Vanilla Gunplay - v3.0 released!
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.
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.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
https://www.mediafire.com/?cp9j2p93be2sz1v
1.3.5 hotfix. This is the right file, now, and the zombieman no longer endlessly reloads his rifle while idle.
1.3.5 hotfix. This is the right file, now, and the zombieman no longer endlessly reloads his rifle while idle.
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Crudux Cruo
- Posts: 1172
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
i cant wait to get home to try this!
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
1.4 Changelogs:
- New shotgun reload animation shown on-screen.
- Plasma rifle and assault rifle no longer completely dip off-screen during reload.
- Reloads are generally more realistic.
- Fixed a bug in which bullets that hit explosive barrels would remain in the world, floating up to the ceiling.
https://www.mediafire.com/?z83czyh7izuskr3
- New shotgun reload animation shown on-screen.
- Plasma rifle and assault rifle no longer completely dip off-screen during reload.
- Reloads are generally more realistic.
- Fixed a bug in which bullets that hit explosive barrels would remain in the world, floating up to the ceiling.
https://www.mediafire.com/?z83czyh7izuskr3
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Crudux Cruo
- Posts: 1172
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
you know for vanilla this was nice, but...
firstly your pk3 in the file says 1.35. now i know it isn't, but... thats what it says.
secondly, the bfg, plasma rifle, and rocketlauncher are completely unchanged.
thirdly, many of your bullet weapon are missing a decal. i think the shotgun is the only one that isnt.
i liked the rifle and chainsaw, they're super useful.
shotgun is beefier, fist is better. chaingun is totally awesome.
super shotgun you nerfed, meh, didn't like it. needs to reload faster if you nerf it. the accuracy wasn't that big of a buff.
so i get the minimalist thing, but i personally cant stand classic doom animations. perkistan's weapon mod would be nice if it were integrated.
also the more the merrier i always say, keeping the project at 200k is not a functional thing in this day of 1mb per second internet speeds.
if a person can't wait 30 seconds for your mod to download, chances are they don't need to play it. Now if you want to keep it small still, go ahead. but more content would be nice.
i'll be following this mod.
firstly your pk3 in the file says 1.35. now i know it isn't, but... thats what it says.
secondly, the bfg, plasma rifle, and rocketlauncher are completely unchanged.
thirdly, many of your bullet weapon are missing a decal. i think the shotgun is the only one that isnt.
i liked the rifle and chainsaw, they're super useful.
shotgun is beefier, fist is better. chaingun is totally awesome.
super shotgun you nerfed, meh, didn't like it. needs to reload faster if you nerf it. the accuracy wasn't that big of a buff.
so i get the minimalist thing, but i personally cant stand classic doom animations. perkistan's weapon mod would be nice if it were integrated.
also the more the merrier i always say, keeping the project at 200k is not a functional thing in this day of 1mb per second internet speeds.
if a person can't wait 30 seconds for your mod to download, chances are they don't need to play it. Now if you want to keep it small still, go ahead. but more content would be nice.
i'll be following this mod.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
The BFG features a secondary fire- its old beta-style "billion fireballs". It intentionally lifts/lowers at normal speed owing to its weight.Crudux Cruo wrote:you know for vanilla this was nice, but...
firstly your pk3 in the file says 1.35. now i know it isn't, but... thats what it says.
secondly, the bfg, plasma rifle, and rocketlauncher are completely unchanged.
thirdly, many of your bullet weapon are missing a decal. i think the shotgun is the only one that isnt.
i liked the rifle and chainsaw, they're super useful.
shotgun is beefier, fist is better. chaingun is totally awesome.
super shotgun you nerfed, meh, didn't like it. needs to reload faster if you nerf it. the accuracy wasn't that big of a buff.
so i get the minimalist thing, but i personally cant stand classic doom animations. perkistan's weapon mod would be nice if it were integrated.
also the more the merrier i always say, keeping the project at 200k is not a functional thing in this day of 1mb per second internet speeds.
if a person can't wait 30 seconds for your mod to download, chances are they don't need to play it. Now if you want to keep it small still, go ahead. but more content would be nice.
i'll be following this mod.
