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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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
Okay, I didn't want to release a new version quite yet, because there are still some things left unfinished as far as these updates go. So the feature list for this update will be sort of a good news/bad news thing. Here goes.
+ Brand new graphics for the Assault Rifle and Pistol, plus repolished graphics for the rest.
- While there are new pickup sprites for those, they currently only appear in the automap; Voxelbro is currently working on the voxel versions of them to match.
+ Accessories to Voxel is implemented.
- Except it's the 1.1 version, and the voxels currently don't match the updated sprites.
+ DoomNukem was cool enough to do replacement sprites for a lot of the otherwise-untouched Doom pickups, including all health/armor pickups and most powerups.
- Except the spheres.
+ Maybe some other balance tweaks and changes.
- I forgot what those were.
The download link on Page 1 should give you the latest version.
+ Brand new graphics for the Assault Rifle and Pistol, plus repolished graphics for the rest.
- While there are new pickup sprites for those, they currently only appear in the automap; Voxelbro is currently working on the voxel versions of them to match.
+ Accessories to Voxel is implemented.
- Except it's the 1.1 version, and the voxels currently don't match the updated sprites.
+ DoomNukem was cool enough to do replacement sprites for a lot of the otherwise-untouched Doom pickups, including all health/armor pickups and most powerups.
- Except the spheres.
+ Maybe some other balance tweaks and changes.
- I forgot what those were.
The download link on Page 1 should give you the latest version.
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DoomNukem
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
Fuck yeah update!, and uhh yeah I couldn't think of anything for the spheres with the exception of the invulnerability sphere, so when Im finished with the dualies ill have a crack at them, any idea's or suggestions would be cool.

I would but it seems like to much effort making a reddit account just to whine, not even mad, just dissapointed and it's no big deal as they did a somewhat decent job on the making hud high res minus the shitty blood splats and cracks.
Actually its for AtM download the new update to check it outCaptain J wrote:otherwise, because...hud face for upcoming trailblazer, maybe?
wildweasel wrote:Well, in that case,I guess you can tell whoever made this that WW and DN are very disappointed in him.
I would but it seems like to much effort making a reddit account just to whine, not even mad, just dissapointed and it's no big deal as they did a somewhat decent job on the making hud high res minus the shitty blood splats and cracks.
hahaha my apologies if It come's off too creepy I was going more for a ballistic face mask look.iSpook wrote:A bit off topic, but: DN, why did you make your avatar something out of Jason X? It looks cool and all but it brings back unrelated nightmares.
On topic: Yeah that's sort of a bad thing, he should be set straight... nicely, that is.
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iSpook
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Not too creepy by itself, but... My nightmares can dip deep down into "Blood soaked Silent hill" sorta level of horror at times, and it doesn't add to it. 
Edit: Oh, and there was a whole lot of "Yes." "...Yes!" and "YES!" going on when I IDFA'd, good going DN.
Edit: Oh, and there was a whole lot of "Yes." "...Yes!" and "YES!" going on when I IDFA'd, good going DN.
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
And once again, I have applied the same fixes from last time. Download link therein has been updated accordingly.
In terms of weaponry, the only changes I saw were to the flight pattern of the rockets.wildweasel wrote:+ Maybe some other balance tweaks and changes.
- I forgot what those were.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Uh...Ed, is there any chance you could send me only the files that are changed? I kinda don't feel like sifting through the entire file.
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Very well.wildweasel wrote:Uh...Ed, is there any chance you could send me only the files that are changed? I kinda don't feel like sifting through the entire file.
Incidentally, weasel, did you receive my PM last... um, month (about my maintenance on Police Brutality)? I didn't get a reply; usually I've known you to be rather sharp about that.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I'm gonna be honest, my desire to work on my older mods as of late has been quite low, especially in the case of mods (like ww-terror) that have already been submitted to /idgames.
