X-CrazyWeaps-X: Back from a long break...
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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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Re: X-CrazyGuns-X for GZDoom. Page 2 for news on B3!
paitence, my friend. im not on my pc now, but im still putting in the finishing touches. speaking of which, anyone remembers my resourse weapon, the mmg? now this weapon is now becoming the 'big help' inventory, now you set it up wherever you want.
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Re: X-CrazyGuns-X for GZDoom. Page 2 for news on B3!
Since i want to bump this up, i wont edit the last post i made.
so here's the final touches i made
-NewMade burning states using Mortal Kombat 3 burning sprites, no more Strife, ROTT, and Blood burns. (Thanks to Midway)
-New Blood Splat Sprites for GL (Thanks to my bro)
-Mounted Machine Gun Setup Kit replaces Berserk Pack as an inventory, now with infinite ammo. altfire to unmount
-Sun Staff now has an altfire
-Stayed with ED Grenade Launcher (for now)
-Mauler and Callisto NTG now has Frags with each bullet
-Power decreased for the overpowered weapons.
Missing:
-Rehands, gloveless hands for certain weapons
-GLDefs (removed for different, wierd problems )
-Recoils, Casings, and gun smokes.
-Limbs of certain baddies being cut off by machete and chainsaw
-"Fatality!" effect (also need Voice)
-"The Eye" effect on Yurei's head altfire (WARNING: scary pic)
-Spawn/pickup sprites for most weapons
-Halo weapons that don have altfire
So far in this beta, so good, but still needs the following missing things. i know that this is a late release than expected, i'll put it up on the first post a few minutes.
ps: the Mounted Machine gun and the ultimate weapon has the +CHEATNOTWEAPON flag, so don't bother.
Edit: In 1st Post. Check it!
so here's the final touches i made
-NewMade burning states using Mortal Kombat 3 burning sprites, no more Strife, ROTT, and Blood burns. (Thanks to Midway)
-New Blood Splat Sprites for GL (Thanks to my bro)
-Mounted Machine Gun Setup Kit replaces Berserk Pack as an inventory, now with infinite ammo. altfire to unmount
-Sun Staff now has an altfire
-Stayed with ED Grenade Launcher (for now)
-Mauler and Callisto NTG now has Frags with each bullet
-Power decreased for the overpowered weapons.
Missing:
-Rehands, gloveless hands for certain weapons
-GLDefs (removed for different, wierd problems )
-Recoils, Casings, and gun smokes.
-Limbs of certain baddies being cut off by machete and chainsaw
-"Fatality!" effect (also need Voice)
-"The Eye" effect on Yurei's head altfire (WARNING: scary pic)
-Spawn/pickup sprites for most weapons
-Halo weapons that don have altfire
So far in this beta, so good, but still needs the following missing things. i know that this is a late release than expected, i'll put it up on the first post a few minutes.
ps: the Mounted Machine gun and the ultimate weapon has the +CHEATNOTWEAPON flag, so don't bother.
Edit: In 1st Post. Check it!
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Re: X-CrazyGuns-X for GZDoom. Page 2 for news on B3!
X-CrAzYkOoL-X wrote:ps: the Mounted Machine gun and the ultimate weapon has the +CHEATNOTWEAPON flag, so don't bother.
Code: Select all
dumpclasses weapon
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Re: X-CrazyGuns-X for GZDoom. Bt #3 is now in the Ball Park!
Here's my notes on my last run through of the mod.
- Your blood decals don't work very well in software mode, in that the transparency doesn't work at all.
- The flame death effect is unique, but the monster needs to be Bright when he's on fire or it doesn't look convincing.
- The Colt pistol is really weak. Consider that the basic Doom pistol only takes around six shots to kill an Imp. Your pistol takes about twice that.
- What is with mods lately that increase the player's max health by some large margin? I'm so used to seeing 100 be the maximum that I tend to skip over medkits if I'm at 90% or higher.
- The Mauler pistol has splash damage? Outside of that minor annoyance, it's a nice Perfect Dark throwback - just mind your aspect ratio when converting graphics. Doom graphics should be at roughly 80% the height of other games' graphics, because ZDoom will correct for that to compensate for the original graphics being a bit squat.
