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

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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

Toberone wrote:I have a bit of a weird phenomenon happening.

See I used to play with a crosshair on, and I stopped recently cause I feel it just looks better without it, but for some reason when I ads with the nighthawk pistol and its upgraded variant, it turns on.

Edit: Yea every weapon I ads does this, no idea why.
As it turns out, the ADS states on ALL of the weapons had A_SetCrosshair(8), causing this effect - I've uploaded a version that doesn't do this (I stopped playing with crosshairs for a similar reason).

I may add custom crosshairs if I can ever get around to making a new HUD for X-Weapon.
Ribo Zurai
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-02-14)

Post by Ribo Zurai »

I'm loving where this is going so far. But I have a suggestion for you, you should add something in the HUD that tells the player what armor he is using at the time.
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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

That sounds like a good idea - right now there's no real way of knowing.

At any rate, I've modified how the spawning system works. Instead of starting out with fully loaded clips for all of the weapons you pick up, you get a randomly filled clip/mag the first time you pick it up. In addition, the HUD now displays what kind of armor protection is available to you, in the former left-hand side key slots.
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Yutrzenika
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by Yutrzenika »

Just tried booting up the latest version of X-Weapon No Monsters, and I get this error "Could not find script lump 'actors/enemies/nazibaseclass.txt'", just thought I'd let you know
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Voxelbro
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by Voxelbro »

Here's an advice: make your voxels 2x the actual size and scale them back down, your shells are bad looking and the scope positioning is strange because you don't do this
also remember to put my name in the credits
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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

Voxelbro wrote:Here's an advice: make your voxels 2x the actual size and scale them back down, your shells are bad looking and the scope positioning is strange because you don't do this
also remember to put my name in the credits
I actually put it in the in-file credits, but forgot for the first post. Also, my voxels are 1:1 because they are meant to scale with the pickup sprites they replace on a pixel-by-pixel basis - the casing effect shells are more detailed than the shell pickup sprites, and the voxel arrangements reflect this. Anyway, first post updated.
Yutrzenika wrote:Just tried booting up the latest version of X-Weapon No Monsters, and I get this error "Could not find script lump 'actors/enemies/nazibaseclass.txt'", just thought I'd let you know
I accidentally left the #include lines for the Nazi enemies in - fixed.
Dan50
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by Dan50 »

Dang seems it works with Knee Deep in the Dead and then derps from there.
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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

Dan50 wrote:Dang seems it works with Knee Deep in the Dead and then derps from there.
Just played Shores of Hell with it, seems to work fine for me.
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WARCHILD_89
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by WARCHILD_89 »

Playing E1M2 with your weapon MOD inspired me to compose a level music track. Thanks for that ;)
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TheBadHustlex
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheBadHustlex »

Overall, the mod plays quite well. The effects are decent, also are the sounds. I like your voxel-models, too, even though the casings seem a bit large to me. (Aculy have no idea how big real casings are).

There's just a few other, minor things:

1) The Quad-Shotgun has BrutalDoom-Hands, while all other weapons are classic-Doomguy-handed.
2) What's the exact difference between Slot 0 and Slot 2? Both contain Pistols, only on slot 0, one of them is quite strong.
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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

TheBadHustlex wrote:Overall, the mod plays quite well. The effects are decent, also are the sounds. I like your voxel-models, too, even though the casings seem a bit large to me. (Aculy have no idea how big real casings are).

There's just a few other, minor things:

1) The Quad-Shotgun has BrutalDoom-Hands, while all other weapons are classic-Doomguy-handed.
2) What's the exact difference between Slot 0 and Slot 2? Both contain Pistols, only on slot 0, one of them is quite strong.
I could've sworn I added the tan-handed QSG sprites a long-ass time ago - I guess I'll have to hunt them down on one of my hard drives. Only a few of the voxel models are actually mine, though - the Shotgun, its shells, the pistol clip, and the upgraded Assault Rifle, to be specific; the rest were done by Hellspawn and Voxelbro.

Slot 0 pistols are further specialized than the Slot 2 ones, though given that the almost all slots have at least 3 weapons on them, I may throw the Slot 0 pistols in with Slot 2.
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TheBadHustlex
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheBadHustlex »

Slot 0 always indicates something a bit extraordinary to me, like super-strong weapons or strange, other stuff. I don't know why, maybe because it's on the end of the number-line on the keyboard.
It's not really a problem, but somehow strange to me.
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Ravick
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by Ravick »

I rly emjoyed playing this! But I most say that starting only with that punch makes it too hard, man! :o
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TheRailgunner
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by TheRailgunner »

Ravick wrote:I rly emjoyed playing this! But I most say that starting only with that punch makes it too hard, man! :o
I've been thinking about what to do about this - I'm thinking about making it more powerful, but requiring a shell or another type of ammo to compensate, to make getting the first weapon easier. The reason why you no longer start with a pistol is so I can justify having a randomly filled clip in it when you pick it up (the random-fill system itself is designed to work independent of player class, and doesn't require that the player start with any ammo at all).

Anyway, an update is forthcoming, with eight (SWEET ZOMBIE JESUS) difficulties, from Cheating Simulator (I'm Too Young To Die, ridicules you for choosing it) to Doomguy's Death Wish (monsters have halved pain chance, spontaneously revive up to three times, only drop ammo once, which is NOT doubled, are faster, more aggressive, and have double health)
While right now only the Former Humans and Imps function properly in this system, adapting the system to the rest of the enemies will be easier, given the lack of drops. HOWEVER, I need to either rehand the QSG (...AGAIN) or fish the sprites out of my old hard drive. Alternatively, if anyone has the tan-handed set, I'd be able to be even lazier about it!
Ribo Zurai
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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Post by Ribo Zurai »

This glitch happens randomly: sometimes when loading a save, you're looking down. Actually so down that I have to move the mouse up two or three times to get Doomguy to look forward again. :?

Also, please. Debuff the stealth demons. Those guys are borderline unfair to fight against.

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