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Captain J
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
thanks for the doomnukem's noitce, finally he did it! every weapon sprites are became even more fine and decent specially revolver's reload animations!
but still hammer doesn't have any starting swing animation, even i'm not highly wanted it or being a dick around with it, though. also ghoul and zombie tank's projectile has no decals, too. and would be nice if tank riding zombie got gibbed or flying due to tank's explosion to explain why it just got dissappeared when the tank is destoryed, just my part of my wish list.
and i see the every casing's primer part is penetrated or missing, i think you've taken those voxels from oldest version of his voxel addon. his newer version has the primer part as well.
also, i'm thinking about improve some of weapon voxels if i completed to download the slab6. i'll reply when it's done.
EDIT: nope, nevermind. unfortunatly slab6 made my computer cause the blue goddamn screen. sorry for the big talk.
but still hammer doesn't have any starting swing animation, even i'm not highly wanted it or being a dick around with it, though. also ghoul and zombie tank's projectile has no decals, too. and would be nice if tank riding zombie got gibbed or flying due to tank's explosion to explain why it just got dissappeared when the tank is destoryed, just my part of my wish list.
and i see the every casing's primer part is penetrated or missing, i think you've taken those voxels from oldest version of his voxel addon. his newer version has the primer part as well.
also, i'm thinking about improve some of weapon voxels if i completed to download the slab6. i'll reply when it's done.
EDIT: nope, nevermind. unfortunatly slab6 made my computer cause the blue goddamn screen. sorry for the big talk.
Last edited by Captain J on Fri Apr 11, 2014 7:40 am, edited 1 time in total.
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Mike12
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Awesome to see that the new shotgun has my updated barrel + top-rail, especially considering the whole point of that edit was to make it more consistently DoomNukem-like (the barrel from my old-ass BD shotgun stuck out like a sore thumb compared to everything else). The new assault rifle and the updated shading-job on everything looks awesome too, gives it a nice arcade-action kinda look without sticking out too much.
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Kostov
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- Posts: 2020
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
Let me correct you:
wildweasel wrote:+ Accessories to Voxel is implemented.
--- Not optional.
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Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
off-topic, but if his avatar bothers you that much, you could try using an Adblocker to block the image itself, perhaps?iSpook wrote:Not too creepy by itself, but... My nightmares can dip deep down into "Blood soaked Silent hill" sorta level of horror at times, and it doesn't add to it.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
I could swear there is a cvar or something to disable voxels altogether.undead003 wrote:Let me correct you:
wildweasel wrote:+ Accessories to Voxel is implemented.
--- Not optional.
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Zhs2
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I shall be watching this topic patiently for the full update. I mean, I love the updated guns (hehe, didn't think the revolver would grow on me so quick), but I'll give this the loving it deserves when everything's consistent and finalized. Cheers, Accessories! Never stop being amazing!
trigger warningiSpook wrote:A bit off topic, but: DN, why did you make your avatar something out of Jason X? It looks cool and all but it brings back unrelated nightmares.
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Kostov
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- Posts: 2020
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Re: Accessories to Murder (ww-doomnukem): Update 12-24
I've seen some stuff with their own menus which also include voxel toggles. Can't remember which though. Look around in the Projects.wildweasel wrote:I could swear there is a cvar or something to disable voxels altogether.
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Toberone
- Posts: 290
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Nice update, these sprites are truly eye candy
Though, If I may whine for a bit, not sure I really dig the monster replacement rearrangement. The whole vores replacing arch-viles is my biggest issue, not sure if that's a really good fit.
I rearranged vores to arachnotrons (with increased movement speed, and made it shoot 5 un-shootable missiles) and x-ed out the zomtank (nothing against it just eh) and I thought worked out a little better. I'm not really concise on the monster theme here but just balance-wise it just urked me.
To be fair though I didn't really test this out on the long-run so I could be missing something here.
Though, If I may whine for a bit, not sure I really dig the monster replacement rearrangement. The whole vores replacing arch-viles is my biggest issue, not sure if that's a really good fit.
I rearranged vores to arachnotrons (with increased movement speed, and made it shoot 5 un-shootable missiles) and x-ed out the zomtank (nothing against it just eh) and I thought worked out a little better. I'm not really concise on the monster theme here but just balance-wise it just urked me.
To be fair though I didn't really test this out on the long-run so I could be missing something here.