Oh boy, here comes a big one.
Doomreal development is officially back to life. Doomreal now depends on Doom Tournament, as it's an add-on for it. Most of the resources are in place right now, just a couple more things left to add in. Flak cannon is still incomplete and weapon development will be resumed soon. There is a main menu now, I hope you like it. Player classes don't have models assigned yet, so they will look weird. Overall this is not yet very playable.
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### Unnamed Weapon / Bigman Gun
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- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
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going to repurpose it as pretty much that.
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- Texture made from scratch, some handpainting plus detail textures and
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various overlays from Mine.utx just for kicks.
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- It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
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- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
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### Bonesaw?
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- The closest thing to whatever was described in the Unreal bible. Original
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model looked like it could spin, so I did just that.
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- Has "stab" (grab) and "slice" (spin) animations, close enough.
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- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
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Razorjack texture for them then it's already upgraded.
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### Flame Gun
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- Changed up to not make it redundant since the Flamethrower is in too. It
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shoots fireballs, so it's more of a long range single shot weapon compared
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to the medium range dps barrage that is the flamethrower.
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- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
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attack mercs do.
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- The original was supposed to have 900 max ammo, give 100 per pickup and use
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10 per shot. This is dumb so I'm dividing all of that by 10.
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- The model had no UV mapping so I improvised a lot. Thankfully Blender's
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texture paint helped for most of it.
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### Flamethrower / Napalm Gun
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- At some point in development, there was a bunch of tubes and stuff for a
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flamethrower. This weapon was never completed, and eventually was
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superseded by the biorifle.
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- What I'm doing here is basically reviving the whole thing, however, rather
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than using the piss-poor old "flamet" texture, I repurposed the JNapalm1
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texture that the "napalm gun" (the proto-biorifle) in 0.871 used.
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- So far the model has been a success, although I failed to notice that it was
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mirrored when I imported it, but it looks better with the little canister on
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the left side. Also I moved the hose to the back like in a proper
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flamethrower. The pickup model has a whole lot of stuff that was entirely my
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doing. It's got a bulkier backpack than the biorifle, that's for sure.
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- Actually I made an alternate model with the old texture. It had some shape
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changes to accomodate for it. I still think the texture sucks. It should be
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switchable, just like how you can change weapon sprites in Smooth Doom.
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### Quadshot
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- Oh boy, I have quite the history with this damn thing. Before I even knew
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what it was supposed to be I somehow thought it was a plasma gun / fireball
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launcher and not a shotgun... Yeah.
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- I've done some prettifying here and there, replaced the incomplete hand with
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one from the Automag.
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- Barrel spin is still pump operated, but reload is break action because I
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felt like it.
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- Might smoothen some of the geometry on the fp mesh. Hexagonal barrels aren't
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exactly the best looking.
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- This damn thing has so many frames of animation now, whew. Also I sure blew
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the polycount budget on this, normally Unreal weapons have anywhere from
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200 to 350 polys, but this thing quadruples that (oops).
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- I fixed up the ammo pickup mesh so it has no holes, too.
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- Has some additional animations, mainly for future use in SWWM GZ.
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### Impaler
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- Yeah, gonna be following the bible for this one, even if it sounds
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very challenging to make a "seeking beam that arcs between enemies".
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- I re-animated the model. It has a normal fire that shoots the gem, and the
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beam alt-fire too. In addition, a stab is available when out of ammo.
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- Instead of little sparkies here and there I used a fattened copy of the gem
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with an electricity texture.
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- The weapon will use two ammo types. One for individual gems, and another for
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the total charge of each gem (which will be used for the altfire).
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### Stunner
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- This one can be used as-is.
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- Made a separate pickup model with holes filled.
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### "Teleport gun"
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- Them teleport capsules.
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- Although I can leave this as-is I think I should change the hand.
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- Might also use the UT 220 model just for kicks, since it has an automag
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hand already. Would do it as an alternate skin, like the Flamethrower.
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### Old Automag
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- Gotta decide on which version of the skin to use. I personally prefer the
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black one, as it'll difference it from the standard automag.
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- May want to change the hand (which will involve re-animating the gun, welp).
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At least doing that I have an excuse to fix some holes in the mesh.
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### Sentry
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- The model clearly has frankenUVs, so I'm going to make actual textures for
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it. Also it's pretty undetailed so I'll fix that too while I'm at it, and
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give it nice anims and stuff, maybe make it multipart so it can rotate
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and whatnot.
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### Peacemaker
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- Keep as-is, no changes needed.
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### Detector
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- Same, no changes needed.
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### Old Minigun / Autocannon
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- Unlike a certain someone I'm not going to butcher this into a "gatling gun".
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- In appearance it's more like some sort of four-barrel cannon, and bears
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resemblance to the Lasergun from Serious Sam, so I animated it to fire each
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barrel one by one like it. Plus an alt-fire that shoots all four, of course.
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- This will be the Redeemer equivalent, so it needs to be powerful as heck but
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have a low ammo count.
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