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Weapon+Enemy Resource v1.0


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 09:18 
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Baron of Hell  Baron of Hell
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I like the lazer, just like Hipnotic's one!

But did ANYONE check out my machinegun proposition at https://rapidshare.com/files/352398630/zdcmp2res.pk3 because it's different than the current rifle....


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 11:01 
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Site Admin  Site Admin
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No ... but ... concentrate on mapping, it's your last day :P


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 17:34 
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Revenant  i am a xaser
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Icy and I discussed the Smelter over IRC (a bit before he posted this version online, actually...), and my opinion hasn't changed: it's a cool weapon, but it occupies a niche already partially filled by two other weapons (Nailgun and Flamethrower, primarily because of the ripping behavior) and replacing the Claw with it would muck up the ammo distribution (since it wouldn't make sense for the Smelter to use Souls as an ammo type :P ). I'd maybe consider adding it as a Slot 8 weapon, though, if people think it wouldn't be overkill to add yet another weapon to the set (which I feel it probably would).

I did implement a portion of this for the Dark Claw's primary fire that makes it a lot more interesting: the projectiles now bounce a few times (twice, to be precise) before exploding, making them much more seek-happy since if they miss the target they can rebound and zoom in for a second strike. That and the projectiles are a bit stronger -- 15 damage as opposed to 12, making it slightly more powerful than the plasma gun, as it should be. Not much I can do about the sprites though unless someone draws new ones -- am I the only person who doesn't find them totally unfitting as-is? :P

Regarding the Machinegun, I'm not too keen on it. It's literally just a weaker chaingun -- at least the Rifle's behavior is a bit different in terms of accuracy (and, maybe in the future, semi-auto-ness).

Furthermore, did you already put it in the wad? That could muck up merging the resources, especially if the Doom editor numbers are different. I don't really want to add smoothweapons or improved existing effects either -- they just add fluff and I really don't want to mess with possible mod compatibility by messing with the existing weapons if at all possible. I guess I wouldn't be opposed to (or mind putting together) an 'HD Effects' accompanying wad towards the end with all that stuff, sorta like what DBThanatos did with UTNT. Just not now.

Forgive my over-concerned nature about the resource merging. It's mostly my fault for being late with the resources, but this sort of situation is what I'd hoped to avoid in the first place. :P

Anyhow, I'll post up a new version tonight and see if I can work with Malinku to get the stuff merged. Still no Soulrender yet (curse my slowness) but there have been some misc. changes worth updating for, particularly the new Claw behavior and the fact that the Nailgun now has its own ammo type.


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 17:54 
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Cyberdemon  Approved Adder
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For the Dark Claw, woud it make sense in having two claws seen as a hud sprite as opposed to one? (this is for "being centered = weird" issue mentioned by someone)


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 18:42 
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Baron of Hell  Baron of Hell
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No, all monster and weapons stuff remains in just the zdcmp2res.pk3 resource file, not the zdcmp2.pk3 base file. But yeah keep the other stuff such as green baron blood in the resource file if possible! :D


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 18:55 
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Wraith  Wraith
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Joined: 13 Dec 2009, 21:47
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Not really liking the changes Shadesmaster. I'd suggest leaving this startingresource stuff to Xaser. Why are there sound replacements? why are they in the rifle folder? Why are there special effects? Why is there smoothweapons and why are their sprites in the rifle folder?


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 19:08 
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Site Admin  Site Admin
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Icytux wrote:
Not really liking the changes Shadesmaster. I'd suggest leaving this startingresource stuff to Xaser. Why are there sound replacements? why are they in the rifle folder? Why are there special effects? Why is there smoothweapons and why are their sprites in the rifle folder?

Agreed, these things definitely need to go. We can consider this in the final resource phase but as of now, special effects like trails of basic doom monsters and new sounds for weapons need to go. They don't have any right to be here... I just have added these new rules to the "Rules and Guides"


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 19:29 
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Baron of Hell  Baron of Hell
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Alrighty, I'll focus on solely mapping here! Although the new decorations more are less are for keeps - except the lens-flared light column!


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 05 Apr 2012, 19:46 
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Wraith  Wraith
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Adding decorations for your own map part is ofcourse accepted! but definitely nothing that replaces old stuff or changes something for the rest of the map. Keeping away from special effects is also a good idea. Basically, Don't ruin stuff for others.


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 Post subject: Re: Weapon+Enemy Resource
PostPosted: 06 Apr 2012, 02:00 
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Commander Keen  A rather ghastly dragon
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Icytux wrote:
A new slot6 weapon could IMO be a sort of railgun that shoots a fast bouncing ripper laser, you could use it to pick off monsters behind corners. I think zen dynamics had a similarish gun. I think i've made one a while ago, I could fix it up and post it here. It could maybe use this sprite if NMN is ok with that.
Image

Not sure I like that idea. Like I said when he posted it, it looks very Steampunk-ish. I'd LOVE to see Nmn contribute to a steampunk mod, but it doesn't fit here.
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