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Posted: Sun Sep 18, 2005 21:04
by Snarboo
Chronoteeth wrote:Custom raise/lower frames?
Sure! But that's up to you.

Posted: Mon Sep 19, 2005 17:17
by quamosity
sounds cool!

If that ZDoomFu project is ever finished, that might be something worth your consideration. It combines kung fu and wall-jumping with zdoom (and decorate weapons!).

Posted: Mon Sep 19, 2005 17:21
by Chronoteeth
Quasmosity: It's for edge.

Snarboo: I've got nothing else to do, so if you want, I can be co-leader on this and help you out with your mod.

Posted: Mon Sep 19, 2005 20:29
by Snarboo
Chronoteeth wrote:Snarboo: I've got nothing else to do, so if you want, I can be co-leader on this and help you out with your mod.
Awesome! I'm glad to hear that. Having two people on this project will help keep me grounded. Sometimes I get overwhelmed doing things by myself, I'm not sure how I can do it, or I lose focus and want to go in a thousand different directions, so having another person to help out and work on this should help. Thanks!

Anyway, I've been thinking about some stuff for this project and I have some ideas and I'm curious about what you guys think about them. For starters, I'm thinking of replacing the backpack pickup with an ammo dispenser unit. The ammo dispenser would be a solid object in the level, and when you hit the use key on it, it will (randomly) dispense one of the three/four major types of ammunition, however, a special grenade dispensing unit wouldn't be out of the question. The ammo dispenser would eventually "wear out", probably at random, so players can not abuse the unit and keep dispensing ammo.

I know this sounds similar to Weasel's idea for Cold, Hard Cash, but I assure you I'm not trying to steal his ideas. For starters, you do not have to pay for ammo from a dispenser because there will be no money pickups in this mod. Second, the ammo dispenser will only use simple DDF tricks already available, such as making items in levels be useable. I apologize to Weasel if this idea bothers him or is too similar to Cold, Hard Cash.

The next thing I was thinking about was hidden weapons: how should they work? I mean, I already posted an idea to have all hidden weapons attached to the zero key slot, however, what if we want more than three hidden weapons? If that was the case, it would clutter up the zero key, making it hard to cycle through the hidden weapon category. That would be very annoying if you only want to use one hidden weapon in particular. I'm thinking that some hidden weapons will actually be upgrades to your arsenal, while others that do not upgrade anything will be on the zero key. Again, hidden weapons will only be acquired by meeting special requirements(like killing a Hellknight with the silenced pistol will award you an even better silenced weapon), by cheating, or by making them very rarely available.

What do you guys think of this?

Posted: Tue Sep 20, 2005 3:06
by wildweasel
Regarding ammo dispensers: I don't mind you taking this idea at all. I remain unique in the fact that I have the money requirements and such. But just one thing, gameplay-wise - don't make the dispensers solid. There is a good chance that some maps have hallways with backpacks in the middle of them, that the player may not be able to pass if he can't walk through the dispenser.

Regarding hidden weapons: The special conditions thing sounds good, but you should make it even more difficult - for example, fighting a Hell Knight with a melee weapon. There's no practical way to tell if the Hell Knight has been fought entirely with the weapon in particular, or if the player has worn him down with a machine gun first then pulled his silencer out and picked him off from a distance - so giving him that additional "risk factor" makes the hidden weapons a bit more difficult to obtain.

Also, the hidden weapons could be dropped by SS Nazis or Commander Keens so the player will have to make it through the secret levels to obtain them.

Posted: Tue Sep 20, 2005 14:40
by Snarboo
Ah, those are great ideas, Weasel! You're right about the ammo dispensers, they shouldn't be solid. I was also thinking if I made them solid, you might not be able to pickup the ammo they dropped.

As for the special requirements, I'm not sure how I'm going to check for "cheating". There is always a chance the player might "cheat" and weaken a monster with a better weapon first, then attack them with the required weapon, so I'm not sure I should do anything to check it, but making the requirements harder might help. Also, the player won't know which monsters will drop special weapons, nor will they know what the requirements are, unless they look into the DDF code first, heh.

Posted: Tue Sep 20, 2005 17:24
by Chronoteeth
Alrighty then... I guess send away when you want me to start building some weapons for this.

Posted: Tue Sep 20, 2005 18:15
by Soultaker
I do believe you can change the cheats in the Language file that is supplied with Edge.

