Xim's Nuke-Um Weapons

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Cardboard Marty
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Re: Xim's Nuke-Um Weapons

Post by Cardboard Marty »

Parthoris wrote:You seriously been under a rock, Voltlock has created all the Duke3D weapons and the Expander does expand enemies, the freeze ray does freeze'em and geuss what else, the shrink ray shrinks them... and when you walk over to them just like in Duke3D the screen looks down and the foot comes out and you crush em!!
That's great and all, but that isn't relevant to the topic in any way. I believe this mod is Xim's reinterpretation of Duke3D's weaponry, and he's not looking for a perfect emulation of them. My post was indicating that I would like to see XIM'S interpretation of the aforementioned weapons. Just for your clarification, amigo.

That being said, I was thinking, perhaps you should make the boot attack an alt-fire for ALL weapons? It would simulate the whole "mighty boot" deal from Duke3D :D
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Snarboo
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Re: Xim's Nuke-Um Weapons

Post by Snarboo »

You can use the altflash states for the boot so you don't have to create weapon specific boot sprites, too! That's how I handled the mighty boot for my version of the freezethrower.
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Major Cooke
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Re: Xim's Nuke-Um Weapons

Post by Major Cooke »

Marty Kirra wrote:Very awesome mod so far! I'd like to see the implementation of a certain weapon of the "freeze", "shrink", and "devastator" variety later on ;)
If you want those, you could go try Daniel's ARSENAL. No more need to be placing it in other wads.

This wad seems to be looking pretty good. I'll have to examine it a bit closer later, right now I'm a touch busy... But the overview is nice so far.
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Snarboo
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Re: Xim's Nuke-Um Weapons

Post by Snarboo »

Why not? Even if the graphics used are identical to those in Duke, they are still fun weapons to use and something you hardly see in recent weapon mods. I think Daniel's frequent use and imperfect emulation of them is what turned a lot of people off, but I don't think recreating them should be taboo.
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Xim
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Re: Xim's Nuke-Um Weapons

Post by Xim »

Yeah, I might make some weapons similar to those. But they won't be exactly like them of course. I'll jot down some ideas.

I'll try and make the next release a little more Duke-ish. Assuming I wanna continue.
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ProjectAngel
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Re: Xim's Nuke-Um Weapons

Post by ProjectAngel »

Xim wrote:The brown grenades are slug rounds. The projectile itself does more damage but they don't explode. They might be good to use on enemies that don't take splash damage, perhaps a demon of a certain cyber variety.
So I can just pelt Cyberdemons and anything splash damage-resistant with these? Sounds nifty.
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Cardboard Marty
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Re: Xim's Nuke-Um Weapons

Post by Cardboard Marty »

Major Cookie wrote:If you want those, you could go try Daniel's ARSENAL. No more need to be placing it in other wads.
I wrote:My post was indicating that I would like to see XIM'S interpretation of the aforementioned weapons.
I don't see why my post is being misconstrued as me telling Xim to copy/paste the looks and behavior of existing Duke weaponry, because I thought I made it clear otherwise. But, eh, whatever.

I urge you to continue Xim! It's looking great so far. :D
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Re: Xim's Nuke-Um Weapons

Post by Major Cooke »

Because believe me... It's been done to the point where the duke nukem variety feels overused, but that's just my opinion...

Or I've just been too busy throwing sickness at aeod and hammers... and my eyes aren't adjusting else where.
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Cardboard Marty
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Re: Xim's Nuke-Um Weapons

Post by Cardboard Marty »

Well I understand that. But, besides the shotgun, rocket launcher, Devastator, and somewhat more recently, the Freezegun, we haven't really seen much of copy/pasted Duke3D weapons that actually have any vague similarity to the source material. Being that this is a Duke Nukem-inspired mod, I'd like to see some of those weapons get implemented in a way that is new and refreshing, like Xim has done here.

:)
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Major Cooke
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Re: Xim's Nuke-Um Weapons

Post by Major Cooke »

Yeah I don't mind. I especially like duke nukem explosions that have $limit 0 while being played, to enjoy the true explosive nature and old-school kabooms. Those represent the original duke nukem style so much more...
CaptainToenail
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Re: Xim's Nuke-Um Weapons

Post by CaptainToenail »

There's something really satisfying with the explosion sound of Duke Nukem, especially combined with that mushroom cloud animation, classic :)
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Xim
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Re: Xim's Nuke-Um Weapons

Post by Xim »

Update! Check out the first post for details and the download link.
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ProjectAngel
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Re: Xim's Nuke-Um Weapons

Post by ProjectAngel »

Love the Needler.
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Xim
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Re: Xim's Nuke-Um Weapons

Post by Xim »

Made another update. Mostly just fixing things up.
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Re: Xim's Nuke-Um Weapons

Post by DoomRater »

Okay Xim, I have a few gripes arleady:

1. Use 7-zip please?
2. Sniper rifle's rounds should inherit from [wiki]FastProjectile[/wiki] so they are more accurate
3. Why the hell do pistols and machinegun rounds move faster than a sniper rifle's?
4. the green around the nuke's explosion is weird, to say the least.

And now for some other observations:
1. using A_Zoom for recoil? That's.... that's brilliant!
2. Liking the multiple types of rounds on the grenade launcher
3. Need some charge code for that weapon on slot 0?

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