Mmm, that looks a lot better than the previous version. I look forward to seeing them in action.doomer1 wrote:So just an update, i made the grenade, but i still need to do the rotations... playable version of grenades up in 2 weeks tops. yay
[WIP] UAC:Specops
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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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Yholl
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Re: [WIP] UAC:Specops
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Crudux Cruo
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Re: [WIP] UAC:Specops
So, it's been awhile...
Firstly, this is absolutely not dead. I will resume work shortly, though as you see my itinerary, i have quite a work load to float this project, + 35 hr work week to live.
Secondly, I changed my name, so i'm announcing in all my project threads that i went from Doomer1 to Crudux Cruo
Thirdly, I am working on other projects, mostly making weapons for other mod ideas or as stand alone releases, so this may take up even more time than I thought.
For now, i absolutely have no clue when the classic weapons pack will be released (phase1), but it would be fair to say later rather than sooner. anyway, keep your eyes peeled peeps, there is more coming.
Firstly, this is absolutely not dead. I will resume work shortly, though as you see my itinerary, i have quite a work load to float this project, + 35 hr work week to live.
Secondly, I changed my name, so i'm announcing in all my project threads that i went from Doomer1 to Crudux Cruo
Thirdly, I am working on other projects, mostly making weapons for other mod ideas or as stand alone releases, so this may take up even more time than I thought.
For now, i absolutely have no clue when the classic weapons pack will be released (phase1), but it would be fair to say later rather than sooner. anyway, keep your eyes peeled peeps, there is more coming.
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Yholl
- Posts: 1955
- Joined: Mon Dec 17, 2012 11:08 am
- Location: Here, stupid.
Re: [WIP] UAC:Specops
I assume you'd like me to change my DoomRL credits to list you as Crudux Cruo instead, then?Crudux Cruo wrote:Secondly, I changed my name, so i'm announcing in all my project threads that i went from Doomer1 to Crudux Cruo
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Crudux Cruo
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Re: [WIP] UAC:Specops
Yes please, thank you 
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Crudux Cruo
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Re: [WIP] UAC:Specops
Grenade projectiles, check. grenade sprites, check. bubble gum? all out.
the new grenade weapon will be out soon ish! got some ideas for some explosions, then gotta find some sounds.
the new grenade weapon will be out soon ish! got some ideas for some explosions, then gotta find some sounds.
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Slax
- ... in rememberance ...
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Re: [WIP] UAC:Specops
Have a special ops UAC rifle.
*whistle*
*whistle*
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Crudux Cruo
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Re: [WIP] UAC:Specops
Ooo, pretty. I actually have a request for you, if you'd be so kind...
http://www.milsurps.com/images/imported ... K31b-1.jpg (k31 swiss bolt action rifle... i like the concept of this rifle.
http://www.gunsholstersandgear.com/word ... tical1.jpg a synthetic stock somewhat like that.
http://static1.wikia.nocookie.net/__cb2 ... pe_MW3.png an off center, dragunov like scope
http://fc09.deviantart.net/fs70/i/2010/ ... obbe25.png (closest match to what i want to do)
IF you could sketch a rifle with these features (free range of course, no mandates), it would help me immensely. i have great ideas in my head, but unfortunately i am a terrible sketch artist. its ironic actually, since i can create 3d objects and sprites based on what i see, but when it comes to finer details I am lackluster. You, however, seem quite brilliant... so if you would like a little project, please do this for me.
Code: Select all
5.)HEAT missile launcher HML
rockets have not changed much over the past 100 years since they were introduced, and still serve the same purpose; to deliver a chemical explosion that can eliminate its target. what has changed is the
amount of sophistication. these HEAT rounds were designed to be fired at tanks, usually in the form of a sabot round. however, these rockets carry enough power to do the same. the launcher can hold 5 of these rounds before new missiles must be loaded. the gun resembles a large calibur semi automatic rifle.
primary fires a missile with pinpoint precision, although there is a downward trajectory. secondary reloads
the missiles themselves are quite damaging, taking down a baron of hell in one shot. however the splash damage is lacking; use this to kill enemies one at a time that you cant normally kill in one shot.http://www.gunsholstersandgear.com/word ... tical1.jpg a synthetic stock somewhat like that.
http://static1.wikia.nocookie.net/__cb2 ... pe_MW3.png an off center, dragunov like scope
http://fc09.deviantart.net/fs70/i/2010/ ... obbe25.png (closest match to what i want to do)
IF you could sketch a rifle with these features (free range of course, no mandates), it would help me immensely. i have great ideas in my head, but unfortunately i am a terrible sketch artist. its ironic actually, since i can create 3d objects and sprites based on what i see, but when it comes to finer details I am lackluster. You, however, seem quite brilliant... so if you would like a little project, please do this for me.
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Crudux Cruo
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- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: [WIP] UAC:Specops
I just had to post this awesome sketch slax did for me, THANK YOU SO MUCH!Slax wrote:Are you enough of a badass to fire this thing standing up? Probably, yeah.
Super Cobra seems to be an up and coming arms manufacturer. Here we have one of their latest specimens, an SC MHC prototype.Spoiler: A blend of vintage and modern. Vintage in this case meaning old crap.
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Crudux Cruo
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- Location: California
Re: [WIP] UAC:Specops
Grenade is coming! all i have to do now that i have the graphics and sound is to code it... which i really hate. a prototype of the grenade will be out in the near future.
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Crudux Cruo
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Re: [WIP] UAC:Specops
Ok, elephant in the room, I haven't made as much progress as i had hoped, I have truthfully not even tried to code the grenade since i'm baffled as to how to make a good solid working code for it, can anyone shoot me some examples of grenades to base my code on?
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Reisal
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Re: [WIP] UAC:Specops
Is it impact (IE M203) or bouncy like the Quake grenade launcher?
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Crudux Cruo
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Re: [WIP] UAC:Specops
It will be bouncy like a quake grenade. later on, ill have a mode that will only detonate on time, not on contact.
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TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] UAC:Specops
So, a bouncy grenade, eh?Crudux Cruo wrote:It will be bouncy like a quake grenade. later on, ill have a mode that will only detonate on time, not on contact.
Code: Select all
ACTOR NecroGrenadeR
{
Radius 8
Height 8
Speed 20
Damage 20
Projectile
-NOGRAVITY
+CANBOUNCEWATER
BounceType Doom
BounceFactor 0.9
ReactionTime 80
SeeSound "weapons/grenadefire"
BounceSound "weapons/grenadebounce"
DeathSound "weapons/grenadeexplode"
Obituary "$OB_MPGRENADE"
DamageType "NecroGrenade"
States
{
Spawn:
GREN ABCD 2 A_CountDown
Loop
Death:
GEXP A 0 Bright A_SetTranslucent(1.0,1)
GEXP A 0 Bright A_NoGravity
GEXP A 0 Bright A_Explode(64,128,1,0,64)
GEXP ABC 3 Bright
GEXP DEFGHIJKL 2 Bright
Stop
}
}
Code: Select all
A_FireCustomMissile("NecroGrenadeR", 1,0, 10, -2, 2, 10)
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Crudux Cruo
- Posts: 1171
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Re: [WIP] UAC:Specops
Thanks, I'll play around with it and post the results.
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Crudux Cruo
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Re: [WIP] UAC:Specops
Well, as of now i have a basically working grenade, but how do scale explosion sprites? i changed the scale of the whole projectile, but i want to keep the explosion pretty big.
