacrifices magazine capacity for much greater stopping power.

the 416 Ruger being too long so it will be trimmed down to 65mm.
which will reduce its energy to probably 4500 Joules which is still quite a lot power.

the 224 Valkyrie and this 416 Ruger are at risk of being removed
because the PDW + SuperPDW ammunition is now quite competent.







280 Remington (for battle rifles)
Velocity 817m/s (in 61cm cannon)
Energy 3 788 Joules
Height 84
Width 11.9
Bullet 7.21mm

this cartridge is not popular anywhere in the world. With very low sales,
his company changed his name several times but this caused him to be confused with other cartridges.
The need for a larger and full power cartridge than the typical "7.62x51mm NATO"
made me select it for use primarily in battle rifles
which are similar to assault rifles but more powerful and less controllable.

280 Remington has quite a sad and forgettable history but all who discover it
recognize that it is the best 7mm cartridge for its excellent recoil, control and ballistic performance.

Technically, by using a 7.00mm bullet instead of a 7.21mm,
I would be using a 270 Winchester..... but I prefer to be inspired by the 280 Rem.
Thanks to that curiosity I discovered that the lightest bullets can cause the "Hyper-Shock" effect. so I no longer need the 7.92x107mm DS




338-06 (for Super battle rifles and Bolt rifles)
Velocity 771m/s (in 58cm cannon)
Energy 4 820 Joules
Height 83
Width 11.9
Bullet 8.6mm

this cartridge was chosen to serve the same purpose as the "300 Blackout":
keep the same capacity in the magazine when reusing the same cartridge
but now equipped with a slightly larger bullet to achieve better subsonic properties and considerably more power.

Compared to a 416 Ruger, the 338-06 is a minimum upgrade for battle rifles
but in exchange, you will not lose so much long-range performance
and no ammunition will be sacrificed in the magazine.







577 Tyrannosaur (for Dangerous Game Rifles and ULTRA Handguns)
Velocity 760m/s (in ??cm cannon)
Energy 13 880 Joules
Height 94
Width 17.5
Bullet 14.9mm

The 577 Tyrannosaur is a tremendous "big game" cartridge that I tried not to select
because it is too well known and when fired, it gives an extraordinary recoil kick.
but, its bottlenecked design and 14mm bullets made it a perfect candidate for use in double rifles,
Super bolt-action Rifles, and luxury single-shot pistols.
although, I will have to reduce its energy to 9500 Joules to be able to shoot it with a more security.

For all these "Super" improvements,
I originally planned to use straight, fully cylindrical cartridges
but the bottlenecked design allows for the quieter "captive piston" firing system
and the use of heavier and larger bullets for use in silenced subsonic weapons.





12.7x81mmSR (for Super sniper rifles)
Velocity 760m/s (in ??cm cannon)
Energy 10 540 Joules
Height 109
Width 18.2
Bullet 13.0mm

for the high power sniper rifle role,
the project needed a cartridge considerably more powerful
than the 280 Remington and not the more widely known ".50BMG".
to accomplish this goal, for now, I will use this 12.7x108mm.

12.7x81 SR Breda replaced the aforementioned Cartridge in my project
because being much less powerful, it can be interchanged
with the 577 T-Rex and could be used in heavy machine guns.







10 Gauge (for shotguns)
Velocity 390m/s (in ??cm cannon)
Energy 3 772 Joules
Height 88.9
Width ??
Bullet 19.7mm

as for shotgun shells/ammo is concerned,
I just wanted to avoid going back to the typical red 12 Gauge shell.
At some point I considered using the KS-23 carbine ammunition but until now
I couldn't find its ballistic information.

so at almost 20mm in diameter, the 10 Gauge shotgun shell is more compatible
with my ideal diameters and is more powerful than the aforementioned 12 Gauge.





30x29mm VOG-17 (for grenade launchers)
Velocity 185m/s (in ??cm cannon)
Energy 4 791 Joules
Height 132
Width ??
Bullet 30mm

the Soviet era VOG-17 30mm grenade seems to be a fairly balanced compromise
between the 25mm grenades used in self-reloading grenade launchers
and the well-known 40mm launchers that rarely do that.
Also, with a few additional changes, this cartridge can be used as a shotgun ammunition.





30x150mmB (for anti-materiel rifles)
Velocity 1024m/s (in 108cm cannon)
Energy 144 460 Joules
Height 250
Width 32.4
Bullet 30mm

Of all the bullet diameters and cartridge cases available for a true anti-materiel rifle,
the 30x150mmB was selected immediately because they are used by modern fighter jet Dassault Rafale.

