[WIP] The Space Pirate (WHERE'S MY UPDATE MARTY?, Pg 34)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Ctrl+Alt+Destroy
Posts: 511
Joined: Tue Feb 05, 2013 9:31 pm
Location: In the unknown void of all-surpassing emptiness

Re: [WIP] The Space Pirate (V.0.1.1 Alpha Released!)

Post by Ctrl+Alt+Destroy »

Marty Kirra wrote:Also, Ctrl+Alt+Destroy, I'm totally using those sprites as the new Mag Grapple/Push/Sling sprites, so thanks!
I live to serve. Good luck!
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] The Space Pirate (V.0.1.1 Alpha Released!)

Post by Captain J »

most important bump at last, i seriously love it it's now on progress!
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: [WIP] The Space Pirate (V.0.1.1 Alpha Released!)

Post by Cardboard Marty »

PIRATES!

VERSION 0.1.2. Is BEING TESTED RIGHT NOW! Hop on to [url]irc://irc.zandronum.com/tsp[/url] and join in! Or just download the alpha and play by yourself, which most people are doing anyway. The server, to remind you from one sentence ago, is irc.zandronum.com, channel is #tsp!

If you don't feel like going into irc, then don't fret! After testing, the alpha will probably be available here (probably)! Woo! Hope to see you guys there.
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: [WIP] The Space Pirate (V.0.1.1 Alpha Released!)

Post by Cardboard Marty »

Kept ya waiting, huh?

The Space Pirate (Version V.0.1.2b Alpha) HAS BEEN UPLOADED!
Image
Mirror
Version 0.1.2b (G/ZDoom) (Updated 05/02/14)

New Features
  • + NEW WEAPON: "Dahlia" Custom Concealable Weapon - Go stealthy with this accurate crossbow, or make a blast with the explosive alternate bolts!
  • + NEW WEAPON: Marston Arms RPG-2090 (The “Toolbox”) - This micro rocket launcher packs a punch, but features a unique flak cannon alternate fire!
  • + NEUE WAFFE: Maschinenpistole 40! Obwohl Sie brauchen, um durch Zeit und Raum reisen, um zu bekommen es...!
  • + NEW ABILITIES: MAG PUSH and MAG SLING! Mag Push allows you to push back projectiles and foes, while Mag Sling uses the enemy as an anchor point and catapults you towards them!
  • + Zeke has gotten a major upgrade in the form of alternate shell types! Included are Buckshot (your average shotgun shells), Shock (for tough targets), Hellfire (special shells that you can burst! Make sure to bind that Special/Melee button to have them burst!), and Poison (for crowd control!) All of your shells share a pool, but look out on Blue Vertigo's YouTube channel for more documentation and tutorials on how to use the new Zeke!
  • + Melee attacks for every weapon included! Bind the "Special/Melee" key in your controls!
  • + Zeke no longer needs to be clicked to be pumped! However, clicking fire again will pump faster!
  • + Pistol reload completely reanimated!
  • + Monsters have smoother animation thanks to DECORATE black magic!
  • + Menu rework!
  • + Minor hud update with new text and info about the multi-shell types!
  • + Berserk Pack will now double the strength all your melee attacks! This is temporary, a new Berserk replacement will be coming in an upcoming build!
  • + Chaingunners ahoy! Our heavy weapon-wielding foes have three variants, and pack quite a punch! Bleed mortal!
  • + The Lost Souls have been given a Space Pirate makeover! Yikes!
  • + A new zombie variant has been added!
  • - 919m.0 has more starting ammo and can fire faster in semi-auto mode.
  • - You can now find TSP on MOD DB! Check out the site for tutorials and more!
comet1337_old
Posts: 179
Joined: Thu Aug 01, 2013 1:10 pm

Re: [WIP] The Space Pirate (V.0.1.2b Alpha Released!)

Post by comet1337_old »

but i liked the old pistol reload
also the shotgun seems to fire at max speed just by holding down the mouse button
and its hard to cancel reloading on the shotgun. it seems like when you do, itll automatically shoot afterwards
the magpush feels very weak on projectiles, usually just redirecting them a little to the side or just slowing them down as opposed to sending them back
the poison shells got me killed more often than it prevented me from getting killed
and i was really hoping for the hellfire shells to be close range flame burst

now that i got all the negatice out of the way:
the shock shells are just boss
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [WIP] The Space Pirate (V.0.1.2b Alpha Released!)

