Accessories to Murder (ww-doomnukem): on Github
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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)
This looks interesting...
- Bug: Chaingun doesn't alert monsters
+ I like the rifle effect
- Might want to hide the user's crosshair when sights mode is on
- Switching between pistols makes it look like the player has 2 left hands
- Maybe make the BFG particles noclip or something to get rid of that silly middle column when it literally goes balls to the wall?
- Edges of hud are getting cut off (1280x800 windowed)
- Any way to make the SSG shoot both shots at once?
+ Fuck yeah hammer
- Bug: Chaingun doesn't alert monsters
+ I like the rifle effect
- Might want to hide the user's crosshair when sights mode is on
- Switching between pistols makes it look like the player has 2 left hands
- Maybe make the BFG particles noclip or something to get rid of that silly middle column when it literally goes balls to the wall?
- Edges of hud are getting cut off (1280x800 windowed)
- Any way to make the SSG shoot both shots at once?
+ Fuck yeah hammer
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Re: Accessories to Murder (ww-doomnukem)
Oops. Should be fixed now.Vaecrius wrote:This looks interesting...
- Bug: Chaingun doesn't alert monsters
I'll need to create a blank graphic for that to use, since you can't outright disable the crosshair (because Graf Zahl said so). ...And done. The AR and shotgun should not have crosshairs in the way now. Also, I just altered the AR to not recoil as much if firing from the hip, since it has a 2,2 spread when hip-fired compared to the 1,1 it has when zoomed.- Might want to hide the user's crosshair when sights mode is on
The intention was to convey that the pistol and revolver are on opposite sides in different holsters; I suppose the animation looks too fast and ruins it...I did just alter the animations a bit though.- Switching between pistols makes it look like the player has 2 left hands
Pillowblaster has graciously fixed up the BFG effect. I think you'll like it quite a lot.- Maybe make the BFG particles noclip or something to get rid of that silly middle column when it literally goes balls to the wall?
DoomNukem is in the process of doing a new alternative visor HUD graphic for those running non-16:9 resolutions.- Edges of hud are getting cut off (1280x800 windowed)
Just hold down the trigger; the two blasts fire off quickly enough that you should barely need a double blast option. [edit] I actually just went in and added some A_Refire pointers to the sawed-off so that holding Fire now lets the two blasts off a little faster. This should remove any need for an altfire.- Any way to make the SSG shoot both shots at once?
[edit again] I also just changed the Chaingun; instead of firing 3 pellets per shot, I not only enhanced the sound, I also made it fire 1 pellet per shot, and tripled the fire rate and ammo throughput. New max ammo with backpack is 1800 (up from 600), ammo pickups are worth quite a lot more to compensate for that and the fact that BFG cells randomly replace the big boxes.
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Re: Accessories to Murder (ww-doomnukem)
I like fiddling with the controls when I'm not doing anything and I always check for that bug. I don't know why.wildweasel wrote:It might be one little piece of code, but why should I bother? Why would you do that?
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Re: Accessories to Murder (ww-doomnukem)
The file has been updated today; changes (to the best of my recollection):
- Changed around some of the sounds on the chaingun.
- Chaingun's firing sequence altered quite a lot.
- Chaingun ammo maxes increased from 300/600 to 900/1800 to compensate for altered fire sequence.
- Draw/holster animations for the pistols are improved.
- Enemies should be less unfair in damage.
- BFG effect vastly improved thanks to Pillowblaster.
- BFG ammo maxes reduced from 30/60 to 10/20, and weapon power drastically increased.
- Rocket launcher's power increased a bit.
- Automap now shows acquired weapons and ammo levels.
- Assault rifle recoil for hipfire reduced by ~60%.
- Ironsight modes for AR and shotgun no longer show crosshairs.
- Other miscellaneous tweaks and fixes that I couldn't be arsed to remember.
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Re: Accessories to Murder (ww-doomnukem)
As of now, this is basically the Wad that I've always been searching for. I like the rebalanced weapons quite a bit. Hell, it'd be awesome to see this turn into a full outright enhancement wad with more special effects, casings, dropped magazines...da woiks. It'd be like Brutal Doom but without the gimmicks which was the main reason why I butt heads with BD, nothing wrong with Brutal Doom but it's definitely not for everybody. This offers better weapons (that Doom always needed in my opinion) without a drastic overhaul with the enemies. And I really like the additional zombies too. Keep it up, quite a few of us like what you're doing =)
One last thing about the rocket launcher; rather than buff the damage, why not add more ammo to its magazine? Maybe have a 10-15 round mag. Idk, just a suggestion/idea.
One last thing about the rocket launcher; rather than buff the damage, why not add more ammo to its magazine? Maybe have a 10-15 round mag. Idk, just a suggestion/idea.
