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Posted: Thu Jan 05, 2006 5:04
by Deathsong12
I've finally found workable shotgun sprites. Now moving into the coding for pahse one.
@Spray: I'd like to do this, but without custom damage types and other not-yet-real decorate features, I cannot.
Posted: Fri Jan 06, 2006 3:06
by BlazingPhoenix
Deathsong12 wrote:Benedict does kinda look like Palpatine now that I think about it.

Posted: Sun Jan 15, 2006 0:42
by Deathsong12
I'm away from my normal computer for the weekend, so I'll write the new defs for the normal weapons while I'm here. Before arriving, I finally figured out that it was windows and not XWE that was screwing my new graphics. Dear god, why does Strife have such a bizzare palette? In other news, I'm considering making all the altfires into toggles, which feels more in line with Strife than a traditional altfire. Also, I'll study "The Stranger" and see if I can't whip up some neat bulletpuffs.
Posted: Thu Jan 26, 2006 7:50
by Deathsong12
Wildweasel has changed the world of projectile impacts forever...
Posted: Thu Jan 26, 2006 8:58
by wildweasel
I always thought that the electric crossbow needed a huge shower of sparks. My applause goes to you.
Posted: Thu Jan 26, 2006 15:04
by masterofpsi
Posted: Thu Jan 26, 2006 15:15
by Paul
Deathsong12 wrote:Wildweasel has changed the world of projectile impacts forever...
Image
It was Caligari_87 and Haloguns2.wad
Posted: Thu Jan 26, 2006 15:19
by TheDarkArchon
Will the crossbow's bolt handling be similar to DOOMWBO's rocket type handling (I.E Altfire switches types)
Posted: Thu Jan 26, 2006 16:02
by wildweasel
Paul: I did adapt Caligari's effect though, for the various explosions in ww-stranger.
Posted: Thu Jan 26, 2006 23:03
by Deathsong12
Haloguns 2 had A_SpawnDebris puffs like these? I didn't notice them. I wouldn't put it past Caligari to create something so cool, however.
@WW: I''m considering having the projectile drip sparks in flight as well, I'm not sure how good that will look, however.
@TDA: Yes, secondary fire changes ammo types. The only other way to make it work would be to have secondary fire unload the electric bolt, then load and fire the poison bolt, which was clunky and made very little sense.
@masterofpsi: I'll fire up the time machine and get my future self, the evil bastard, to give it to me. Then I'll give it to you yesterday.
Posted: Sun Jan 29, 2006 10:44
by Deathsong12
The suffering. The sweet suffering.
Posted: Sun Jan 29, 2006 15:11
by TheDarkArchon
Please say you are replacing the Assault Gun's sound.
Posted: Sun Jan 29, 2006 21:45
by Deathsong12
@TDA: Are you kidding? That was the first thing I did. It has to be one of the WORST gunshot sounds in the doom engine. I always figured they got it by sampling a ruler hitting a desk or something.
I've finsihed all the conventional weapons, which leaves only the Sigil between me and first-phase release. Now I have to go think up ten really cool attacks including ones that top my Maul's secondary fire.
P.S: Just on a fun note, If you look closely in the screenie, you can see a peice of shrapnel about to hit me. It did.
Posted: Sun Jan 29, 2006 22:21
by TheDarkArchon
Deathsong wrote:It has to be one of the WORST gunshot sounds in the doom engine
It has to be one of the worst sounds full stop. I made a weapon sound pack and the first thing to go was DSRIFLE (Replaced with a modifed Doom 64 pistol sound.)
Posted: Sun Jan 29, 2006 22:29
by Deathsong12
Agh! There's a problem with my Mauler. The waves won't spawn when it hits a wall. I've looked at Tainted Decorum's EFC, and I cannot figure out how you got it's sub-projectiles to spawn on a wall impact. Is there something special I need to do?