Slaughter Weapons and XD_Muertes laughs

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Deybar_TECH
Posts: 110
Joined: Wed Dec 26, 2018 3:36 pm
Location: La Paz - BOLIVIA

Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

I was absent for a while because while researching and
studying hundreds of real life ammunition and weapons,
I did not have time to work on project improvements.
So there was nothing relevant enough to mention here in the Forum.

Currently the cartridge standardization process for 3D weapons
is sufficiently completed to work on the DECORATE & ACS codes
that will make possible all the new game mechanics that I have planned. :idea:

I've been experimenting with a new M.I.R.V. direct damage attack.
A hybrid projectile that is capable of damaging decorative Object (only +SOLID),
corpses (+CORPSE), and inventory items (+????? pickup?).

This projectile is as accurate as a Hitscan
and at the same time does not hit instantly.
In addition, it can inflict different levels
of damage depending on the distance and the "material" of the target.
In addition, it can launch liquids from an flesh enemy
or disintegrate and cause some damages to hard targets.

Here is the test video:






The new version of my audio package (XD_Muertes-g10)
was supposed to be ready and available from last August 2021.
But even though XDM-10 is already completed,
I am extremely dissatisfied with its sound management system.
So it will not be available. :(

Spoiler: Open this for more details. (old unlimited channels video)
Coornib22
Posts: 13
Joined: Sun May 01, 2022 5:19 am

Re: Slaughter Weapons and XD_Muertes laughs

Post by Coornib22 »

Hey, hope it's alright to talk in this thread. Your weapons mod is really impressive and well-presented. And there's a lot of creativity involved. But some things, like every weapon being accessed through Key1, is baffling.
User avatar
Deybar_TECH
Posts: 110
Joined: Wed Dec 26, 2018 3:36 pm
Location: La Paz - BOLIVIA

Re: Slaughter Weapons and XD_Muertes laughs

Post by Deybar_TECH »

Coornib22 wrote: Sun Nov 20, 2022 7:43 pm Hey, hope it's alright to talk in this thread. Your weapons mod is really impressive and well-presented. And there's a lot of creativity involved. But some things, like every weapon being accessed through Key1, is baffling.
Thank you, really thank you very much for your feedback. :D :D :D :D :D

I intentionally rested the project because
there are many things I want to improve and remove.
especially the "XD_Muertes" audio package that separated and formed its own project.



several new features are on the way:
  • including a system of 3 dedicated Weapons Slots like the Far Cry/Borderlands games.
  • floating 3D models for all weapons.
  • and a system that remembers all player progress and inventory.
all this compatible with zandronum and without Zscript. :wink:

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