Accessories to Murder (ww-doomnukem): on Github

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Toberone
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Toberone »

You know, there is one thing thats really bugging me

sometimes if I try to fire the Pump-action, it jolts upwards as if its going to reload but doesn't. I'm novice at this so I wouldn't really know but I think it might have something to do with the first Jump in the fire state though I'm not entirely sure how it all correlates. Again, could be something on my end.
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Mav3rick
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Mav3rick »

wildweasel wrote:Mav3rick, I don't know if you are aware of this from what you're saying in your posts, but I feel I should clarify again:

The Pump Shotgun is the Super Shotgun. The Sawed-Off Shotgun is the regular shotgun.
yes i know this
Toberone wrote:I thinks he's referring to the fact that the sawed-off found on the map gives 2 shells, but sawed-offs pillaged by zombies give only 1 shell. Maverick if your willing to go into slade a bit, if you go to actors/enemies/zombies.txt and find the sawed-off zombie actor you can change this easily by adding "256 1" without quotes next to DropItem "(weapon name)"

sawed-off gives 2 and the Pump 8, in the player definition you'll find that the sawed-off is pre-loaded and the pump comes with 5 shells already pre-loaded.
yup a very solid point and more where the only enemies to face are barons and high level enemies, and thanks with that i dont get empty so fast :)
comet1337_old
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by comet1337_old »

Toberone wrote:You know, there is one thing thats really bugging me

sometimes if I try to fire the Pump-action, it jolts upwards as if its going to reload but doesn't. I'm novice at this so I wouldn't really know but I think it might have something to do with the first Jump in the fire state though I'm not entirely sure how it all correlates. Again, could be something on my end.
i believe it happens when you reload, change weapons before its fully loaded, switch back and try to fire
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

comet1337 wrote:
Toberone wrote:You know, there is one thing thats really bugging me

sometimes if I try to fire the Pump-action, it jolts upwards as if its going to reload but doesn't. I'm novice at this so I wouldn't really know but I think it might have something to do with the first Jump in the fire state though I'm not entirely sure how it all correlates. Again, could be something on my end.
i believe it happens when you reload, change weapons before its fully loaded, switch back and try to fire
Yep. It'll be fixed in the next version.
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Lippeth
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Lippeth »

I'm loving this update, definitely one of the classiest weapon mods I've ever seen. The voxels are a nice touch as well.
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Breezeep
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Breezeep »

Is the updated version in the OP?
Steve1664
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Steve1664 »

Loving the new updated weapons, and the voxels are all nice and voxelly. What I don't like is the Arachnotron replacement - get a couple on you and you go down faster than anything else I can think of.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Breezeep wrote:Is the updated version in the OP?
Yes. I always upload to the same place, so the link in the first post should always give you the most recent release.
Steve1664 wrote:Loving the new updated weapons, and the voxels are all nice and voxelly. What I don't like is the Arachnotron replacement - get a couple on you and you go down faster than anything else I can think of.
I am probably going to remove the tanks from the next version, but I currently have no idea what to put in their place.
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FreddBoy
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by FreddBoy »

Why don't you use a slightly recoloured Arachnotron, but keep the attack pattern of the zombie tanks. I'd personally reduce the projectile speed by 33-50%, as its quite difficult to dodge them unless you are a fair bit away.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Slight recolors are kind of lame, but otherwise that might almost work. I'll need to test around with it.
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

wildweasel wrote:Slight recolors are kind of lame
Agreed. Case in point, the Ghoul. But, if it's the way to go... there are several existing Arachnotron-alikes out there, like the Fusion Arachno. Perhaps one of them could serve as inspiration?
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GhostKillahZero
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by GhostKillahZero »

Do you need radio operator voices for this project? I'm just wondering if you need them.
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FreddBoy
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by FreddBoy »

Ed the Bat wrote:
wildweasel wrote:Slight recolors are kind of lame
Agreed. Case in point, the Ghoul. But, if it's the way to go... there are several existing Arachnotron-alikes out there, like the Fusion Arachno. Perhaps one of them could serve as inspiration?
I agree that recolours are a bit meh, but it's all I could think of until Ed the Bat suggested the fusion Arachnotron. But another replacement (if possible) could be the DOOM 64 Arachnotron. Suitably different both design wise and colour wise.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

GhostKillahZero wrote:Do you need radio operator voices for this project? I'm just wondering if you need them.
I don't feel I'd have any use for them here.
Ed the Bat wrote:
wildweasel wrote:Slight recolors are kind of lame
Agreed. Case in point, the Ghoul. But, if it's the way to go... there are several existing Arachnotron-alikes out there, like the Fusion Arachno. Perhaps one of them could serve as inspiration?
I'm honestly not sure what is changed with the Fusion Arachno aside from his color.
FreddBoy wrote:I agree that recolours are a bit meh, but it's all I could think of until Ed the Bat suggested the fusion Arachnotron. But another replacement (if possible) could be the DOOM 64 Arachnotron. Suitably different both design wise and colour wise.
I worry that the Doom 64 monster would clash horribly with the existing bestiary.
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Ed the Bat
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

wildweasel wrote:I'm honestly not sure what is changed with the Fusion Arachno aside from his color.
His firing patterns. His shots fly slowly, but fire in a wide, thick spray.

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