X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

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
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Post by TheRailgunner »

UnitedCheesecake wrote:Ummmmm, would it be too much to ask for consistency between weapon hand colours?
Not at all - done (a new tan-handed set for the QSG was provided, and the LMG has been removed).

I've also removed voxels, for now, as I feel I ought to have a complete set of them before I use any at all, for consistency purposes.
Ribo Zurai
Posts: 879
Joined: Fri Jul 03, 2009 1:47 pm

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by Ribo Zurai »

Nice to see the mod still lives, but any word on the new big update?
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by TheRailgunner »

Ribo Zurai wrote:Nice to see the mod still lives, but any word on the new big update?
The secret weapon requires each enemy to have a custom pain and death state, as well as damaging demon guts. It will likely use at least some parts of the AtM BFG's sprites. No, it will NOT be a BFG, or at least not one as you or I traditionally understands it. However, it will be in the next update, which will be uploaded before the first WIP build of Project Operation Unthinkable gets posted to the forums (currently three weapons have been started on, all without hands).

Also, I missed Baphy's foreboding presence in this thread - I'll try not to procrastinate too much this time.
m4lmaster
Posts: 178
Joined: Tue Nov 19, 2013 8:16 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by m4lmaster »

still tends to lag with the newer tracer models, but it does work alot better than the older version. still requires a bit of power to run in OpenGL though
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by TheRailgunner »

m4lmaster wrote:still tends to lag with the newer tracer models, but it does work alot better than the older version. still requires a bit of power to run in OpenGL though
This will be a priority for the next update. At the moment, the mod's inconsistencies have been more or less ironed out, and I've become increasingly excited about posting material for Project Operation Unthinkable.
Jallerman569
Posts: 6
Joined: Sun Jul 20, 2014 11:45 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by Jallerman569 »

Hey um, when I booted up x weapons, and when I started the campaign for doom II, I can't see the HUD. Care to help please?
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by Slax »

Pretty sure I should be in the credits for the Makarov sprite.
Didn't do the muzzle but the base thing is my work.
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by TheRailgunner »

Slax wrote:Pretty sure I should be in the credits for the Makarov sprite.
Didn't do the muzzle but the base thing is my work.
I'm actually looking for a replacement for that set, as I wasn't terribly satisfied with how it looked in-game - nevertheless, you have been added to the credits.
Jallerman569 wrote:Hey um, when I booted up x weapons, and when I started the campaign for doom II, I can't see the HUD. Care to help please?
Try hud_scale 1.
Jallerman569
Posts: 6
Joined: Sun Jul 20, 2014 11:45 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by Jallerman569 »

TheRailgunner wrote:
Slax wrote:Pretty sure I should be in the credits for the Makarov sprite.
Didn't do the muzzle but the base thing is my work.
I'm actually looking for a replacement for that set, as I wasn't terribly satisfied with how it looked in-game - nevertheless, you have been added to the credits.
Jallerman569 wrote:Hey um, when I booted up x weapons, and when I started the campaign for doom II, I can't see the HUD. Care to help please?
Try hud_scale 1.

It didn't work, there some errors on the start up console but didn't catch them, it was too fast.
m4lmaster
Posts: 178
Joined: Tue Nov 19, 2013 8:16 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by m4lmaster »

whats with the new update bud? care to give a sitrep?
Jallerman569
Posts: 6
Joined: Sun Jul 20, 2014 11:45 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by Jallerman569 »

m4lmaster wrote:whats with the new update bud? care to give a sitrep?
Is it about the HUD?
m4lmaster
Posts: 178
Joined: Tue Nov 19, 2013 8:16 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by m4lmaster »

no, asking OP about the newest update. just waiting for it to get nice and optimized because this is one of my favorite wads X3
m4lmaster
Posts: 178
Joined: Tue Nov 19, 2013 8:16 am

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by m4lmaster »

AH i see X3 you optimized it, it runs great! feels great! i wonder how it will run with my custom compatable PSX doom....hmmm....ill find out later! great job man!
User avatar
skyrish10
Posts: 579
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Night City

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by skyrish10 »

m4lmaster wrote:no, asking OP about the newest update. just waiting for it to get nice and optimized because this is one of my favorite wads X3
the maker of the wad is not respond to you, he is busy
User avatar
TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: [WIP] X-Weapon: Helsturm (Updated 07-02-14)

Post by TheRailgunner »

skyrish10 wrote:
m4lmaster wrote:no, asking OP about the newest update. just waiting for it to get nice and optimized because this is one of my favorite wads X3
the maker of the wad is not respond to you, he is busy
To answer m4l's question, I haven't found a set of suitable software sprites to use because I am, above all else, extremely lazy. Hell, Project Operation Unthinkable's been stalled for a while along with it - I'll do my best to get that update out.

Return to “Gameplay Mods”