To me, that weapon is in a mid-term between "Never seen before" and "Totally Overused"Does Serious Sam's minigun sounds count as overused?
I'M BACK.
Moderator: wildweasel
- Snarboo
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Okay, so the chaingun is in, but I'm wondering something. Using +AMMO_OPTIONAL and A_JumpIfNoAmmo, I've been able to have the chaingun wind down when it runs out of ammo.
This has the side effect of making the weapon quickly wind up and then wind down when the trigger is held, as though it can't fire. It's a cool effect, but it seems out of place. At the same time I don't like the default behaviour, which automatically jumps to the deselect state sans animation.
Should I keep this effect or remove it? Keep in mind this is the only weapon that behaves this way. I tried using A_JumpIfNoAmmo and Goto Deselect first so the weapon could still switch after running out of ammo, but this just broke the weapon by turning it invisible without switching to another one. It was impossible to get out of that state, either. :/
This has the side effect of making the weapon quickly wind up and then wind down when the trigger is held, as though it can't fire. It's a cool effect, but it seems out of place. At the same time I don't like the default behaviour, which automatically jumps to the deselect state sans animation.
Should I keep this effect or remove it? Keep in mind this is the only weapon that behaves this way. I tried using A_JumpIfNoAmmo and Goto Deselect first so the weapon could still switch after running out of ammo, but this just broke the weapon by turning it invisible without switching to another one. It was impossible to get out of that state, either. :/
- wildweasel
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- Snarboo
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- Snarboo
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It's done!
Get it here:
kdzde-sn.zip - 0.34MB
ZDoom Forums Thread
Note: Requires KDiZD to run, as it inherits some of its custom effects. If there is enough interest, I might recode it for a standalone release.
Credits and changes are located inside of the wadfile. This is v0.9 Gamma. It's mostly done, but could use tweaks and possibly new effects. Please post constructive criticism!
Get it here:
kdzde-sn.zip - 0.34MB
ZDoom Forums Thread
Note: Requires KDiZD to run, as it inherits some of its custom effects. If there is enough interest, I might recode it for a standalone release.
Credits and changes are located inside of the wadfile. This is v0.9 Gamma. It's mostly done, but could use tweaks and possibly new effects. Please post constructive criticism!
- Jstanf35
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Just had a quick playthough - it gave me an error about 'Berzerk' not being a constant in Zdoom, but it worked fine in GZdoom. The weapons are excellent - the graphics and the sounds really gel together to make the weapons feel more at home among the new levels (I don't know why they drastically revamped everything BUT the weapons - it just didn't seem to make much sense)
EDIT: If I were you, I'd keep the Super shotgun graphics. They're great as they are. I'm 100% certain that you won't get any shit from iD about it.
EDIT: If I were you, I'd keep the Super shotgun graphics. They're great as they are. I'm 100% certain that you won't get any shit from iD about it.
- TheDarkArchon
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- Snarboo
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This is a cross post from my ZDoom project thread. While Witchaven was a pretty crappy game, it has some of the best medieval weapons I've seen for a Raycasted FPS. Seriously, most of those weapons have so many frames you almost run out of frame letters when naming them in Doom's format.
- Snarboo
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Since ZDoom is down for me, I'd thought I'd post here.
A couple screenshots from Let's Get Medieval on Map 01 to keep you satisfied:
[spoiler]
This Zombieman is about to be cut in half!
An imp gets its skull cracked open with the flail.[/spoiler]
Oh yeah, I forgot to mention that I just added the flail. :D Once I get the first 5 weapons (dagger, ceremonial blade, gladius, flail and axe) inserted into the mod, along with the treasure chests, I'll release the first beta to the testers. I'm still picking them, by the way. ;)
A couple screenshots from Let's Get Medieval on Map 01 to keep you satisfied:
[spoiler]
This Zombieman is about to be cut in half!
An imp gets its skull cracked open with the flail.[/spoiler]
Oh yeah, I forgot to mention that I just added the flail. :D Once I get the first 5 weapons (dagger, ceremonial blade, gladius, flail and axe) inserted into the mod, along with the treasure chests, I'll release the first beta to the testers. I'm still picking them, by the way. ;)
- wildweasel
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- Snarboo
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