Posted: Tue Sep 20, 2005 18:19
by Snarboo
Well, before we start working any weapons, besides the Crossbow, since that was your weapon to begin with, I want to finalize the weapon list, starting in order with the Melee category first, followed by Pistols, Magnums, etc. This is just so we have a reference and have a good idea what we want from the mod and what we will need to do when we start work on this.

If you have any suggestions or anything you would like to see, Chrono, just tell me! Remember, you have as much voice as I do in this.

Okay, starting with Melee first:

Fists - I think every weapon mod needs a basic starting melee weapon like this, even for a mod that's action packed, heh. However, do we want basic fists(ie left or right punches), or something a little more interesting, such as a punch and a kick or even kung fu?

An idea I had was to give the player something more than his fists, but not too powerful as to replace the other melee weapons. I was thinking we could use the punch dagger from Strife, since that isn't used too often, on Scuba Steve's gloved punch frames. The punch dagger stab would be the primary attack. For the secondary attack, we could either have him punch with his opposite hand, or use the recolored Hacx kick frames available from the resource pool.


Samurai Sword - This would be the chainsaw replacement. It doesn't have to be a Samurai sword, but since the only good sword graphics I know of are from Shadow Warrior(yes, I know, the unspoken game where more than any other rips have come from!). However, it wouldn't just be a straight rip, but one that is touched up and given Doom guy hands for consistency. I frankly never liked the "spikes" on the sword, so I would remove those.

The primary fire is a simple vertical slash, not much to say here. It would be fast, and relatively strong. I really want to see if I could mimmick the "motion blur" that Shadow Warrior used for the sword. I think I know how, too. :)

The secondary fire would work in two ways. By holding the secondary attack button down, you would raise the sword up horizontally and brace it against yourself with your other hand. Now, as long as you are holding down the attack button, the sword would block bullets(and bullets only), using a modified shield attack that I developed earlier. The shield itself would be invisible, and this time I would make it so the shield bleeds sparks rather than nothing.

Once you let go of the button, the attack goes into its second part, a huge horizontal slash that does great damage, but is slow to start up, and isn't easily repeated because the first part of the attack is used for blocking.


Pipe - I really want to use Weasel's awesome pipe graphics from DI, but I don't want this to be a standard weapon. This could be our first hidden weapon. The way you get this one is by slashing up a candelabra(the golden stand with candles on it). I would either have to change the color of the candelabra to match the pipe graphics(easiest), or modify the pipe to match the candelabra(possibly harder).

This would be a strong weapon, almost or as strong as the sword's secondary fire, but very, very slow. It would also have no secondary fire, making it's uses rather limited. However, it's a hidden weapon, and one I don't expect to be used very often.

So, what do you think about all of this? I know it's a lot to take in, but once we have things figured out, we can start work on the melee weapons!

Posted: Tue Sep 20, 2005 19:55
by wildweasel
Regarding the Fists - do you guys mind if I donated the code/graphics for the Combo Attack from Cold Hard Cash (which you guys can do with as you please, including adding the recolored boots)? It's a good starting melee, it can hold its own, but it's difficult to stand up to anything more powerful than an Imp (demons are a good way to get yourself killed, because the Haymaker punch and the High Kick both leave openings in your attack cycle due to the delays after them).

Posted: Tue Sep 20, 2005 21:04
by Snarboo
Sure, Weasel! That would be a great replacement for the fists.

Posted: Tue Sep 20, 2005 21:29
by wildweasel
The fist, as requested.

Fun fact: this message (and much of the required trimming in the WAD file) was done on my gamepad through Joytokey.

Posted: Tue Sep 20, 2005 21:37
by Soultaker
Gah. Must resist the urge to use the just now provided resources. I have been dling shit from the new DA and the old DA the last couple of days. However now that you put this here I need to resist the urge to use it. I would rather wait and see what it looks like in your mod before I use it myself.

Posted: Tue Sep 20, 2005 21:45
by Snarboo
Wow, that's awesome, Weasel! I'm going to change out the attacks a little, so I can add the Strife dagger and recolored Hacx boots. I'm probably going to add stabbing attacks and such, so it's not going to be exactly the same as what you've given me, but I really appreciate this, Weasel!

Posted: Tue Sep 20, 2005 22:01
by wildweasel
Well, it'll be different enough - I can provide new stabbing sounds if needed, since I don't hear that many good knife sounds around (everybody seems to use the ICD or Counter-Strike knife sounds, and they're both awful).

And great idea using Strife's punch-dagger.