[Unreal Weapons] aka Prisoner849

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Gezzdt
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[Unreal Weapons] aka Prisoner849

Post by Gezzdt »

After i saw the ending of the Samsara Trailer, i wanted to play as Prisoner849.

I tried my best, the weapons are not 100% accurate copies.
Latest GZDoom required and i tested only with DOOM2.WAD
Spoiler: Screens
Download ---> Prisoner849
Spoiler: Changelog:
Spoiler: Credits:
Last edited by Gezzdt on Sun Jul 10, 2016 1:12 am, edited 7 times in total.
JohnnyTheWolf
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Re: [Unreal Weapons] aka Prisoner849

Post by JohnnyTheWolf »

Cool! The weapons are the only aspect of Unreal I actually like, so I am glad I get a chance to use them in Doom. :)

The only problem I have spotted so far is the automag's reloading animation, which does not seem to be widescreen-friendly: the right side of the gun gets slightly cut off for a few seconds.
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Gezzdt
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Re: [Unreal Weapons] aka Prisoner849

Post by Gezzdt »

The sprite itself is cut off. Thats why i pushed it to the edge of the Screen, this way it seems the automag goes offscreen a bit.
JohnnyTheWolf
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Re: [Unreal Weapons] aka Prisoner849

Post by JohnnyTheWolf »

I have a 1920 x 1080 monitor, so it does not go offscreen for me during the reloading animation.
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Captain J
 
 
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Re: [Unreal Weapons] aka Prisoner849

Post by Captain J »

Very interesting! I haven't seen the pure unreal weapon mods before! So good work!
Spoiler: Gripes a go!
So that's about it, can't wait for more update!
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Gezzdt
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Re: [Unreal Weapons] aka Prisoner849

Post by Gezzdt »

You got some good Points Captain J, thanks. Download link updated.

Scaled the Biorifle and Sniper rifle down a bit.

Tried animating the casings and added casings to the minigun.

Fixed the Flakcannon sounds and upped the explosionradius of all the biomass blobs. The Biorifle itself needed a fix with ammo behaviour.

I am leaving Stinger and Flak projectiles without decals, like in Unreal. Besides, the shards shatter and the chunks create sparks the first time they bounce.
I still need to fix the Automag sprites more, got a bunch edited so the gap should be smaller.

As for the items, i wont replace the sprites. I just wanted a weapons mod.

By the way if anyone want to edit or expand the mod feel free to do so.
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Captain J
 
 
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Re: [Unreal Weapons] aka Prisoner849

Post by Captain J »

Good improvement, glad my gripes worked! But actually i meant the weapons with big pickup sprites such as sniper rifle and biorifle. Not only sniper rifle and biorifle. For instance, check out the eightball Gun. It's still bigger.

In edition, why every casings has to be bright?
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Gezzdt
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Re: [Unreal Weapons] aka Prisoner849

Post by Gezzdt »

Hm, scaled some weapons a bit, I like how they are now.
Yeah, casings... i guess i tested in too dark areas, removed the bright flag.
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Kinsie
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Re: [Unreal Weapons] aka Prisoner849

Post by Kinsie »

Most impressive! Fantastic work here.

If I ever try and implement 849 into Samsara (all of Term's original work can be considered MIA) then I'll definitely be using this as a base.
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Gezzdt
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Re: [Unreal Weapons] aka Prisoner849

Post by Gezzdt »

Kinsie wrote:Most impressive! Fantastic work here. [...]
Thanks! Yeah took quite some time.

Tiny update/change:
The Sniper Rifle does more damage and fires a fastprojectile that ripps through enemies. I think its a better BFG replacement now.
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SoundOfDarkness
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Re: [Unreal Weapons] aka Prisoner849

Post by SoundOfDarkness »

Why haven't I found that sooner? I love that little mod and it works with Zandronum after deleting +THRUREFLECT in ASMD.txt. To be honest, I have absolutely no idea what I changed but it works. I also removed the blood from the mod to use it with ketchup mod because I wanted blood decals on the floor too. I really like the Unreal blood effects but I don't know how to add blood decals to the floor so that was my only option.
Last edited by SoundOfDarkness on Sat Mar 11, 2017 11:57 pm, edited 1 time in total.
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Valherran
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Re: [Unreal Weapons] aka Prisoner849

Post by Valherran »

Yeah it's pretty decent. Still needs some tweaks though.
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