Accessories to Murder (ww-doomnukem): on Github
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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: Accessories to Murder (ww-doomnukem): Update 4-10
Yo Weasel, we ever going to see some badass replacement for the Cyberdemon and Spiderdemon? That's what I'm really waiting for =)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
IF, Some volunteers can join us and tribute for it. Even we made some of the bases of them thanks to slax, but it couldn't finished. So i hope you can wait and lurk more til they got any news.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
This is entirely up to whether or not any talented artists can get me the sprites I need for them.USSRBear wrote:Yo Weasel, we ever going to see some badass replacement for the Cyberdemon and Spiderdemon? That's what I'm really waiting for =)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
What about all the ones on Realm667? They not what you're lookin for? I particularly like the Overlord boss and the Inferno dragon, but they aren't really doomish.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Well, if you'd like to help contribute, this thread is where you should look.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Not sure how much this is worth bumping the thread over, but I've pushed a small update to Git that contains new behavior for the Cyberdemon, or as I've taken to calling him, the CyberDragoon.
Instead of firing three rockets that are somewhat easy to dodge, the CyberDragoon will spend one second acquiring a target (the laser dot is both visible and audible, currently DSTINK but will change later), after which he will fire a fast and powerful canister rocket at the player's last known direction. Countering this behavior requires a battle tactic similar to that of the Arch-Vile, where it is important that you get behind something while the Dragoon is locking on.
The inspiration of the name comes from his lock-on behavior, which I've taken inspiration from the Sega Saturn game, Panzer Dragoon.
CyberDragoon does not currently have new sprites or sounds except for his rockets. I'm still in the market for those, by the way.
Instead of firing three rockets that are somewhat easy to dodge, the CyberDragoon will spend one second acquiring a target (the laser dot is both visible and audible, currently DSTINK but will change later), after which he will fire a fast and powerful canister rocket at the player's last known direction. Countering this behavior requires a battle tactic similar to that of the Arch-Vile, where it is important that you get behind something while the Dragoon is locking on.
The inspiration of the name comes from his lock-on behavior, which I've taken inspiration from the Sega Saturn game, Panzer Dragoon.
CyberDragoon does not currently have new sprites or sounds except for his rockets. I'm still in the market for those, by the way.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I noticed that the Git build how has the revolver fire multiple hitscans at once, so as to be able to penetrate past enemies who don't survive. With this, shouldn't the ammo be changed to something else? The entire point of dum-dum rounds is that they DON'T penetrate, but stick inside the target and deform/deliver shock, causing greater injury.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I'd be more likely to change the lore to suit, honestly.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
That's what I figured. Instead of dum-dum, they'd be FMJ or something. Assuming the entire gun isn't being remodeled from the ground up, that is.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Perhaps something heavier, like a tungsten-filled round? =PEd the Bat wrote:Assuming the entire gun isn't being remodeled from the ground up, that is.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
It's a sci-fi world, and you've always had a penchant for creative new stuff. I never had any doubt you'd come up with something cool for it. It simply occurred to me the other night that part of the lore would need to be changed for this new gameplay adjustment; something that could easily have been forgotten or overlooked. I didn't realize it until thinking about it for a little bit.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
What I should really do is get back to figuring out the best way to implement the lore in the actual game. I had thought about help pics, but I don't know. Maybe a DoomRL-style popup would work better? The real problem is that I'm looking for a way that it'll be easier to format without having to manually insert line breaks and text wrapping...or the hideously bloated Menudefs from ww-terror.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
just out of Curiousity since i wont read through the 70+ Pages to find the answer sorry but is there a way to get a zandronum compatible version of the hud to work in the skin folder
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Sorry, I don't know what features prevent the HUD from working in Zandronum.silverdethx wrote:just out of Curiousity since i wont read through the 70+ Pages to find the answer sorry but is there a way to get a zandronum compatible version of the hud to work in the skin folder
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Two questions:
1. Was it intentional that the rocket launcher be made automatically swappable to when the previous gun runs empty? That last close-up rocket I shot was pretty painful, for the zombie and me both
2. Why no update to the first post about the GitHub transfer?
1. Was it intentional that the rocket launcher be made automatically swappable to when the previous gun runs empty? That last close-up rocket I shot was pretty painful, for the zombie and me both

2. Why no update to the first post about the GitHub transfer?