[WIP] COD:DoomOps
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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: [WIP] COD:DoomOps
Yes, please make sure this doesn't go the way of RGA2 and be filled with unnecessarily difficult new enemies and quantity-over-quality design decisions.
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Re: [WIP] COD:DoomOps
Yeah, like the Blake Stone scientists... high res weapons, 1/2 res enemies.wildweasel wrote:Yes, please make sure this doesn't go the way of RGA2 and be filled with unnecessarily difficult new enemies and quantity-over-quality design decisions.
I've got a couple suggestions to add, based on what made me really dislike playing Real Guns Advanced.
1. Don't slow the player down. Doom maps are pretty big, and walking through them at turtle speed gets really tiring.
2. Don't mess with the health system.
Having players recover health over time is not one of my favorite systems. I like having medikits, since you don't have to wait around when you get hit. Having health distributed throughout the level makes me have to continue carefully, instead of taking a five minute break while my health increases.
Also: I really hate it when games cover the screen with opaque blood/etc. when you get hit, so you can't figure out what's shooting you and act accordingly...
3. Perhaps only minimal changes to the monsters, like Hard Doom did.
If you want to use Black Ops enemies, make sure their behavior makes sense in doom. I don't recommend making snipers, for instance... perfect accuracy monsters at a distance would be a nightmare in a heated firefight.
Last edited by cq75 on Fri Feb 11, 2011 10:08 pm, edited 1 time in total.
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Re: [WIP] COD:DoomOps
the quality is not only with the rips, you can rips ultra quality weapons but only with a decorate raise, lowe, ready, fire and reload like rga2, they missed the cod bob, the run bob, the iddle and other things...and the enemies .......well no comments.wildweasel wrote:Yes, please make sure this doesn't go the way of RGA2 and be filled with unnecessarily difficult new enemies and quantity-over-quality design decisions.
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Re: [WIP] COD:DoomOps
What i'd like to know is if its possible that the techniques he used to rip these can be used to rip guns from other games
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Re: [WIP] COD:DoomOps
well i guess he is using cheats, probably "noclip", he go to out of the map and try to found a nice place to rip the weapons, a background with 1 color and take photos, i dont know if black ops have his own screenshot button, almost i remember when i ripped the doom3 weapons i used that method.chronoteeth wrote:What i'd like to know is if its possible that the techniques he used to rip these can be used to rip guns from other games
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Re: [WIP] COD:DoomOps
Not to mention many levels are *designed* to have Doomguy running at his default speed, and may not be beatable without resorting to jumping/noclip if you slow him down. "Platforming" levels are a good example of this.cq75 wrote:1. Don't slow the player down. Doom maps are pretty big, and walking through them at turtle speed gets really tiring.
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Re: [WIP] COD:DoomOps
If you take one thing from RGA2, make it the customizable classes. I thought that was the coolest part of the mod.
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Re: [WIP] COD:DoomOps
This looks pretty good, i'm looking forward to it, i second what the people above said, is there going to be something like "sticks and stones", etc. ?
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Re: [WIP] COD:DoomOps
Heh, Bleant, there's already two of them here and here:
http://www.skulltag.com/forum/viewtopic ... it=gungame
http://www.skulltag.com/forum/viewtopic ... me&start=0

http://www.skulltag.com/forum/viewtopic ... it=gungame
http://www.skulltag.com/forum/viewtopic ... me&start=0
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Re: [WIP] COD:DoomOps
Seen both already, but not one sticks and stones, it's easy to do, the pain is the spriting.
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Re: [WIP] COD:DoomOps
I actually am pretty impressed by the quality of those rips, keep up with the good work!
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Re: [WIP] COD:DoomOps
These are some most excellent references. They're exactly what I've been looking for to get some poses right. Thanks for the rips.
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Re: [WIP] COD:DoomOps
I just posted the first weapon, the M14. Tell me what you think.
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Re: [WIP] COD:DoomOps
Have to do some alteration to get this to work - don't reuse existing class names (like DoomPlayer) because that stops the WAD from functioning. So instead of:
Try this instead:
And then add this to Keyconf:
[edit]
There are also some outstanding issues with the melee attack, and I find the M14 simply doesn't allow me to shoot fast enough to do a meaningful amount of damage.
The knife attack always plays a splatter slashing sound, even when it isn't hitting an enemy. When it actually does hit an enemy, it plays the M14 firing sound. The way I tend to get around this is to not use AttackSound to define the weapon's fire sound - in the Fire state, just use A_PlayWeaponSound to play the firing sound. As for the knife's sounds, those can all be set in a new puff. Feel free to reference any of my mods - particularly look at the FistPuff in wwhc-diaz to get a good example of how to make your melee weapon sounds work.
Code: Select all
ACTOR DoomPlayer : PlayerPawn {}
Code: Select all
ACTOR CODPlayer : DoomPlayer {}
Code: Select all
clearplayerclasses
addplayerclass CODPlayer
There are also some outstanding issues with the melee attack, and I find the M14 simply doesn't allow me to shoot fast enough to do a meaningful amount of damage.
The knife attack always plays a splatter slashing sound, even when it isn't hitting an enemy. When it actually does hit an enemy, it plays the M14 firing sound. The way I tend to get around this is to not use AttackSound to define the weapon's fire sound - in the Fire state, just use A_PlayWeaponSound to play the firing sound. As for the knife's sounds, those can all be set in a new puff. Feel free to reference any of my mods - particularly look at the FistPuff in wwhc-diaz to get a good example of how to make your melee weapon sounds work.
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Re: [WIP] COD:DoomOps
Ah yes... my bad. I just updated it and re-uploaded.