Garry's Mod

Garry's Mod

DOOM 2016/Eternal Weapons
 Ce sujet a été épinglé, cela doit être important
Rex  [dév.] 23 nov. 2020 à 8h49
Bug Reports
Self-explanatory, i guess
No random crap or begging, or I'm going to ♥♥♥♥ your mom.
Dernière modification de Rex; 12 janv. 2021 à 19h52
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Dernière modification de kaymo; 31 janv. 2021 à 19h49
Rex  [dév.] 23 nov. 2020 à 15h41 
cam0 a écrit :

being able to grab ledges while you have the weapon equipped/being able to dash
you could make the movement speed faster when the weapon is equipped to compensate for the SHIFT key not being available for sprinting

double jumping while you have the weapon equipped
PUNCHING/BLOOD PUNCH
flame belch/ice bomb/grenade/quote]

this is barely weapon stuff, although it will be here at some point, not in this mod though.
Rex a écrit :
cam0 a écrit :

being able to grab ledges while you have the weapon equipped/being able to dash
you could make the movement speed faster when the weapon is equipped to compensate for the SHIFT key not being available for sprinting

double jumping while you have the weapon equipped
PUNCHING/BLOOD PUNCH
flame belch/ice bomb/grenade/quote]

this is barely weapon stuff, although it will be here at some point, not in this mod though.
that is nice to know
so what about the weapon bobbing? :steammocking:
The heavy AR's fire rate is a little too slow, otherwise outstanding work
Ok, this mod is absolutely amazing! No Bugs to report at all! The only thing I would do is maybe boost the damage, see, there's the Doom Eternal Snpc mod, and the weapons seem pretty ineffective against them, the basic zombie fodder takes 3+ shots point blank to kill them with a Super Shotgun. (Possible solution: add 'OP' variants that 4-5x more damage). If fighting normal NPCs was the intention, then I understand! However, a suggestion I have for the Super shotguns is to increase the damage and horizontal spread (if possible), it's really hard to kill more than one enemy at a time with it. Another thing is that the Micro Missiles don't seem to travel as fast as they do in game, but that's more of a nit pick, this mod is great and I look forward to it! Good luck and stay safe! :steamhappy:
P.S. After some testing, x4 damage is not enough, Can one shot a basic zombie close range, but beyond that its not much of an improvement. ( replicating in-game damage numbers would be a better idea if possible)
TRON 23 nov. 2020 à 19h57 
two things... BFG-9000, and Unmaykr... oh and the crucible blade.
there is already an SFM model of the unmaykr, so the BFG 9000 shouldn't be too hard to port. not as easy as the unmaykr though
Attachment world models?
Also maybe better model lighting and a simpler TFA or ARCCW version?
Rex  [dév.] 23 nov. 2020 à 22h37 
Attachment world models?
They are there, go check your eyes.


Also maybe better model lighting and a simpler TFA or ARCCW version?
Go and tell me how to achieve better model lighting, I was ♥♥♥♥♥♥♥ with it for too much ♥♥♥♥♥♥♥ time.
And no, bases are true heresy.
Rex  [dév.] 23 nov. 2020 à 22h40 
Yakuza Man a écrit :
Ok, this mod is absolutely amazing! No Bugs to report at all! The only thing I would do is maybe boost the damage, see, there's the Doom Eternal Snpc mod, and the weapons seem pretty ineffective against them, the basic zombie fodder takes 3+ shots point blank to kill them with a Super Shotgun. (Possible solution: add 'OP' variants that 4-5x more damage). If fighting normal NPCs was the intention, then I understand! However, a suggestion I have for the Super shotguns is to increase the damage and horizontal spread (if possible), it's really hard to kill more than one enemy at a time with it. Another thing is that the Micro Missiles don't seem to travel as fast as they do in game, but that's more of a nit pick, this mod is great and I look forward to it! Good luck and stay safe! :steamhappy:
Many NPCs have ridiculous hp amount. It's already possible to tweak all the damage values through convars, although I am planning to add a global multiplier for damage.
Rex  [dév.] 23 nov. 2020 à 22h40 
cam0 a écrit :
that is nice to know
so what about the weapon bobbing? :steammocking:
n o
Dernière modification de Rex; 23 nov. 2020 à 22h41
Rex a écrit :
cam0 a écrit :
that is nice to know
so what about the weapon bobbing? :steammocking:
n o
pain
Rex a écrit :
Attachment world models?
They are there, go check your eyes.


Also maybe better model lighting and a simpler TFA or ARCCW version?
Go and tell me how to achieve better model lighting, I was ♥♥♥♥♥♥♥ with it for too much ♥♥♥♥♥♥♥ time.
And no, bases are true heresy.
I don't know how to get better lighting, it was just a suggestion. Also the eternal combat shotgun's world model is a little off
Rex a écrit :
Yakuza Man a écrit :
Ok, this mod is absolutely amazing! No Bugs to report at all! The only thing I would do is maybe boost the damage, see, there's the Doom Eternal Snpc mod, and the weapons seem pretty ineffective against them, the basic zombie fodder takes 3+ shots point blank to kill them with a Super Shotgun. (Possible solution: add 'OP' variants that 4-5x more damage). If fighting normal NPCs was the intention, then I understand! However, a suggestion I have for the Super shotguns is to increase the damage and horizontal spread (if possible), it's really hard to kill more than one enemy at a time with it. Another thing is that the Micro Missiles don't seem to travel as fast as they do in game, but that's more of a nit pick, this mod is great and I look forward to it! Good luck and stay safe! :steamhappy:
Many NPCs have ridiculous hp amount. It's already possible to tweak all the damage values through convars, although I am planning to add a global multiplier for damage.
Great idea, and maybe also add an option for simpler crosshairs?
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