SUBLIME Weapon Pack 1

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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Thanks! Do you mean the muzzle flashes? Because if so, yes I agree that they probably could be improved.. I don't really want help other than programming but you can help me anyway with support! : ) Thanks though for the offer. Thanks!
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chronoteeth
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Re: SUBLIME Weapon Pack 1

Post by chronoteeth »

the guns are very ill animated, and dont look like they'd be fun to fire
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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Ill animated, I'll try and fix that!
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Dr_Cosmobyte
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Re: SUBLIME Weapon Pack 1

Post by Dr_Cosmobyte »

Not only muzzle flashes, but the weapon kick, the casings, and recoil. Casings need to bounce more. Give some A_SetPitch(x) to the fire state too. Some A_recoil to bigger weapons, and a little Radius_Quake to machineguns. I'm not a expert, but i think that simple things like that should be shared. You can look up some codes on my two mods (Aracnocide and Lowtech remake) and use them. Just remember to credit where it's needed too, as i needed help in coding as well. Any doubts PM me.

It's ok if you don't want, i'm not offended ;)

But i suggest looking up Blood muzzle flashes. They are always good to use. Just remember to scale them down.
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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Ok cool, I have trouble with casings, I really struggled with them. The problem I have now is that the trajectory changes depending on which way the player is rotated.. ??
I did actually add some Pitch to the firing states. But I don't know what Recoil and Quake does, I'll look them up.. Thanks!! But I prefer to make my own stuff when I can so muzzle flashes will be my own just improved..

EDIT] Ok I looked them up, and they are really not for me.. : P Players being thrusted back by the force of weapons is just ridiculous. And what is the advantage of using quake on machine guns? Seems silly.
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Dr_Cosmobyte
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Re: SUBLIME Weapon Pack 1

Post by Dr_Cosmobyte »

A_recoil pushes you back or forward, depending on the values. Radius quake brings a quake effect and shakes the screen. But you must be careful to set the damage values to zero otherwise, you'll take damage by shooting.

For example try adding this to the firing state of your machineguns:

TNT1 A 0 Radius_Quake (2, 2, 0, 1, 0)


Now, try adding this to your SSG:

TNT1 A 0 A_Recoil(+3)

(I suggest nerfing the delay between shots too)

See the results ;)


EDIT: haven't seen your reply. Sry.

To me it adds up some visual bonus. But it's my opinion of course.
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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Thanks GAA! I added the quake, a little bit. ; )

ALRIGHT so version 0.6 is up! I fixed a few things, and made a few things better. : ))
LINK IN OP.
I'm currently uploading a vid of a good playthrough that is being slowly strange uploading..
Will post link to OP when it's done! : ) I hope/think you'll like.. : )
LINK DONE!
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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Still working hard on this! Expect version 0.7 soon! Will have fixed/streamlined the ammo system, and improved the weapons. : )
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TheRailgunner
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Re: SUBLIME Weapon Pack 1

Post by TheRailgunner »

The final weapon in the trailer is clearly a Khvostov G7-02, the starting weapon from Destiny. I mention this because the online model viewers for Destiny profoundly mess up perspective, and your gun's butt is showing...quite literally (it shouldn't be visible, since the stock rests against one's shoulder - the most you should see is the stock itself, but not the butt of the stock).

Basically, you should replace those sprites entirely - the perspective on them is entirely fucked.
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Raziel236
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Re: SUBLIME Weapon Pack 1

Post by Raziel236 »

Meh, I'm not guna really bother on such perspective in a game such as doom.. And me remaking this would basically mean changing the sizes and everything. Thanks though! I'll think about it. But I also like how the red dot lines up perfectly with where you shoot. X)

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