If a 30mm projectile flying at more than 1000 meters per second
and with almost 150,000 Joules of energy is not enough to exterminate a Cyberdemon with a single shot,
I don't think it's worth looking for something more powerful.


Once this list is finished you will have noticed that there are only relatively conventional ammunition
that will be limited only to using plastic casings or hybrid parts of brass and steel.

Where are the Telecopic, Caseless or Gyrojet ammunition???

Caseless is true that it greatly increases firing speeds,
saves a lot of weight and is very powerful for its size
but it is too vulnerable to the environment and is quite fragile.
This ammo would be useful in fully sealed space weapons so that the fine space dust
does not jam their parts or damage the Caseless. but that only increases the complexity and cost of the weapons.

In "The WIP Thread" I talked about the selection of triangular Telescopic ammunition.
These ammunitions are very interesting
but they need a completely different feed system that is practically
the same as the one used by Caseless ammunition.
I had to decide: or all are Telescopic+Caseless or none is.

Gyrojet is a munition that would be very useful in water or space
but like the Telescopic and Caseless munitions, they require a different feed system that cannot be shared with the other munitions.
In addition, the Gyrojet are practically useless at short distances because they take too long to accelerate.



Thank you very much for reading this report.
Happy end of year!!! :)
Last edited by Deybar_TECH on Wed Feb 08, 2023 4:06 pm, edited 2 times in total.
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Re: Slaughter Weapons and XD_Muertes laughs

Post by Ferretmanjcdenton »

Deybar_TECH wrote: Fri Apr 23, 2021 12:28 am Hello.
I can increase the volume of
the weapons, but I have to mention that (ammo: KINETIC)
revolver & Rifle use 2 firing sounds at the same time
to be heard much louder than other weapons.

I think in this case it's meant the bass of the sound.
The sound isn't deep enough and sounds really metallic and high pitched .It's not the volume .it's the tone and lack of beafy or jucy firing sound .
Older games like IGI,BHD,HL2 and so on have that issue.
And since many mods use sounds from older games ...

But The rest of the mod is absolutely amazing !!!
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Re: Slaughter Weapons [G4-1.0] Released

Post by DELTAtheDboi005 »

There are three things I really don't like about this mod:
1. every weapon is on slot 1
2. the "screenseeker" system, it's obnoxious and presents another issue which will be my third complaint
3. reloading doesn't even work, even though it should, this is because of the "screenseeker" system interfering with the reload button.

I genuinely want to like this mod, but it's just an absolute clusterfuck to deal with but hey, the weapons are really damn nice to look at so I will give you that.

I also looked inside the mod, only to find that there are a lot of markers which could increase file size, but everything is in their own archive which to your defense, makes it quite tidy but the markers are completely unnecessary.

I feel with some heavy editing and patching this mod would be an absolute blast to play.


And since you already went as far as to make a thread about it, might as well go all in and make the most ridiculous weapons mod second to Russian Overkill eh?


I'll be keeping an eye on this one...
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Re: Slaughter Weapons [G4-1.0] Released

Post by Deybar_TECH »

DELTAtheDboi005 wrote: Fri Jan 06, 2023 3:12 am There are three things I really don't like about this mod:
1. every weapon is on slot 1
2. the "screenseeker" system, it's obnoxious and presents another issue which will be my third complaint
3. reloading doesn't even work, even though it should, this is because of the "screenseeker" system interfering with the reload button.

I genuinely want to like this mod, but it's just an absolute clusterfuck to deal with but hey, the weapons are really damn nice to look at so I will give you that.

I also looked inside the mod, only to find that there are a lot of markers which could increase file size, but everything is in their own archive which to your defense, makes it quite tidy but the markers are completely unnecessary.

I feel with some heavy editing and patching this mod would be an absolute blast to play.


And since you already went as far as to make a thread about it, might as well go all in and make the most ridiculous weapons mod second to Russian Overkill eh?


I'll be keeping an eye on this one...


you are right. :oops: :oops: :oops: :oops: :oops:
I am aware that the project has many problems in its Gameplay and that is why the project stopped updating.
(the current G4 is not even 40% of what it should be...)