The plasma rifle has the new reloading features- it's supposed to be a direct upgrade to the standard assault rifle, and as such offers a similar tactical niche. I've decided to replace its reloading system with an overheat feature.
Super shotgun will likely get a significant reload speed increase, though not as much as the bog-standard shotgun.
Oh, and derp. I just realized a few hours ago that I forgot to change the .pk3's name from 1.3.5 for the 1.4 release.
Stay tuned for 1.5. If everything goes well IRL it'll be up by tonight.
EDIT: The rocket launcher will get changes of its own, too.
Perk's weapon-mod does look excellent. I'll consider implementing it; that version will likely mark 2.0.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [v2.0 Released!]
Changelog 11/19/16 v2.0:
-New sprites for shotgun, supershotgun, chaingun, rocketlauncher, plasmagun
-Reduced chance of Zombieman firing another burst
-Added changes for rocket launcher, changed those of super shotgun and plasma gun
-Added weapon designations in pickup messages for all weaponry
-Rewrote parts of the readme to be less needlessly expository (especially on unchanged monsters)
-Fixed bug in which Zombiemen would lose their target instead of trying to reload
http://www.mediafire.com/file/wc4sd095z ... ayv2.0.zip
-New sprites for shotgun, supershotgun, chaingun, rocketlauncher, plasmagun
-Reduced chance of Zombieman firing another burst
-Added changes for rocket launcher, changed those of super shotgun and plasma gun
-Added weapon designations in pickup messages for all weaponry
-Rewrote parts of the readme to be less needlessly expository (especially on unchanged monsters)
-Fixed bug in which Zombiemen would lose their target instead of trying to reload
http://www.mediafire.com/file/wc4sd095z ... ayv2.0.zip
Last edited by Retraux Squid on Tue Nov 22, 2016 7:34 pm, edited 1 time in total.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [v2.0 Released!]
Well, crap, I forgot to mention (and/or add to the readme):
Fists are no longer silent. Mainly because it's just not been working well and second, because it doesn't really fit with vanilla Doom (I don't want to turn this into a carbon copy of Brutal Doom, after all, and it's already taking quite a bit of inspiration).
Fists are no longer silent. Mainly because it's just not been working well and second, because it doesn't really fit with vanilla Doom (I don't want to turn this into a carbon copy of Brutal Doom, after all, and it's already taking quite a bit of inspiration).
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Voltcom9
- Posts: 224
- Joined: Fri May 27, 2016 2:03 pm
Re: Vanilla Gunplay [v2.0 Released!]
I just played through a few maps using your mod. I like that the mod uses all stock Doom graphics and sounds. I've noticed that Hellknights have become exponentially more lethal. Those triple fire bolts all but decimated me in close quarters on a number of occasions. Anyways, I really enjoy this mod. Keep up the good work.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [v2.0 Released!]
Thank you! Hell Knights are indeed supposed to be incredibly lethal if you do get caught by their attack; being the upper-class nobility of Hell, I don't see why they should just throw single fireballs like lowly Imps.Voltcom9 wrote:I just played through a few maps using your mod. I like that the mod uses all stock Doom graphics and sounds. I've noticed that Hellknights have become exponentially more lethal. Those triple fire bolts all but decimated me in close quarters on a number of occasions. Anyways, I really enjoy this mod. Keep up the good work.
