[Maybe later] Universal Glory Kill

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Nash
 
 
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[Maybe later] Universal Glory Kill

Post by Nash »



Universal Glory Kill will be a mod that lets you perform glory kills with any mod combination you throw at it.

Why no download?! Currently still has issues like:

- Going into a glory kill even if you end up not being able to get close enough to the monster
- Sometimes the glory kill attack doesn't connect and you're left permanently stuck
- The glory kill "weapon" is specific to the Doomguy currently - I don't know how to deal with non-Doom games. I don't know how to universally detect and switch to what is considered the weakest, fist-equivalent weapon. Any ideas here would be appreciated.
- There's only 1 animation currently, more need to be made.
- It relies on hand-crated animation, which currently only fits Doom's setting. Not sure what to do here.

Otherwise, it pretty much already works as a gameplay mechanic - trade off going into an animation sequence to squeeze out extra health and armor pickups.

More soon!
Last edited by Nash on Thu Apr 23, 2020 3:31 am, edited 1 time in total.
DOOMGABR [RU]
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Re: [WIP] Universal Glory Kill

Post by DOOMGABR [RU] »

Keep up good work, man. I very like it!
Awez
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Re: [WIP] Universal Glory Kill

Post by Awez »

Woah there, look at you with that production quality! Great work. My only critique is to make the animation snappier, and maybe some camera shake?
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Nash
 
 
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Re: [WIP] Universal Glory Kill

Post by Nash »

Awez wrote:Woah there, look at you with that production quality! Great work. My only critique is to make the animation snappier, and maybe some camera shake?
Thanks, very valid points, will try my best to improve them. :) I'm fairly inexperienced in the world of animation, and am continuing to study and observe them in my daily media consumption.
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Nems
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Re: [WIP] Universal Glory Kill

Post by Nems »

Jesus Christ I love you Nash. This is looking great. <3
TheOldKingCole
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Re: [WIP] Universal Glory Kill

Post by TheOldKingCole »

This will go great with Xaser's Argent mod
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namsan
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Re: [WIP] Universal Glory Kill

Post by namsan »

this mod looks quite epic, I can't wait for the release
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Captain J
 
 
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Re: [WIP] Universal Glory Kill

Post by Captain J »

Gonna be very useful and awesome in any mod, or TC even! Probably gonna work with The Adventure of Square too? ;)
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Re: [WIP] Universal Glory Kill

Post by 3336655445 »

looks like something very cool and brutal
Squirb
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Re: [WIP] Universal Glory Kill

Post by Squirb »

Really liking those new weapon sounds.
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PRIMEVAL
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Re: [WIP] Universal Glory Kill

Post by PRIMEVAL »

Now that is creamy.
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Re: [WIP] Universal Glory Kill

Post by AlphaSoraKun »

Now this is amazing!
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Ferretmanjcdenton
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Re: [WIP] Universal Glory Kill

Post by Ferretmanjcdenton »

Actually there aren't any of these mods ...or at least I've never heard of any ..and I really have most of available mods in my collection...
Definitely not all ..but everything what was interesting in the last 3 years and available on the different download websites ...

That sounds absolutely amazing...hope it's ready soon..

When going into glory kill ..will the player be invincible?
And also ..what's with other mods ?
Like mods which change the arms and hands of the player ?
Will there be an option to change the glory kill speed ?
Can it be interrupted?

I will definitely have an eye on this awesome mod ...
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Nash
 
 
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Re: [WIP] Universal Glory Kill

Post by Nash »

- Yes, player is invincible during kill move. A suggestion someone gave me, which I will add, is to allow previous attacks from monsters to continue, but new attacks will be blocked temporarily, so the monsters "wait" for you. This is apparently how it works in modern Doom

- Mods that change the arms will be a problem. As I said in the first post, I still don't know what's the solution to this problem. If I use "slot 1" (disregarding mods), it means I cannot smoothly animate the weapon. Also sometimes the slot 1 of a mod might not even be hands. :P

- The code does support dynamically scaling the animation speed (including both the camera animation and also the hand animation). It shouldn't be difficult to link this to a slider in the options menu.

- Currently no the glory kills cannot be interrupted.
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Re: [WIP] Universal Glory Kill

Post by Jarewill »

Nash wrote:- Mods that change the arms will be a problem. As I said in the first post, I still don't know what's the solution to this problem. If I use "slot 1" (disregarding mods), it means I cannot smoothly animate the weapon. Also sometimes the slot 1 of a mod might not even be hands. :P
I'm sorry first of all if it was already explained and I'm just being stupid here.
But what about the mods that just change the PUNG sprites?

Or well, I might be completely misunderstanding everything about how it works.
Does it work by playing the PUNG animation, or by playing the fist (weapon) animation?

Because let's say a mod in which the player uses a sword as a slot 1 melee weapon, but still includes the PUNG sprites in some way.
Would it play the animation with PUNG sprites or the sword attack?

On another topic, I really like that glory kills are executing by pressing [use] instead of switching to the fist / quick melee option.
Would it be also possible to customize resources dropped? Like making monsters not drop armor or making them drop ammo of sorts.
About more animations, will they play based on execution angle or just a random chance from any angle?

And well, it's looking very interesting so far. I'll look forwards to seeing what you will do with it.
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