Weapons of Saturn

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] Weapons of Saturn

Post by zrrion the insect »

Lippeth wrote:
zrrion the insect wrote:I really like this HUD, it is incredibly awesome. Would you mind if I edited it a little?
You are absolutely more than welcome. Post a link when you're done, I'd like to see it!
So here it is:
wosHUDzarEdit.zip
It's a rather simple edit, so don't expect drastic differences.
You do not have the required permissions to view the files attached to this post.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] Weapons of Saturn

Post by Captain J »

decent small numbers, clean and smooth slim hud, that's more lively!
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: [WIP] Weapons of Saturn

Post by Lippeth »

Very nice, I like the key replacement! This definitely fits better with classic style mods.
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: [WIP] Weapons of Saturn

Post by Lippeth »

I've done my best to add a single fire feature to the double barrel. Normal fire will fire single shots, while alt fire will throw both shells at once. I'm at a loss as far as damage goes, but I've balanced it to the best of my ability.

Sorry for the double post, I just wanted to bump it with the update.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] Weapons of Saturn

Post by Captain J »

if this thread is belongs to you, you're free to spam post. if that's important, by the way.

and congrats for done with double barrel shotgun.
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: [UPDATE Oct 18, 2013] Weapons of Saturn

Post by Lippeth »

I've also completely swapped pistol and rocket launcher with new ones using a combination of sprites from DOOMRL Arsenal and Mike12. I'm also in the middle of reworking the BFG.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [UPDATE Oct 18, 2013] Weapons of Saturn

Post by Captain J »

awesome rocket design! so, what are you gonna follow which weapons? destator or pyro cannon? or neither?
Dan50
Posts: 241
Joined: Sat Aug 27, 2011 6:00 pm

Re: [UPDATE Oct 20, 2013] Weapons of Saturn

Post by Dan50 »

LOVE the shotgun :D
niculinux
Posts: 138
Joined: Sun Jul 08, 2012 11:52 am
Location: Italy

Re: [UPDATE Oct 26, 2013] Weapons of Saturn

Post by niculinux »

super!! thanks!
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [WIP] Weapons of Saturn

Post by Endless123 »

Lippeth wrote:I'm at a loss as far as damage goes, but I've balanced it to the best of my ability.
Just in case you don't already know about the damage settings of some weapons search for lines with "A_FireBullets" in them and change the 4th number you see in those lines.

For example lets say you want your double barrel shotgun to do 9999 damages for each shots the "A_FireBullets" lines should look like this :

SHT2 A 2 A_FireBullets (11.2, 7.1, 20, 9999, "BulletPuff", 1) ---- in your case it's line 30 in your DOUBLEBARREL file

See where the 9999 is? That's the damage factor and it's the only number you have to change if you only want to modify the damage each shot does.

I hope it helps :)

P.S. : I choose 9999 because the number is easier to see lol BTW keep it up because your mod is really fun to play :D
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [UPDATE Oct 26, 2013] Weapons of Saturn

Post by Captain J »

firebullets are really easy for every modders in my eye. it's basic modding stuff. BTW, 9999? aw- almost close. why not...
Image
;)
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: [UPDATE Nov 02, 2013] Weapons of Saturn

Post by Lippeth »

I meant that I wasn't sure how I wanted to balance the damage between single and double firing the ssg and comparing it to the regular shotgun, but I'm happy with the result, although A_JumpIfInventory ("Power Level", 9001, "Break Scouter") would have also been acceptable.

In all seriousness though, I've replaced the rocket launcher's 1-at-a-time reload function with a magazine style. I can always change it back if it's not as fun to use.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [UPDATE Nov 02, 2013] Weapons of Saturn

Post by Captain J »

that's should be quality works, IF that rocket launcher has a fast reload and weak recoils.
User avatar
Lippeth
Posts: 293
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: [UPDATE Nov 07, 2013] Weapons of Saturn

Post by Lippeth »

I've added a kick attack as secondary fire for the fist and pistol, as well as make a short video to show off the mod on the front page. I'm terrible at editing video, and slapped it together in less than an hour with Windows Live Movie Maker. All game play footage is from UAC Ultra using a modified version of that Ketchup gore mod.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [UPDATE Nov 07, 2013] Weapons of Saturn

Post by Captain J »

now finally it's getting good, i suppose. nice work! BTW, here's my lil' problems while played this wad.

-first is chansaw, i say; man, that's a losta particles when i using it in the wall. also i see the vanilla smoke puffs either. 3 or 5 particles also only new puff effect but vanilla one should be perfect to see IMO.

-second, pistol's magazine amount is larger then i though. but when i see the reloading animation, magazine is seems to be not longer enough to put whole 20 bullets inside. if do you wanted to make this happen, that pistol's magazine should be longer just like a glock 18's one. otherwise, reduce it.

-third, i think custom decal that created by player's kick is worthless to me. because only kick has it, but fist is doesn't. either chainsaw. i think you'll need to make more custom decals for whole melee weapons also fists. and it should be more intense and awesome if you put those decals only in berserk powered melee.

-forth, hell, those casings are large as hell. i think you'll need to shrink it if you know what i mean. rifle casings are almost bigger then shotgun casings for an example.

-fifth, talking about OP weapons in this wad, chaingun's reloading and rocket launcher's rate of fire is faster than other weapons. also that rockets are has a big deal of damage and tough, that means it ruins weapon balances. make those things bit slower...if you loves realistic thingies and challenges.

-sixth, is nothing at all. it's just part of the graphical error; bfg ball's after explosion. after explosion, some...electronic thingie is appears and won't disappear in a time and change it's shape slowly and disappears. i think that after explosion needs to be moves much faster IMO.

well, that's it. other then those problems what i met, this wad is now finally fun to play. i hope you would fix those problems if you have a times, also don't take seriously. it's just an recommandations.

Return to “Gameplay Mods”