[WIP] DoomField v.0.1 (1 gun)
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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.
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.
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- Posts: 1665
- Joined: Sun Jul 03, 2011 8:44 pm
- Location: Dropping today in Station Square.
Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine
Put the USAS-12 with explodium Frag-12 shells in- it'll be Terry Crews from the Expendables again!
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine
Try new G3A3:
- Smoother animations FTW
- New ads'ing animation just as DoomNukem suggested
- More game-like weapon stats (taken from weapons' statistics database)
What about gameplay... I understand that I must try really hard to prevent the players from running and shooting and make them try to think. Some things like soft fog and reduced walking-running speed will help that out, but the main goal is to make a nice map that has many routes and tricky places. Also I'll try to make a camouflage suit that will actually depend on the map. Then, I've written some code chunks for the credits system (for example, buying guns in on-map dock).
- Smoother animations FTW
- New ads'ing animation just as DoomNukem suggested
- More game-like weapon stats (taken from weapons' statistics database)
What about gameplay... I understand that I must try really hard to prevent the players from running and shooting and make them try to think. Some things like soft fog and reduced walking-running speed will help that out, but the main goal is to make a nice map that has many routes and tricky places. Also I'll try to make a camouflage suit that will actually depend on the map. Then, I've written some code chunks for the credits system (for example, buying guns in on-map dock).
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- Posts: 307
- Joined: Tue Sep 04, 2012 9:11 pm
Re: [WIP] DoomField v.0.04 (3 guns)
Every gun has three frames for each animation, really, the G3A3 has a number of floating bits not properly removed/cropped out, and there's a severe problem with how you're trying to handle the trajectory of the projectiles. If you're ADS, they're relatively accurate, but hipfiring seems to cause them to eject from your right side disjointedly, like they're propelled from a ghost next to you, meaning you have to aim just to the left of anything with the guns so they connect; in a crowded area or thin halls, the bullets are just going to catch on the walls entirely like this. I think you were trying to go for making it seem like the bullets are coming from the gun itself in terms of perspective, but the game doesn't exactly like that.
I'd say something about how the guns are radically unbalanced as well, but I understand that you're going for the 'quick kill' style that Battlefield goes for now, so it's kind of understandable. But it's gonna take some proper maps and movement changing to make it feel balanced at all, since right now you can just zoom across a room while in ADS and kill several enemies / bots / players in seconds with all three guns. I see you're already considering the movement speed thing at least, though.
I'd say something about how the guns are radically unbalanced as well, but I understand that you're going for the 'quick kill' style that Battlefield goes for now, so it's kind of understandable. But it's gonna take some proper maps and movement changing to make it feel balanced at all, since right now you can just zoom across a room while in ADS and kill several enemies / bots / players in seconds with all three guns. I see you're already considering the movement speed thing at least, though.
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.04 (3 guns)
Well... Guys, let's solve the animations problem once and forever. I want you to say how many frames per second of pure reloading would do best? After we choose the amount, I'll redo the existing guns with slightly improved code.
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- Joined: Thu Aug 05, 2010 10:47 am
Re: [WIP] DoomField v.0.04 (3 guns)
Keep at this, looks promising...
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.04 (3 guns)
I've decided that 5 frames per second of reloading are nice. Now the deal is just to remake the weapons.
And, guys, if you're up to some beta-testing - write here, we'll try some DM in next week.
And, guys, if you're up to some beta-testing - write here, we'll try some DM in next week.
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.04 (3 guns)
Check out a new update!
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- Posts: 966
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- Location: Hell
Re: [WIP] DoomField v.0.05 (1 gun)
the gun look nice yet... why when i do iron sight the monster react?
and when the clip is empty and you click to shoot the animation blink?
and when the clip is empty and you click to shoot the animation blink?
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.05 (1 gun)
Thanks, I'll fix it in next version.
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- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: [WIP] DoomField v.0.05 (1 gun)
is it updated yet, revo?
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.05 (1 gun)
I can not get to the computer right now, and won't be able to on entire next week. But the mod will definitely be updated with new elements. Sorry for my absence.
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- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] DoomField v.0.05 (1 gun)
I messed around with this for a bit and added a few things to it:
* ACS-based sprinting (decorate code is present which can allow you to have a sprinting animation for the gun)
* Footsteps based on player speed (ACS)
* Fixed altfire (aim-down-sights) monster alert
* Cleaned up the code
* Added a few A_WeaponReady(WRF_NoFire|WRF_NoSwitch) calls so the weapon will still sway while firing\reloading
* Bullets won't gib monsters anymore (+NOEXTREMEDEATH)
* Fixed weapon randomly disappearing for 1 tic when out of ammo
* Messed with player class a little, now starts with fully-loaded G3A3 and 5 clips
* Changed pain sounds to bullet impact sounds
EDIT: File updated
* Sprinting makes you zoom out of aiming
* Zombiemen drop clips for G3A3
Feel free to add any of this to the official versions of the mod.
I'll be glad to do some ACS code for you if you wish as well.
DoomField_Custom.pk3
-TZK
* ACS-based sprinting (decorate code is present which can allow you to have a sprinting animation for the gun)
* Footsteps based on player speed (ACS)
* Fixed altfire (aim-down-sights) monster alert
* Cleaned up the code
* Added a few A_WeaponReady(WRF_NoFire|WRF_NoSwitch) calls so the weapon will still sway while firing\reloading
* Bullets won't gib monsters anymore (+NOEXTREMEDEATH)
* Fixed weapon randomly disappearing for 1 tic when out of ammo
* Messed with player class a little, now starts with fully-loaded G3A3 and 5 clips
* Changed pain sounds to bullet impact sounds
EDIT: File updated
* Sprinting makes you zoom out of aiming
* Zombiemen drop clips for G3A3
Feel free to add any of this to the official versions of the mod.
I'll be glad to do some ACS code for you if you wish as well.
DoomField_Custom.pk3
-TZK
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- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: [WIP] DoomField v.0.05 (1 gun)
any updates on this wad?
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- Posts: 158
- Joined: Sun Dec 30, 2012 9:33 am
Re: [WIP] DoomField v.0.05 (1 gun)
At the moment I'm trying to make graphics for new weps. The longest part BTW.
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- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: [WIP] DoomField v.0.05 (1 gun)
still updated yet?