- Also, mind your hand placement. I again refer to the Mauler pistol: The hand appears over the back part of the gun that should be hanging over his hand. He appears to be gripping it in a rather painful location.
- Thank goodness the chainsaw does such ridiculous damage, because ammo is really tight (on account of the pistol doing such little damage). A hint with the chainsaw, since you obviously want the alt fire to do more damage than the primary: the damage number is only half of what determines your weapon's power. Fire rate is another thing. The tic rate of the primary attack is rather fast and doesn't have the cool-down period that the alt fire does, whereas the alt fire only does damage over a small period of time and then has to wait to attack again. This makes it pretty much not worth using compared to the primary.
- TL;DR version of the above: primary should do a little less damage. Secondary should do more.
- The chainsaw's graphics: I think the only way to save them is to just find new graphics. While you avoided most of the pitfalls of a poor model rip (few jagged edges), the lack of any real lighting on the model and the clearly evident low-poly nature pretty much kill it. Yep. This thing's a model alright.
- The fist's alternate fire really doesn't seem to be putting any real "feeling" into the punch. It seems to do more damage than the primary fire, but it looks like you're just shoving the demons over instead of punching them.
- Out of ammo, two minutes into TVR!.wad Map02.
- Scale down the Mauler pickups! They're almost as tall as the zombies that drop them!
- The silenced M9 is more powerful than the Colt. I think it should be the other way around: the M9 should be weaker to compensate for the fact that you're not alerting anybody with it. (Plus, it's a bit more life-like: real subsonic weapons lose a bit of muzzle velocity in order to not have the sonic boom of a full-powered weapon.)
- So far, all of the weapons I've picked up (excepting the Chainsaw) have been on Slot 2. Maybe you should rethink your weapon numbering a bit.
- Still need to rethink some of your duplicate weaponry. The Halo AR and Chaingun Cannon both do roughly the same damage and even fire rate; you could safely axe one of them. (Or both, considering that the M14 is all around a better weapon and even uses the exact same ammo!)
- You need to come up with a better way to make the player use the mounted machine gun - I play with NeverSwitchOnPickup switched on, so your tactic doesn't work. Hint: You can turn the MMG item into a CustomInventory that forces the player to select the MMG weapon with A_SelectWeapon("MMG").
- The upside to playing with NeverSwitchOnPickup: carry the MMG with you everywhere! =P (Even though you have to go to the console and type Use MMG every time you want to actually use it!)
- Riotgun just chews through the shells - it's pretty overpowered!
- The pickup sprite for the bundle of dynamite has its fuse lit. Uh, might not want to pick it up if it's already lit?
- The dynamite pickup is also really, really big. That's enough heavy ordinance to take down...well, just about anything!
- Might want to adjust the BounceFactor and WallBounceFactor of the TNT.
- May also want to make sure the TNT is not giving the player too much ammo! I found I'd somehow got the maximum amount of rockets before even picking up five bundles of it.
- I've just found a Skorpion, which is actually a MAC10. Another rapid fire weapon taking bullets as ammo. Another weapon that can safely be axed.
- Picking up another plasma gun refills the clip on the plasma gun instead of giving you more cells - meaning if you keep the plasma gun loaded (like me), you'll need to waste shots to pick up the other plasma gun.
- Why is the dynamite on Slot 3 with the shotgun? Also why is it the very first weapon on that slot? You could easily get yourself killed by accident like that. =P
- The Demon Ripper: great way to use up all your cells in a short amount of time.
- Geez, you can stunlock just about anything with the Halo AR, but it's still quicker to kill things with the M14.
- The double-barreled shotgun looks...tiny. It also suffers the same graphical problem as the chainsaw: too obvious that it's a model rip! Besides, between the Riotgun and Halo shotgun, I think there's already enough shotguns in the game...
- The FAMAS-like laser rifle is neat but the trails persist for way too long, and they're not transparent either, making it look like you've just shot the contents of a tube of Colgate Gel toothpaste at the demons.
