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 »

Right, well, that'll be tonight's work then, implementing that and then actually altering the sawed-off the way I said I would a freaking week ago.

[edit] Well, initial tests are certainly promising!
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NeuralStunner
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by NeuralStunner »

Weasel picked a bad day to quit smoking. :P

One of these days, I might get around to mutating (mutatoring?) this sucker. Should be entertaining!
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

if i was a real adult man, i would say; 'cigarette makes me health strong.'

anyway here's the issue that no ones care about; when i dropped the akimbo pistols, the voxel shows up only one pistol, either pickup massage. it should be fixed up by make it sure never get dropped, though.

and now i see about pistol finally has own name(marston KP-8.) so just for wondering again, does every weapons will have a it's own names in next update?
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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 »

Captain J wrote:anyway here's the issue that no ones care about; when i dropped the akimbo pistols, the voxel shows up only one pistol, either pickup massage. it should be fixed up by make it sure never get dropped, though.
I agree. Dropping weapons can lead to complications in mods like this one, and since it may be more trouble than it's worth, I would not be opposed to making this weapon (and perhaps the whole arsenal) untossable.
and now i see about pistol finally has own name(marston KP-8.) so just for wondering again, does every weapons will have a it's own names in next update?
They already have names. You can read about them in the lore file contained in the .pk3, and if you have the option to show weapon nametags when cycling, it'll show you there as well.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Captain J wrote:and now i see about pistol finally has own name(marston KP-8.) so just for wondering again, does every weapons will have a it's own names in next update?
That's actually an oversight; the pickup message should simply refer to it as "dual pistols" instead of by its full make and model name. But yes, the Weapon Tags are all completely set, so if you have that option on, you can see the weapons' names as you cycle through them.

[edit] And on that note, Ed, I went and fixed the capitalization case on a couple of the weapon tags (it occured to me that since TAIGA and CORBEX don't stand for anything, they don't need to be all-caps'ed, leaving SLEDGE HAMMER as the only one where this is done deliberately), and the ammo tag for the BFG is now shortened to "Bergmann Cell." Of course, in the latter case, that probably affects folks with custom huds that show those tags.
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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

Ed the Bat wrote:They already have names. You can read about them in the lore file contained in the .pk3, and if you have the option to show weapon nametags when cycling, it'll show you there as well.
ooh, i apologizes. i was meant to their pickup massages, not a tag. only pistol had that, not others, though.
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Mav3rick
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Mav3rick »

if you want to change the ghoul for something else, why no try the widowmaker from Megaherz moster pack?

http://forum.zdoom.org/viewtopic.php?f= ... t=megaherz
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FreddBoy
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by FreddBoy »

Wow, this mod keeps getting better and better! Props to all who helped make this, the voxels are fantastic! Right, let's have a go of these Dual 10mm pistols them shall we? :wub:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Viscra Maelstrom »

okay, i'll admit it, i went on to try out the latest version solely because i wanted to see if the health bonuses were replaced with cigarette packs... and they are. and it's awesome, just like other simple cosmetic changes, like the Mjolnir device, really gives the mod a slick feel. some initial thoughts on the new release, playing through 3 levels of Requiem:

- the dual pistols are cool, however, they seem to be somewhat more inaccurate, which makes it less useful for sniping at enemies from mid-range to conserve ammo. maybe give the option to pull back the second pistol via the Zoom key bind, so you can snipe more effectively at single enemies? it's not a big deal due to how disposable pistol ammo is in the game, but i feel it could fill in a useful purpose.

- the brightmaps for the pistol mysteriously disappear when you get the dualies. furthermore, when reloading, the left pistol's brightmaps shine up, but the right one doesn't. (i'm assuming they have brightmaps because they glow rather brightly?)

other than that, not much else to say. the new graphics definitely gives the mod a cool feel to it, and compliment each other rather well.
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Zhs2
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Zhs2 »

Fully agree with PVM: I actually really hate how the dual pistols work because no synthfire and would really appreciate being able to switch between single and dual at will because sniping. No other complaints, however! Keep up the amazing work!
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Breezeep »

wildweasel wrote:Right, well, that'll be tonight's work then, implementing that and then actually altering the sawed-off the way I said I would a freaking week ago.

[edit] Well, initial tests are certainly promising!
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They look good, but people usualy get lung cancer by smoking too much...
And I like the dual pistols!
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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 »

Personally, I'd be happier to have the dualies a little more accurate. Not that the single Marston was even close to pinpoint to begin with... but the point of dualies was to get twice as many shots off before having to reload, at the expense of a longer reload time. I even made it so that, if one gun empties early for whatever reason, Cpl. Taggart will keep firing with the loaded gun instead of switching. He's smarter than to keep dryfiring every other shot.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

I can't confirm from here, but I am sure I coded the duals so the left hand pistol is always as accurate as the single would be, and the right hand pistol is about half as accurate.
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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 can't confirm from here, but I am sure I coded the duals so the left hand pistol is always as accurate as the single would be, and the right hand pistol is about half as accurate.
Confirmed. The left-handed Marston has a spread of 2/2, whether single or akimbo, and the right-handed has a spread of 4/4. This does mean that, when dual-wielding, every second shot will be less accurate.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Right. Well, obviously Synthfire or something in that vein would be the most ideal thing, but I'm still convinced that Synthfire is powered by Ye Olde Dark Magicks and would require someone to go slaughter a goat in the name of the Great Old Ones. That someone will not be me. =P

That said, I suppose I could make a note to go add an altfire toggle to the dual pistols to switch back to the single, which would require some finagling in the code and probably merging both weapons into one...

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