Accessories to Murder (ww-doomnukem): on Github

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

Post by wildweasel »

The firing pattern might be cool, but I really don't want to use a Realm667 monster completely unmodified. I'd want to find some neater graphics and sounds to go with him.
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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:The firing pattern might be cool, but I really don't want to use a Realm667 monster completely unmodified. I'd want to find some neater graphics and sounds to go with him.
I understand completely. That's why I thought it could serve as inspiration, rather than just be lifted wholesale. You've been rather sharp about keeping the monsters fresh like that so far, so I'm optimistic enough. :)
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BlueInferno
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by BlueInferno »

An aracnotron with a slightly darker pallet and has a more eerie look. A double plasma shot that corkscrews in travel path like they are orbiting around something. For a see sound. A different somewhat similar sound with a demonic undertone coursing through its bio mechanical structure.

The fusion aracno is alredy in tiberium doom and hard doom, but I wonder what he will be like modified. :)
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

i was just wondering, how about combine the arachnotron and zombie tank? not mean't about put a arachno's body into a tank, that's would be boring also silly. just put the parts of the tanks into a arachno's spider body. and still, it's going to be requires the expert spriters or artists, though.

and optionally, maybe slax does know how to design the monsters right.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

I'd like to make an apology. And, in so doing, I will also upload the newest ww-doomnukem.pk3 to the usual place. Download link is in the first post, as usual.

Things that are changed (I think):
- Dual pistols. Very sorry for the wait!
- The latest Accessories to Voxel is included.
- Some balance alterations to the Vores.
- Ghouls and plasma tanks are untouched for now.
- I can't remember what else is new so just play it I guess.

Since I've been too busy with class work lately to focus on the mod, I'm posting this intermediary version as an apology.
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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 »

Let's not forget about the jolting of the assault rifle when scope-firing! :P
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Lippeth
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Lippeth »

Any gripe I may have had before has been completely rectified with this update, now catering to both fast, hectic players as well as those who prefer a more strategic approach. Because I fall into the more frantic category, I appreciate the automatic weapon switching when empty. Cheers for that!
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TheDarkArchon
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by TheDarkArchon »

In case anyone cares, I've updated my custom HUD thing to support the new version:

https://www.dropbox.com/s/zl2f041zq5rbk ... UDWWDN.wad
User160971235
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by User160971235 »

Cool stuff, really great update. Voxels are beautiful, Dualies are super fun. One idea I had was the possibility of having the bonuses spawn with random chance of facing any of the eight main angles, to avoid awkward bunches of bonuses facing away from the player or facing a wall:
Spoiler:
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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 »

Dreadflame wrote:One idea I had was the possibility of having the bonuses spawn with random chance of facing any of the eight main angles, to avoid awkward bunches of bonuses facing away from the player or facing a wall:
I wondered kinda the same thing. Having items with more than one visible direction really highlights how slapdash and random some of the Thing angles in maps often are, since most vanilla pickups can 'get away with it'.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Hmm. That is a good observation, Dread...wonder what I could do about it without messing up respawning?
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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 »

I would just put A_SetAngle(random(-180,180)) in their spawn states. What's the concern with respawning?
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iSpook
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by iSpook »

Will there ever be a Cvar-Sorta option to allow for spinning voxel items?
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

iSpook wrote:Will there ever be a Cvar-Sorta option to allow for spinning voxel items?
Unfortunately, the only way I know of to toggle that is just flatout removing it from the voxel definitions. I personally hate when items spin around like they're in an arcade game, but if anybody can figure this out, I'll probably go ahead and readd the spinning (so I can disable it from a different place, and allow the option for those who prefer it).
Ed the Bat wrote:I would just put A_SetAngle(random(-180,180)) in their spawn states. What's the concern with respawning?
The concern was actually that the only way I could think of to do this was by replacing each item with a dummy actor that A_SpawnItemEx's the item with a random angle. See why I keep you around? =P
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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:See why I keep you around? =P
Hooray, I'm useful! :D

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