- The Callisto NTG: Makes sense for the alt fire to be doing splash damage (since that's what it did in Perfect Dark!), but the primary fire is a liability!
- I'm not sure why the nailgun on Slot 7 takes cells for its primary fire.
- The explosive cannon thing on Slot 7 is really awesome and is an example of a GOOD model rip.
- The M79 suffers the same graphical issue as the double barrel shotgun and chainsaw: all three weapons are bad model rips. In this case, though, perhaps replacing the graphics is enough.
- Lastly, you might want to change the order in which you give the player his starting items: you start with the machete and the pistol, but the machete is selected at start, which almost made me think you'd started the player with no ranged weapons!
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Re: X-CrazyGuns-X for GZDoom. Bt #3 is now in the Ball Park!
I agree with everything ww said. What are the games in which you ripped the shotgun, chainsaw and m79. And yeah that explosive cannon thing looks amazing, it can't be a model rip can it? it's way too clean!
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Re: X-CrazyGuns-X for GZDoom. Page 2 for news on B3!
That stupid flag really annoys me. Most of the time it just gets in the way of me testing mods and there isn't an easy way to override it. Quite often, if I'm just checking out a mod, it's enough for me to say "I'll not bother testing then". And that's what happened here.X-CrAzYkOoL-X wrote:ps: the Mounted Machine gun and the ultimate weapon has the +CHEATNOTWEAPON flag, so don't bother.
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Re: X-CrazyGuns-X for GZDoom. Bt #3 is now in the Ball Park!
@ WildWeasel: *copying list and pasting into txt file*
i think this list says that the next release could take a while. but fixing all of these is worth it. oh, and did you say the machete starts off rather than the Colt? cause when i start it off, it starts with the colt. and the double barrel is small, cause it's a sawed-off! other than that, this is an organised understandable list. im starting on this right now!
@HitmanX: well, those weapons were ripped from a Postal 2 mod called Eternal Damnation. sadly, i didn't ripped them, a guy named bazooka did. and the Howitzer Cannon, why do you think i put credit to DBT and Ichor for?
@Enjay: well, there is a reason why the MMG has that flag, it's cause it's not in the KeyConf and if it was, than its won't work properly than expected. just summon MMG, and it's also a replacement of the Berserk Pack. and the ultimate weapon, why didn't u just say so? "summon curseofflauros"
well, first things first. time to redo almost everything in this, and im good. any further critisisms, i'll be happy to take it!
i think this list says that the next release could take a while. but fixing all of these is worth it. oh, and did you say the machete starts off rather than the Colt? cause when i start it off, it starts with the colt. and the double barrel is small, cause it's a sawed-off! other than that, this is an organised understandable list. im starting on this right now!
@HitmanX: well, those weapons were ripped from a Postal 2 mod called Eternal Damnation. sadly, i didn't ripped them, a guy named bazooka did. and the Howitzer Cannon, why do you think i put credit to DBT and Ichor for?
@Enjay: well, there is a reason why the MMG has that flag, it's cause it's not in the KeyConf and if it was, than its won't work properly than expected. just summon MMG, and it's also a replacement of the Berserk Pack. and the ultimate weapon, why didn't u just say so? "summon curseofflauros"
well, first things first. time to redo almost everything in this, and im good. any further critisisms, i'll be happy to take it!
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Re: X-CrazyGuns-X for GZDoom. Bt #3 is now in the Ball Park!
Ok, now i made some changes into Beta 3, but the graphics didn't change. im saving the graphic fixes for later.
-Halo AR is now a room clearer (inaccurate weapon)
-Chaingun Cannon now shoots 3 bullets as primary fire
-Colt .45 power increased
-Silenced M9 nerfed
-Brightened burning sprites
-Mauler, TNT, and other Pickup Sprites lowered
-Mauler and Callisto NTG primary fire splash damage lowered
-Blood Sceptor added
-Riotgun now single fire
-MMG will now Force-switch if picked up (untested)
-TNT Bouncing nerfed and damage lowered
-Redone Altfire of Fist
-New Rifle ammonition added for Halo AR, Chaingun Cannon, and M14
-all ammonition that comes with weapons you pickup has been increased
-Demon Ripper takes less ammunition
-Tri-Spiker primary fire uses Clip
-ShotgunGuy drops only ammunition, Clip and Shells
-Chaingunguy drops weapons and Rifle Ammo
-Made power changes to EDChainsaw, Primary weak, Alt strong
-TNT has it's own ammunition
-Health restored to 100, for now.
