Accessories to Murder (ww-doomnukem): on Github

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Hellstorm Archon
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Re: Accessories to Murder (ww-doomnukem)

Post by Hellstorm Archon »

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
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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wildweasel
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Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

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.
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.
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zrrion the insect
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Re: Accessories to Murder (ww-doomnukem)

Post by zrrion the insect »

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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Max Dickings
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Re: Accessories to Murder (ww-doomnukem)

Post by Max Dickings »

patrik wrote:
Max Dickings wrote:Stupid question time. Why does it only show up to 99 ammo..?
You have to edit Sbarinfo.txt and look up section //ammo bar and change 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;
to this:

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;
and then it will show ammo count up to 999 rounds, which should be certainly enough.
God damn, I feel like I should have been able to figure that out on my own D:

But hey thanks for the tip, now I'm totally psyched to have this visor :D
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DoomNukem
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Re: Accessories to Murder (ww-doomnukem)

Post by 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.

Image
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Cardboard Marty
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Re: Accessories to Murder (ww-doomnukem)

Post by Cardboard Marty »

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)

Post by Captain J »

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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President People
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Re: Accessories to Murder (ww-doomnukem)

Post by President People »

I love the new glove. It's so bad.
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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)

Post by Ghostbreed »

^
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DoomNukem
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Re: Accessories to Murder (ww-doomnukem)

Post by DoomNukem »

President People wrote:I love the new glove. It's so bad.
Ahee hee
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!
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.
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.
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.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem)

Post by Captain J »

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)

Post by Matt »

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"?
Last edited by Matt on Sun Aug 04, 2013 11:07 pm, edited 1 time in total.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem)

Post by wildweasel »

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)
I'm stumped by this one, to be honest.
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RikohZX
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Re: Accessories to Murder (ww-doomnukem)

Post by RikohZX »

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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Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)

Post by Ghostbreed »

This along with Chest 4 and Ketchup = :surprise: :wub:

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