Accessories to Murder (ww-doomnukem): on Github

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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: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
It's powered by viciously abusing the Flash states and injecting an ACS script. Now, I'm not making any promises here, but if I should happen to find myself with a lot of free time later... who knows? :3:
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Well, at the very least, I should not need to do any further changes to the Pistol's code since this public release, so if you feel you can do it, do not be afraid of stepping on the toes of the dev version.
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FreddBoy
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by FreddBoy »

Well, I was under the impression that if you wanted accuracy you would use the Magnum or Assault Rifle.
But that's just me...

Anyways, just a few little thing I've only now realised, is that , personally, I find the armour bonuses a little silly, only because the text says I've picked up a spare helmet. Taggart must be awfully strong to carry 1000+ helmets :P. But in all seriousness, would you guys consider changing the armour bonus pickup to that of a armour shard? It would make more sense, and look cool too.
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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 »

It distinctly says you've absorbed the helmet. It's supposed to be a funny commentary on the issue you've just mentioned.
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zrrion the insect
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by zrrion the insect »

For spinning voxels, call a_setangle(angle+1) or a_setangle(angle-1) repeatedly in the spawn state.
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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:It distinctly says you've absorbed the helmet. It's supposed to be a funny commentary on the issue you've just mentioned.
Hmm, I could have sworn it said "picked up a spare helmet"...
Just checked, it does say absorbed. And it did make me chuckle, absorbing 40+ in about 12 seconds!
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GhostKillahZero
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by GhostKillahZero »

wildweasel wrote:- Ghouls and plasma tanks are untouched for now.
Maybe you can replace the plasma tank with this guy? The armored zombieman!

Image
Last edited by GhostKillahZero on Fri May 02, 2014 3:10 pm, edited 1 time in total.
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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 »

FreddBoy wrote:Just checked, it does say absorbed. And it did make me chuckle, absorbing 40+ in about 12 seconds!
You are Helmet Sponge!
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Somagu
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Somagu »

GhostKillahZero wrote:
wildweasel wrote:- Ghouls and plasma tanks are untouched for now.
Maybe you can replace the plasma tank with this guy? The armored zombieman!
That sprite set is all well and good but I really wish the eyeholes were not so goofy looking. Incredibly difficult to take it seriously.
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Gifty
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Gifty »

Isn't that from the X-Com TC? The eyeholes in the original were even goofier, believe me. :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 »

Did somebody order a SynthFire*? :D

This is a standalone adaptation of the most recently released version. As usual, if anyone finds an error, let me know right away.

*No goats were harmed in the making of this modification
m4lmaster
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by m4lmaster »

Ed the Bat wrote:Did somebody order a SynthFire*? :D

This is a standalone adaptation of the most recently released version. As usual, if anyone finds an error, let me know right away.

*No goats were harmed in the making of this modification

whats difference between this one and the original
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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 »

The dual pistols now use synthfire, as requested.
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Somagu
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Somagu »

Gifty wrote:Isn't that from the X-Com TC? The eyeholes in the original were even goofier, believe me. :P
See, but there is our problem. The original's sprites (I am familiar with, though quite terrible at X-COM) were much more lens-like in nature. This sprite set looks more like black voids, evoking more of a Sir Daniel Fortesque look. While I do realize that there are, in fact, very slight glares on the lenses in the sprite set, it is much less noticeable than it was in X-COM.

(Please forgive me if linking to external images is frowned upon on this forum)

Sorry to digress from the topic. For my part, I think the revolver and assault rifle suit the long ranged engagement niches perfectly, whereas the overabundance of pistol rounds makes it much more suitable for wasting ammo.
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Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Viscra Maelstrom »

on the contrary, revolver rounds are actually quite rare, and i wouldn't waste it on such a trivial thing as sniping when i could just fire a few pistol or rifle rounds against a imp on a ledge (rifle ammo typically gets more common in the late-game). the revolver's good for dealing with small crowds of low-tier monsters, though the inclusion of dualies puts a bit less pressue on the revolver ammo available.

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