Post by Captain J »

my opinions are kinda different. otherwise, beg to differ.
comet1337 wrote:but i liked the old pistol reload
me either, but i'm not sure that long 'n unnecessary reload animation is needed for this basic weak firearm...or i recommand to put the old animation at reloading while magazine is fully-empty, IMO. slide cocking was so acceptable for realism, though.
also the shotgun seems to fire at max speed just by holding down the mouse button
agreed bout that, unless you're using it with buckshot shell, this shotgun might be OP; specially poison shell could kill any stronger demons insight.
and its hard to cancel reloading on the shotgun. it seems like when you do, itll automatically shoot afterwards
maybe it was intensional, i think; you'll never like to click again to fire the shotgun when it's done reloading, don't you? anyway this could be annoying when you're trying to reload the forced limited shells when no ones here or fighting is over, though.
the poison shells got me killed more often than it prevented me from getting killed
what kind of...noxious man go thru the area that is still full o' poison smokes? or using it at the small room or close range? and just a reminder, make sure you wait til poison smoke's are all gone, of course.
and i was really hoping for the hellfire shells to be close range flame burst
i agree it has a kinda boring effects, also no dragon-breathing muzzle flashes and has a most weird sound that cut off from the hexen's lava splash sound, too. i just wish for marty newly add the left 4 dead 2-ish incendiary hitscan for hellfire shells instead of bouncing hellballs, though.

anyway here's my wish lists you don't need to watch 'n do it(just saying.) also, glitches;
Spoiler:
keep up your good wad work, marty! you're the best modder also voice actor around here in this forum among with bouncy!
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [WIP] The Space Pirate (V.0.1.2b Alpha Released!)

Post by TheMightyHeracross »

Marty Kirra wrote: + Zeke no longer needs to be clicked to be pumped! However, clicking fire again will pump faster!
Aw, I liked the manual pumping. I would have suggested using CVARINFO to let the player decide.
Captain J wrote:keep up your good wad work, marty! you're the best modder also voice actor around here in this forum among with bouncy!
Actually, IIRC Marty's part of a film-making group, and one of those group members do the voice acting, for Mel at least, since Marty's a male.
Not that I'm trying to insult him, his talent is there nonetheless. :D
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP] The Space Pirate (V.0.1.2b Alpha Released!)

Post by Mav3rick »

can be the switch between ammos more faster or dinamic?
maybe hold alt and push fire to switch to wanted ammo, let go alt and ammo will switch without been droped and needed to pick up again
User avatar
Xaser
 
 
Posts: 10773
Joined: Sun Jul 20, 2003 12:15 pm

Re: [WIP] The Space Pirate (V.0.1.2b Alpha Released!)

Post by Xaser »

Cool stuff, as always, sir Marty! :P

Really digging the crossbow, but it really ought not be buried on Slot 3 behind the shotgun since it uses a completely different ammotype.
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by Cardboard Marty »

NEW VERSION! Uh, nothing huge.

Open Alpha Download (G/ZDoom)
Image
Mirror
Version 0.1.2c (G/ZDoom) (Updated 05/03/14)

NEW FEATURES
  • - Fixed issue with poison pellets disappearing through walls.
Also, new VIDEO TUTORIAL! Learn about v.0.1.2's new features, and all that other jazz!
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by TheRailgunner »

So, I've had the chance to do some serious playtesting:

*The Zeke is everything it says on the tin - effective close-range punishment. Shock shells perform pretty well from medium ranges, though on occasion I have seen the Zeke fire a horizontal Shock spread like the vanilla shotty's. Apart from that occasional bug and a possible FX do-over for the Hellfire shells, I wouldn't have it any other way.
*The Dahlia is perfect; could benefit from more ammo types, but I probably just want too many options.
*The Toolbox feels little different from other RL-replacements (Brutal Doom's RL, Accessories to Murder's @-99 EMAW, Doom 3's RL) commonly seen; it has acceptable accuracy, similar or lesser damage capacity to the vanilla RL, and in the case of the middle example, spiraling rockets (which seem to be more of a handicap than mere visual effect, as getting a hit on an enemy with a wildly spiraling missile is a long shot at best)
*Upon further playtesting, Toolbox seems more dynamic than I first thought - the rockets move somewhat erratically if you have a target (which occasionally causes spiraling effects), but fly a straight path when blind-fired. Also, nail altfire is pretty badass.
*The AB-50's recoiling animation looks both excessive and unnatural.
*AB-50 appears to resemble a Mini- or Micro-Uzi with some sort of underbarrel attachment, but the pickup clearly shows a full-length Uzi with no attachments.
*Why bother putting +CHEATNOTWEAPON on the MP-40?
*Speaking of, a lot of reload animations for the MP-40 omit the charging handle pull before removing the magazine. Perhaps you could use the full reload for when there's still ammo loaded during a reload?

I'm probably gonna see about uploading a patch with changes regarding the above. Also, I may or may not be planning on making cleaned up and smexified Sturmgewehr 44 sprites, in case the usual MP-40 secret weapon setup falls out of favor (or at least leaves room for another gun).