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Crudux Cruo
- Posts: 1172
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: Vanilla Gunplay [v2.0 Released!]
well i have to say this 2.0 is great, by leaps and bounds. just a couple of gripes for you:
the rocket launcher you made fire faster, but could you make the secondary a homing rocket? firing slower, of course, but homing rockets could be nice. maybe it would take up 2 rockets to balance it or something, dunno.
the altfire on the bfg fires almost instantly. the primary takes awhile. perhaps slow down the altfire a bit so it doesnt fire almost instantly.
the rocket launcher you made fire faster, but could you make the secondary a homing rocket? firing slower, of course, but homing rockets could be nice. maybe it would take up 2 rockets to balance it or something, dunno.
the altfire on the bfg fires almost instantly. the primary takes awhile. perhaps slow down the altfire a bit so it doesnt fire almost instantly.
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Nemesis6
- Posts: 62
- Joined: Sat Sep 01, 2012 5:21 pm
Re: Vanilla Gunplay [v2.0 Released!]
I noticed some small graphical oddities: The plasma gun animations are a bit wonky, for example playing one frame of the cooldown animation any time you stop firing, not just when it needs to cool off. I also noticed a little fix you could implement: On the super shotgun, like in vanilla, the light from the muzzleflash on the gun has this abrupt horizontal cutoff. I'm guessing you got the animations from Per Kristian's weapon pack, so you could just lift the fixed version from that one.
Other than that, I'm impressed! I like the idea of keeping the vanilla feel of the game while expanding on it. Since you're doing some visual upgrades as well, maybe consider having the chaingun eject casings? With the new rate of fire, it could look pretty good.
Other than that, I'm impressed! I like the idea of keeping the vanilla feel of the game while expanding on it. Since you're doing some visual upgrades as well, maybe consider having the chaingun eject casings? With the new rate of fire, it could look pretty good.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [v2.0 Released!]
Was actually what I was doing. The reason it didn't get into 2.0 was that for some reason +SEEKERMISSILE and A_Tracer2 had no effect on the rocket. I'll do some tweaking and working with it to see if I can get things running.Crudux Cruo wrote:well i have to say this 2.0 is great, by leaps and bounds. just a couple of gripes for you:
the rocket launcher you made fire faster, but could you make the secondary a homing rocket? firing slower, of course, but homing rockets could be nice. maybe it would take up 2 rockets to balance it or something, dunno.
the altfire on the bfg fires almost instantly. the primary takes awhile. perhaps slow down the altfire a bit so it doesnt fire almost instantly.
2.1 will include a fix on the plasma gun's overheat, the homing missiles, and maybe a visual fix on the SSG's flash.
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
Changelog 11/23/16 v2.1:
- Added shell and bullet casings to shotgun, SSG, rifle, and chaingun, along with monsters
- Fixed plasma gun being able to fire on empty battery
- Fixed plasma gun's cooldown not clearing its overheat
- Removed auto-aim on all weapons
https://www.mediafire.com/?3m47845e4vy6p4a
- Added shell and bullet casings to shotgun, SSG, rifle, and chaingun, along with monsters
- Fixed plasma gun being able to fire on empty battery
- Fixed plasma gun's cooldown not clearing its overheat
- Removed auto-aim on all weapons
https://www.mediafire.com/?3m47845e4vy6p4a
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JohnnyTheWolf
- Posts: 1210
- Joined: Mon Oct 05, 2015 8:37 am
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
Why would you give the player the ability to fire homing missiles? Does it not make the already powerful Rocket Launcher completely OP?
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Retraux Squid
- Posts: 230
- Joined: Sat Aug 13, 2016 8:41 pm
- Location: E1M1
Re: Vanilla Gunplay [Tactical Gameplay Enhancer]
I didn't add it into 2.1 (owing to continued issues, I'm probably missing something VERY simple), but the rockets would be nerfed with less damage and speed, along with consuming more ammo. Certain "fast" foes at range are difficult to hit with the launcher, and this'd probably rectify it. But even then, I don't really see all that much of a reason to add homing missiles- you hit the nail on the head, really, as the Rocket Launcher is already very, VERY powerful, and that's one of the reasons I left it unchanged for a long time.JohnnyTheWolf wrote:Why would you give the player the ability to fire homing missiles? Does it not make the already powerful Rocket Launcher completely OP?