[wip]SMWG: Rage fixes, changes

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Ethril
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by Ethril »

Yeah, it is kind of lame. If the animation was mixed up a little, like maybe randomly punching with either the left or right hand, or something...
The "WHUMP" sound when you hit things is oh-so-satisfying, however. :twisted:
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phi108
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by phi108 »

UPDATE:
-Deleted unused claw sprites
-tweaked the claw and shotgun
-Made rocket explosion sprite bigger
-New compatibility instructions, in the CompatOptions directory. Instructions included for KDiZD and Town Infection.(KEYCONF editing neccessary)

NEW Download: http://www.sendspace.com/file/gc5fpa 12.2 MB


About the new fist, I kinda like it, and I couldn't get it to look right punching with the left hand. And there should be a lame fist weapon so that you get really excited about finding the Adamantium Claws. They actually give you the POWER to attack with your LEFT hand!

And Vanthos, Thanks for playing my mod! I'm glad you like it! I made the explosion a bit bigger, but do you want the sound LOUDER or SOFTER, I didn't understand?

EDIT: New Screenshots, from Equinox and Chex Quest:

Image
Vanthos
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by Vanthos »

More great work you've done here, phi108! I definitely like the newer rocket explosion much better along with the other adjustments you've made.

Sorry that I wasn't clear enough in my earlier post. I meant that the rocket explosion should be louder. It's too soft right now.
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Deimus
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by Deimus »

is ther reload for ak?
Vanthos
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by Vanthos »

Not that I can tell so far. All of the builds thus far have the same non-reloading style as the original Doom. Only much more fun :D
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phi108
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by phi108 »

UPDATE:
-All images optimized, halving the file size (12.2-->6.03 MB) Thanks Baghedspidey!
-Tweaked balance a bit

NEW DOWNLOAD: http://www.sendspace.com/file/m5q08i 6.03 MB

EDIT:
UPDATE:
-Fixed Heretic damage values and balance issues. RPK now has the correct Dragon Claw damage (it was only doing half as much damage). Adamantium Claws now have Powered-up gauntlets behavior, high range and high damage, but you don't get health from enemies.
-Deleted useless wad backup file.

NEW DOWNLOAD: http://www.sendspace.com/file/jntc67 5.88 MB
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phi108
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Re: [wip] Shooting Monsters With Guns (Almost done)

Post by phi108 »

UPDATE:
-Alternate fire modes added to shotguns and pistol. Pull out a weaker weapon with your left hand to finish off enemies. Other weapon altfires upcoming.
-Fixed RPK behavior
-BUG: The GL renderer messes up some of the alternate fire sequences. This is a bug in the GL TEXTURES code. Use the software renderer to have perfect visuals for the alternate fire.

NEW DOWNLOAD: http://www.sendspace.com/file/01g1vq 5.88 MB


For this method of dual-wielding, you don't just unload with two guns at once. You pull out a weapon with your left hand more suited to the current threat, without putting away your main weapon.

So far, you can pull out your pistol while using the shotguns, or you can punch while using the shotguns or the pistol.

Soon, you will be able to whip out your shotgun with your left hand, and fire it one-handed.
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Pisstepank
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Re: [wip] SMWGuns: Dual-wielding

Post by Pisstepank »

i excepted we will able to carry 2 weapon at the same time but , this is still a good idea :thumb: i luv it !
gl for the following ( sorry if what i said is not very english cuz i used google translate for translate some word i don't know :p )
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phi108
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Re: [wip] SMWGuns: Dual-wielding

Post by phi108 »

UPDATE:
-Alternate fire modes added to Plasma Rifle and Rocket launcher. The RPK needs more work...

NEW DOWNLOAD: http://www.sendspace.com/file/v9hx5k 5.88 MB
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DoomRater
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Re: [wip] SMWGuns: Dual-wielding

Post by DoomRater »

Comments on SMW:
-I want a universal punch button. Make it claw people once the claws are earned too.
-The pistol takes way too long to whip out just to shoot something. The point is to kill the wait for popping out a weaker weapon, not to just look cool
-Can't wait to see what the final weapon will be. Maybe the noisy cricket could fill this slot? It'd be funny to have such a tiny gun be the final weapon honestly.
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NeuralStunner
 
 
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Re: [wip] SMWGuns: Dual-wielding

Post by NeuralStunner »

DoomRater wrote: -Can't wait to see what the final weapon will be. Maybe the noisy cricket could fill this slot? It'd be funny to have such a tiny gun be the final weapon honestly.
And I thought the Phoenix Rod had some nasty kickback... But I agree with you here. :thumb:
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phi108
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Re: [wip] SMWGuns: Dual-wielding

Post by phi108 »

UPDATE:
-The shotgun is the ultimate sidearm. It is now the alternate fire for the RPK, Rocket Launcher, and Plasma Coil.
-Some heretic fixes. Alternate fire still not fully working in Heretic
-Claw now works with alternate fire, but no different than normal fire.
OLD (see below)NEW DOWNLOAD: http://www.sendspace.com/file/e30nlv 6.64 MB

EDIT:
UPDATE:
-Heretic alternate firing works now
-Fixed weapons to alert monsters
-Sped up shotgun left hand drawing

EDIT:
NEWEST UPDATE:
-Third hand with shotgun no more
-Fixed alternate fire with no bullets or shells

NEW DOWNLOAD: http://www.sendspace.com/file/jbfxso 6.66 MB


And a picture is a thousand words.....

Image


About alternate fires, it uses the most powerful available sidearm that has available ammo, though I might be able to use inventory items to let you choose which sidearm....

And currently it does take a bit too long to pull out the pistol and shotgun witht the altfire. I think I'll cheat a bit more to make it faster...


EDIT: UPDATED. See ABOVE

EDIT: UPDATED AGAIN
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phi108
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Re: [wip] SMWGuns: Shotgun sidearm

Post by phi108 »

UPDATE:
-Sidearm usage different, press alternate fire to pull out sidearm, press normal fire to put away sidearm
-Sped up left-handed pistol draw
-No more pistol with RPK; Just shotgun or punch

NEW DOWNLOAD: http://www.sendspace.com/file/s2t54c 6.66 MB

EDIT: Promotional pic

Image

(Yes, it's just a 2-min MSPaint edit...)
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wildweasel
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Re: [wip] SMWGuns: Shotgun sidearm

Post by wildweasel »

Not to give you any more work, but I've found a silly little glitch involving things I really shouldn't be doing: if you drop your starting pistol and have no shotgun, some weapons (your plasma gun replacement in particular) will still alt-fire as if you still have your pistol. Now, I can't think of any real situations in which you'd be without a pistol (unless you wanted to give your co-op buddy a few extra bullets?)...
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phi108
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Re: [wip] SMWGuns: Shotgun sidearm

Post by phi108 »

I also wanted to fix that for ACS scripts that take away the pistol or clear the inventory (though ACS inventory changes and replaced DECORATE weapons don't mix that well...)

It's just a few lines of A_Jumpifinventory("p220gun",1,"PIHold"), which would lead to the Punch state if there is no pistol, an easy fix.

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