Originally the purpose of this weapon pack was to only
accompany and activate the sounds of my audio pack (XD-M).

but as it added more and more features,
Slaughter_Weapons became the most important.
but the remnants of that audio package limited its capabilities.

the new version G5 will be a complete reboot
and will bring a lot of new features and many improvements.
(the markers will continue. they are my signature) :D
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Re: Slaughter Weapons [G4-1.0] Released

Post by DELTAtheDboi005 »

If anything, in the G5 version, if you reimplement the screenseeker system into that version, I'd recommend binding it to any one of the user states (or a custom keybind if you know how to do that stuff). That way, the player is actually able to reload their weapon without any conflicts. That in my opinion, should be priority one for the reboot. :)
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Re: Slaughter Weapons [G4-1.0] Released

Post by Deybar_TECH »

I released a 2.0 version of the project:
  • :arrow: The weapons have changed places in their KEYCONF and are now no longer tied to only button 1.
  • Several weapons have been upgraded and now shoot much faster.
  • almost all the weapons changed names to better fit my bullet Index/ideal bullet diameters.
  • The big energy sphere that the "Extreme BFG" fires now has a smaller blast radius.
  • Sawed-off shotgun will now always change ammo when pressing and holding AltFire/BT_ALTATTACK. (this will remove the ammunition already inserted in their chambers)
  • someone modified some sounds of my weapons. Inspired by those changes, some weapons also changed their firing sounds.
thanks for your attention. Any question or suggestion will be very welcome. :wink:




DELTAtheDboi005 wrote: Sat Jan 14, 2023 7:56 pm If anything, in the G5 version, if you reimplement the screenseeker system into that version, I'd recommend binding it to any one of the user states (or a custom keybind if you know how to do that stuff). That way, the player is actually able to reload their weapon without any conflicts. That in my opinion, should be priority one for the reboot. :)
Thank you for your recommendations.
coming soon, the G5 ScreenSeeker will be more efficient and will no longer need BT_RELOAD
but will continue to use BT_ZOOM to control it. I hope that doesn't cause problems. :3:

(just in case, zandrunum 3.1.0 doesn't recognize BT_USER1,BT_USER2,BT_USER3,BT_USER4 like GZDoom always has.)
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Re: Slaughter Weapons [G4-1.0] Released

Post by DELTAtheDboi005 »

Deybar_TECH wrote: Sun Jan 15, 2023 4:33 pm
coming soon, the G5 ScreenSeeker will be more efficient and will no longer need BT_RELOAD
but will continue to use BT_ZOOM to control it. I hope that doesn't cause problems. :3:

(just in case, zandrunum 3.1.0 doesn't recognize BT_USER1,BT_USER2,BT_USER3,BT_USER4 like GZDoom always has.)

That's awesome to hear mate! I'll let you know if BT_ZOOM does cause any problems!

Personal weapon suggestion: A tri-barrel explosive flamethrower shotgun... Do it.. :wink:
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Re: Slaughter Weapons [G4-3.0] Released

Post by Deybar_TECH »

A new 3.0 version of the project is now available!!!
which is full of new features:
  • "MSG-500" is now the main starting weapon.
  • "475 D.E." it is now the secondary starting weapon. In addition, it is more controllable and has new sounds. it will continue to get jammed sometimes.
  • "RHINO 429" spends a bit more ammo but can be upgraded with Berserk Spheres to have Infinite ammo.
  • "AX-475" now shoots much harder and will tear meat or scrap from its victims but consumes more ammo.
  • "FAMAS F280" fires faster and does not produce muzzleflash because it is supposed to have a built in suppressor.
  • "Automatic Cannon" roll and stops much faster.
  • The shotguns "S-Shotgun 800", "Hammer 800" and "GAU-800", being very short-range risky weapons, will now extract various gems from enemies.
  • The ammunition capacity that the player can carry has been greatly expanded.
  • incendiary ammunition produces more smoke and will not burn/explode under water.
  • Fixed the height deviation when firing the new Hitscan in GZDoom.
  • Improved the code of "KINETIC" projectiles and melee attacks to have different levels of damage, sound and effects.
  • Removed the "+EXTREMEDEATH" property from almost all attacks or shots. Green/BFG/VLink attacks will always XDeath enemies for Plot/Story reasons.
  • Instakill attacks have more compatibility with special maps like Map07 and E1M8.
  • Added a new difficulty called "Empty Slot", which removes all enemies and decorations from Doom. this mode will automatically activate the BossDeath and KeenDie special actions.
  • Difficulty replacements adjusted.
  • The MasterMind Class included in the Mod fire "KINETIC" projectiles and now have more erratic aim.
  • The BaronOfHell Class included in the Mod has a new attack type BFGSpray.


The project is slowly approaching its final form.......
but only a hard reboot will fix the many bugs and limitations it still has. :?
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