-Fixed blood Decals for software
-ultimate weapon don't have +CHEATNOTWEAPON flag, now experience it's power
plus, i never said that i won't stop releasing Beta #3. so here comes Bt #3b! i'll edit this post if i release it.
Edit: Beta 3b runs to second base. Check first post.
-Halo AR is now a room clearer (inaccurate weapon)
-Chaingun Cannon now shoots 3 bullets as primary fire
-Colt .45 power increased
-Silenced M9 nerfed
-Brightened burning sprites
-Mauler, TNT, and other Pickup Sprites lowered
-Mauler and Callisto NTG primary fire splash damage lowered
-Blood Sceptor added
-Riotgun now single fire
-MMG will now Force-switch if picked up (untested)
-TNT Bouncing nerfed and damage lowered
-Redone Altfire of Fist
-New Rifle ammonition added for Halo AR, Chaingun Cannon, and M14
-all ammonition that comes with weapons you pickup has been increased
-Demon Ripper takes less ammunition
-Tri-Spiker primary fire uses Clip
-ShotgunGuy drops only ammunition, Clip and Shells
-Chaingunguy drops weapons and Rifle Ammo
-Made power changes to EDChainsaw, Primary weak, Alt strong
-TNT has it's own ammunition
-Health restored to 100, for now.
-Fixed blood Decals for software
-ultimate weapon don't have +CHEATNOTWEAPON flag, now experience it's power
plus, i never said that i won't stop releasing Beta #3. so here comes Bt #3b! i'll edit this post if i release it.
Edit: Beta 3b runs to second base. Check first post.
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Re: X-cRaZyGuNz-X "Lez Git Crazie"! Screenies for the curiou
srry for 3 post, but Major Update in First post! check it
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Re: X-CrazyWeaps-X: Back from a long break...
[Bump] I'm Working on this mod again, guys. See the first post, please. Thnx
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Re: X-CrazyWeaps-X: Back from a long break...
Are you gonna be able to start again where you left off? Because I don't think wolfman had the latest version. Correct?
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Re: X-CrazyWeaps-X: Back from a long break...
i have to start off with the version that wolfman gave me, because from where i had left off, my previous pc got infected. from what i can remember, im believing that the version that wolfman gave me is BEFORE weasel made that list of things that needed to be changed. it will take me some time before the next release comes up, i'll tell you that... but i'm gonna try to work on it as soon as possible.
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Re: X-CrazyWeaps-X: Back from a long break...
Glad to see you're still with us.
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Re: X-CrazyWeaps-X: Back from a long break...
Thanks a bunch, dude... i know that this is off-topic, but are you zanaveth? i was looking for your mods yesterday, and i noticed a name change.
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Re: X-CrazyWeaps-X: Back from a long break...
Well, looking back to this mod a few days ago, i found my own weapons to be... really awkward... heh. that being said, i fixed up some weapons, took some out, buffed, nerfed, and i also changed the animations to the weapons, to make it look more realistic. the animations of the mauler and the colt was REALLY awkward, and said by weasel previously, the fists' alt was really unconvincing to be a stronger punch when it just looks like i'm shoving away the monster. the blood and everything else, i thought, probably needed a change, so i added new blood decals, and im going to add a LOT to the monsters, like new burning effects for the cacodemon, barons, pinkies, and the revenant might have a little change as well. this might become a mod that might be used strictly for hardware mode, but i'll make a separate one for software. a headshot system might be added in as well as new bobbing for the weapons, thanks to Doomero. lastly, i'm gonna take out like 2 of my "god-like" weapons, because they can cause lag, and i believe that, in my opinion, it's kinda corny. just an update post, and so far, the mod is going good.