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Re: Accessories to Murder (ww-doomnukem)
you could try playing this with beautiful doomUSSRBear wrote:As of now, this is basically the Wad that I've always been searching for. I like the rebalanced weapons quite a bit. Hell, it'd be awesome to see this turn into a full outright enhancement wad with more special effects, casings, dropped magazines...da woiks.
Spoiler:
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Re: Accessories to Murder (ww-doomnukem)
+ New BFG is a thing of unmitigated beauty. I love how the sparks swirl about in the wind.
- Transition from revolver to pistol still looks like you've got 2 left hands - it's not the direction but the complete absence of a time where your hand is out of view and holstering one weapon and drawing out the other, for a very brief moment it almost looks like both guns are visible at once
? I think my revolver just gibbed a shotgunguy
EDIT: I'm not going to spam up this thread with an entire post just to second everything chronoteeth said below, so I'll just say I'm seconding it in this edit.
- Transition from revolver to pistol still looks like you've got 2 left hands - it's not the direction but the complete absence of a time where your hand is out of view and holstering one weapon and drawing out the other, for a very brief moment it almost looks like both guns are visible at once
? I think my revolver just gibbed a shotgunguy
EDIT: I'm not going to spam up this thread with an entire post just to second everything chronoteeth said below, so I'll just say I'm seconding it in this edit.
Last edited by Matt on Fri Jul 26, 2013 12:41 am, edited 1 time in total.
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Re: Accessories to Murder (ww-doomnukem)
This honestly is something I don't plan to fix; my intention was for both pistols to be very fast to select/deselect.Vaecrius wrote:- Transition from revolver to pistol still looks like you've got 2 left hands - it's not the direction but the complete absence of a time where your hand is out of view and holstering one weapon and drawing out the other, for a very brief moment it almost looks like both guns are visible at once
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Re: Accessories to Murder (ww-doomnukem)
you can still have that and remove the allure of 2 left hands. Just make it have a bit less raise/lower frames, and make the null frame replace the time that you lost from removing those frames of animation. Might make the holstering frames seem a lil more jarring but its better than seeming very jarring from the two left hands
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Re: Accessories to Murder (ww-doomnukem)
Oh wow. The weapon animations in this are ridiculously smooth.
Gotta say, though, this is certainly the first time I've seen a mod where the HUD works only in widescreen. Oh, what twisted tables we turn.
Gotta say, though, this is certainly the first time I've seen a mod where the HUD works only in widescreen. Oh, what twisted tables we turn.
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Re: Accessories to Murder (ww-doomnukem)
I did the rocket launcher and bfg specifically for this, the concept for the rocket launcher I sort of had the idea for a while.Ctrl+Alt+Destroy wrote:Well, that's odd... I don't remember DoomNukem making this many weapon sprites for his weapon expansion for Brutal Doom.
yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.
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Re: Accessories to Murder (ww-doomnukem)
That is an amazing HUD you have their sir.DoomNukem wrote:I did the rocket launcher and bfg specifically for this, the concept for the rocket launcher I sort of had the idea for a while.Ctrl+Alt+Destroy wrote:Well, that's odd... I don't remember DoomNukem making this many weapon sprites for his weapon expansion for Brutal Doom.
yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.
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Re: Accessories to Murder (ww-doomnukem)
Another minor nitpick - the Sledgehammer makes a meaty crack sound, even when it hits walls/floors - it sounds like you're hitting flesh all the time.
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Re: Accessories to Murder (ww-doomnukem)
Amazing piece of work, I am glad that you scrapped idea of bar or some "metaphorical bullets" for ammo gauge and replaced it with classic digits, much more practical, uncluttered and easier to quickly read. I have question about health meter, how does it look when hp is over 100%?DoomNukem wrote: yeah I noticed many will find the visor hud impossible to use in 4:3 without stretching so I have been working on this to remedy the situation:
basically i just pushed the stats inside the 4:3 view simple stuff, ill just need a bit of help with the sbarinfo but it shouldn't be too much.
Any feed back would be much appreciated.
When it will get finished, will you also release it separately, please? Also, will you make special zandronum compatible version of it (I know that zan doesnt support alpha, so you would have to remove those nice dark tints at border of screen, but I wouldnt mind that)? I would be very grateful for that. Good luck!
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Re: Accessories to Murder (ww-doomnukem)
Awesome mod Wildweasel, you've outdone yourself again.
Some minor stuff like shell casings wouldn't hurt too much, but probably not on the Chaingun... That would get a bit ridiculous.
Also, is it just me or does the shotgun fire slightly below the sights when aiming? The shot lands below where the crosshair would be.
Some minor stuff like shell casings wouldn't hurt too much, but probably not on the Chaingun... That would get a bit ridiculous.
Also, is it just me or does the shotgun fire slightly below the sights when aiming? The shot lands below where the crosshair would be.