Not only that, you should try sprucing up the monster sound effects. For example, the sounds from the Sonic Nailgun Zombie could be used for the zombies.wildweasel wrote:Well, since I've updated the pickup sprites and the base HUD graphic, I'm looking into potentially "updating" the enemies some more. So far, I've only got the zombies, imps, and the Baron; if I keep going with this, I feel that what I should do is borrow more enemies from Realm667, recolor them to be closer to the originals (though with the new designs; i.e. I'd take the Cacolich and make him red, the Tortured Soul and paint him brown, etc), and alter the behavior to be similar to the originals but with nicer-looking effects. Ideas, recommendations, suggestions to quit while I'm ahead? =P
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.
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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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Re: Accessories to Murder (ww-doomnukem)
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Re: Accessories to Murder (ww-doomnukem)
Sonic Nailgun? I only found a Sonic Railgun zombie, and he just used the default grunt noises. Nah, if anything gets done to the enemy sounds, I'm not just going to pilfer them from the usual sources (i.e. Doom 64 and Doom 3). I'll see about getting something that, if nothing else, hasn't been used in a Doom mod (or hasn't been used very frequently), even if people may have heard a lot of it already elsewhere.Hellstorm Archon wrote:Not only that, you should try sprucing up the monster sound effects. For example, the sounds from the Sonic Nailgun Zombie could be used for the zombies.
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Re: Accessories to Murder (ww-doomnukem)
I renamed the Sonic Nailgun to the Pulse Nailgun (and the corresponding zombie was likewise changed) in an attempt to avoid confusion.
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Re: Accessories to Murder (ww-doomnukem)
God damn, I feel like I should have been able to figure that out on my own D:patrik wrote:You have to edit Sbarinfo.txt and look up section //ammo bar and change this:Max Dickings wrote:Stupid question time. Why does it only show up to 99 ammo..?to this:Code: Select all
Alpha 0.75 DrawNumber 2, DIGIFONT_LARGE, Untranslated, Ammo1, Alignment(right), fillzeros, 272, 172; Alpha 0.75 DrawNumber 2, DIGIFONT_SMALL, Untranslated, Ammo2, Alignment(left), fillzeros, 278, 178;
and then it will show ammo count up to 999 rounds, which should be certainly enough.Code: Select all
Alpha 0.75 DrawNumber 3, DIGIFONT_LARGE, Untranslated, Ammo1, Alignment(right), fillzeros, 272, 172; Alpha 0.75 DrawNumber 3, DIGIFONT_SMALL, Untranslated, Ammo2, Alignment(left), fillzeros, 278, 178;
But hey thanks for the tip, now I'm totally psyched to have this visor

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Re: Accessories to Murder (ww-doomnukem)
Was sort of getting over the brutal doom hands so I came up with this using them as a base, will probably be a little while before they are all done.


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Re: Accessories to Murder (ww-doomnukem)
Niceeee! The only nitpick I really have is the anti-aliasing on the edges of your work sometimes. It looks off in-game, but maybe that's just me. Don't think it really affects this mod as much as what I've seen/played of Trailblazer. REGARDLESS, that is an awesome design!
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Re: Accessories to Murder (ww-doomnukem)
tottaly rad looking glove! well, expect reloading frames. that was just like a punching a cyilnder rather then insert bullets.
http://forum.zdoom.org/viewtopic.php?f= ... 75#p700592
and that's how i fixed myself and put it into that wad and keep playing. i hope those hands should be helps.
http://forum.zdoom.org/viewtopic.php?f= ... 75#p700592
and that's how i fixed myself and put it into that wad and keep playing. i hope those hands should be helps.
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Re: Accessories to Murder (ww-doomnukem)
I love the new glove. It's so bad.
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Re: Accessories to Murder (ww-doomnukem)
Ahee heePresident People wrote:I love the new glove. It's so bad.
ahh yeah man that's the product of 2 reasons which I only really started doing with trailblazer and thats a 1px black multiply inner shadow and I keep my sharpening hand a bit too strong haha I gotta stop myself with that, for the most part it would be as simple as going back and selecting the alpha'd areas of each frame and just pressing delete until it cleans the edges.Marty Kirra wrote:Niceeee! The only nitpick I really have is the anti-aliasing on the edges of your work sometimes. It looks off in-game, but maybe that's just me. Don't think it really affects this mod as much as what I've seen/played of Trailblazer. REGARDLESS, that is an awesome design!
Yeah I like what you did with those frame's, while punching the cylinder sounds pretty badass it definitely doesnt help haha, do you have the individual image files rather than that grid/sheet by any chance? if your keen pm' me them or post them here in a .zip and ill make sure they get the glove treatment.Captain J wrote:tottaly rad looking glove! well, expect reloading frames. that was just like a punching a cyilnder rather then insert bullets.
http://forum.zdoom.org/viewtopic.php?f= ... 75#p700592
and that's how i fixed myself and put it into that wad and keep playing. i hope those hands should be helps.
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Re: Accessories to Murder (ww-doomnukem)
those grids are not in my original sprite, i just put those grids for real size of those frames. also talking about punching a cylinder like reload frames, maybe doomguy grabbing speed loader with his little finger? i dunno. that would be cool too though.
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Re: Accessories to Murder (ww-doomnukem)
Bug with the rifle: If you zoom, then hold down the fire button until you run dry and automatically reload, then once the reloading animation is finished you have to hit altfire twice to zoom. (Zoom key works fine)
EDIT: From the looks of it I would assume without looking at the code too closely that when you switch to reload from attempting to shoot a dry weapon you skip some of the frames that a manual reload would call. Maybe replace something with a "goto reload"?
EDIT: From the looks of it I would assume without looking at the code too closely that when you switch to reload from attempting to shoot a dry weapon you skip some of the frames that a manual reload would call. Maybe replace something with a "goto reload"?
Last edited by Matt on Sun Aug 04, 2013 11:07 pm, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)
I'm stumped by this one, to be honest.Vaecrius wrote:Bug with the rifle: If you zoom, then hold down the fire button until you run dry and automatically reload, then once the reloading animation is finished you have to hit altfire twice to zoom. (Zoom key works fine)
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Re: Accessories to Murder (ww-doomnukem)
Sounds like whatever toggles the zoom stays on, so when you try to zoom in again it toggles it off so that you have to hit it again and toggle it back on properly.
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Re: Accessories to Murder (ww-doomnukem)
This along with Chest 4 and Ketchup =


