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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.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.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.
The fusion aracno is alredy in tiberium doom and hard doom, but I wonder what he will be like modified.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.
and optionally, maybe slax does know how to design the monsters right.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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.
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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Let's not forget about the jolting of the assault rifle when scope-firing!
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
In case anyone cares, I've updated my custom HUD thing to support the new version:
https://www.dropbox.com/s/zl2f041zq5rbk ... UDWWDN.wad
https://www.dropbox.com/s/zl2f041zq5rbk ... UDWWDN.wad
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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'.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:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Hmm. That is a good observation, Dread...wonder what I could do about it without messing up respawning?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
I would just put A_SetAngle(random(-180,180)) in their spawn states. What's the concern with respawning?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Will there ever be a Cvar-Sorta option to allow for spinning voxel items?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
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).iSpook wrote:Will there ever be a Cvar-Sorta option to allow for spinning voxel items?
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? =PEd the Bat wrote:I would just put A_SetAngle(random(-180,180)) in their spawn states. What's the concern with respawning?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10
Hooray, I'm useful!wildweasel wrote:See why I keep you around? =P