The assortment of enemies and their voice clips are amazing, full stop - I don't remember the last time I faced so many different zombies, even if a few differ only visually.
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by Mav3rick »

another suggestion can be implemented the amount of shells by separate state, so will have 30 or 40 normal shells and the rest you can just pick up 20? so the total is diferent and no be merge into only 1 quantity
jimbob
Posts: 81
Joined: Mon Jul 04, 2011 11:52 pm
Location: Merkel's realm

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by jimbob »

I like the mod, in particular the shotgun. :) Will you add ejecting used shells? I miss that somehow, because the pistol and the uzi have this effect.
User avatar
Valherran
Posts: 1410
Joined: Tue Oct 27, 2009 12:58 pm

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by Valherran »

Mav3rick wrote:another suggestion can be implemented the amount of shells by separate state, so will have 30 or 40 normal shells and the rest you can just pick up 20? so the total is diferent and no be merge into only 1 quantity
This.

This was really bugging me when I was using the shotgun. Not only that, but when you switch the shells, it ejects them onto the floor. I think this would work so much better if the shotgun just changes the ammunition type of the loaded shell before firing, it would be similar to how the Lawgiver from Judge Dredd works. That way you won't have to pick up the shells that got thrown on the floor. And there should be a set amount on how many you can hold, 40 buck shot and 20 of the rest is perfectly reasonable. For the ammo you pick up, they could be charges for the gun to propel the extra type of shell instead of actual shells. You wouldn't have to change the graphics of them sitting on the floor, just rename them so it would make sense.

If you are opposed to that idea, that's fine. But at the very least, make a set amount of shells that can be acquired and held. And please don't have the shells dump on the floor. :?
User avatar
Cardboard Marty
Posts: 1149
Joined: Sat Oct 23, 2004 8:29 am
Graphics Processor: nVidia with Vulkan support
Location: Robot Mountain

Re: [WIP] The Space Pirate (V.0.1.2c Alpha Released!)

Post by Cardboard Marty »

TheRailgunner wrote:So, I've had the chance to do some serious playtesting:
The AB-50's recoiling animation looks both excessive and unnatural.
Fixed!
TheRailgunner wrote:AB-50 appears to resemble a Mini- or Micro-Uzi with some sort of underbarrel attachment, but the pickup clearly shows a full-length Uzi with no attachments.
Fixed!
TheRailgunner wrote:Why bother putting +CHEATNOTWEAPON on the MP-40?
Spoiler:
TheRailgunner wrote:Speaking of, a lot of reload animations for the MP-40 omit the charging handle pull before removing the magazine. Perhaps you could use the full reload for when there's still ammo loaded during a reload?
I'll look into doing that. I also want to have interruptable reloads for all the weapons at some point but it probably won't happen soon.
TheRailgunner wrote:I'm probably gonna see about uploading a patch with changes regarding the above. Also, I may or may not be planning on making cleaned up and smexified Sturmgewehr 44 sprites, in case the usual MP-40 secret weapon setup falls out of favor (or at least leaves room for another gun).
Sweet! I can't wait to see whatcha got!
TheRailgunner wrote:I don't remember the last time I faced so many different zombies, even if a few differ only visually.
Thank you! Yeah, they're only supposed to vary slightly on behavior, but I'm always adding more and more!
Mav3rick wrote:another suggestion can be implemented the amount of shells by separate state, so will have 30 or 40 normal shells and the rest you can just pick up 20? so the total is diferent and no be merge into only 1 quantity
Probably not going to happen. This particular system allows you to use whatever you'd like and carry whatever you'd like, so you're not forced to have more buckshot over the other types. But I recently made a changeScroton recently made a cool change which you'll see below!
jimbob wrote:Will you add ejecting used shells?
Yup! In due time!
Valherran wrote: Not only that, but when you switch the shells, it ejects them onto the floor.
This only happens if you're full of ammo and your shotgun has anything in the mag. Also, this happens if you cheat for all weapons, but I'm not insinuating anything. ;P

ALRIGHTY THEN!
Open Alpha Download (G/ZDoom)
Image
Mirror
Version 0.1.2d (G/ZDoom) (Updated 05/05/14)

NEW FEATURES
  • - Version 0.1.2d Alpha Released!
  • + New mugshots for Mel!
  • + Added "drop current shells" (default bind p) which drops all shells of the currently selected type from the player, or a shell type in order of buckshot->shock->hellfire->poison if a shell type is not currently selected.
  • + Added melee quick switch button (default unbound) which switches to melee if a weapon other than melee is selected or the last weapon selected if currently using melee.
  • - Edited recoil sprites for the AB-50
  • - Numerous fixes to poison pellets and poison clouds which make them look better.
  • - Fixed issue with "unknown script" when picking up Dahlia from an SSG spawn.

Return to “Gameplay Mods”