stinger_m/ProtoNotes.md
Marisa Kirisame 76cd3a5207 Wow looks like I got a lot of stuff in here.
Added brightmaps and gldefs entries for most stuff.
Imported a bunch of sprites, including some recycled stuff from old mods.
Made new icons for the 0.83 status bar.
Remade "Teleport Gun" model.
Made new models for some ammo variants.
Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear.
Began working on ASMD. Flak Cannon has no projectiles yet.
2019-08-15 02:38:46 +02:00

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5.4 KiB
Markdown

### Unnamed Weapon / Bigman Gun / Demolisher
- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
going to repurpose it as pretty much that.
- Texture made from scratch, some handpainting plus detail textures and
various overlays from Mine.utx just for kicks.
- It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
- Came up with a name for it.
- Ammo models were improvised by editing the unused sconce part of the Jclip1
texture.
### Bonesaw? / Razorclaw
- The closest thing to whatever was described in the Unreal bible. Original
model looked like it could spin, so I did just that.
- Has "stab" (grab) and "slice" (spin) animations, close enough.
- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
Razorjack texture for them then it's already upgraded.
- Also came up with a name for it.
### Flame Gun / Fireblaster
- Changed up to not make it redundant since the Flamethrower is in too. It
shoots fireballs, so it's more of a long range single shot weapon compared
to the medium range dps barrage that is the flamethrower.
- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
attack mercs do.
- The model had no UV mapping so I improvised a lot. Thankfully Blender's
texture paint helped for most of it.
- New name given, "flame gun" sounds too placeholder-y.
- Uses same ammo as flamethrower.
### Flamethrower / Napalm Gun
- At some point in development, there was a bunch of tubes and stuff for a
flamethrower. This weapon was never completed, and eventually was
superseded by the biorifle.
- What I'm doing here is basically reviving the whole thing, however, rather
than using the piss-poor old "flamet" texture, I repurposed the JNapalm1
texture that the "napalm gun" (the proto-biorifle) in 0.871 used.
- So far the model has been a success, although I failed to notice that it was
mirrored when I imported it, but it looks better with the little canister on
the left side. Also I moved the hose to the back like in a proper
flamethrower. The pickup model has a whole lot of stuff that was entirely my
doing. It's got a bulkier backpack than the biorifle, that's for sure.
- Actually I made an alternate model with the old texture. It had some shape
changes to accomodate for it. I still think the texture sucks. It should be
switchable, just like how you can change weapon sprites in Smooth Doom.
- Ammo is just a recolored explosive barrel.
### Quadshot
- Oh boy, I have quite the history with this damn thing. Before I even knew
what it was supposed to be I somehow thought it was a plasma gun / fireball
launcher and not a shotgun... Yeah.
- I've done some prettifying here and there, replaced the incomplete hand with
one from the Automag.
- Barrel spin is still pump operated, but reload is break action because I
felt like it.
- Might smoothen some of the geometry on the fp mesh. Hexagonal barrels aren't
exactly the best looking.
- This damn thing has so many frames of animation now, whew. Also I sure blew
the polycount budget on this, normally Unreal weapons have anywhere from
200 to 350 polys, but this thing quadruples that (oops).
- I fixed up the ammo pickup mesh so it has no holes, too.
- Has some additional animations, mainly for future use in SWWM GZ.
### Impaler
- Yeah, gonna be following the bible for this one, even if it sounds
very challenging to make a "seeking beam that arcs between enemies".
- I re-animated the model. It has a normal fire that shoots the gem, and the
beam alt-fire too. In addition, a stab is available when out of ammo.
- Instead of little sparkies here and there I used a fattened copy of the gem
with an electricity texture.
- The weapon will use two ammo types. One for individual gems, and another for
the total charge of each gem (which will be used for the altfire).
- This weapon is kind of OP, so it needs to be in the BFG replacement pool.
- Supposedly meant to use the same ammo as the stinger, but... I'm giving it
a separate one.
### Stunner
- This one can be used as-is.
- Made a separate pickup model with holes filled.
- Has a similar regenerating ammo as the dispersion pistol.
### "Teleport gun"
- Them teleport capsules.
- Redid the whole thing with the modern hand model.
- There is a pickup mesh, it's rudimentary but does the job.
### Old Automag / Proto Automag
- Gun is re-animated in order to use the same hand as the final automag.
- Uses the old black skin, but the off-hand gun when dual wielding will use
the newer skin.
### Sentry
- The model clearly has frankenUVs, so I'm going to make actual textures for
it. Also it's pretty undetailed so I'll fix that too while I'm at it, and
give it nice anims and stuff, maybe make it multipart so it can rotate
and whatnot.
### Peacemaker
- Keep as-is, no changes needed.
### Detector
- Same, no changes needed.
### Old Minigun / Autocannon
- Unlike a certain someone I'm not going to butcher this into a "gatling gun".
- In appearance it's more like some sort of four-barrel cannon, and bears
resemblance to the Lasergun from Serious Sam, so I animated it to fire each
barrel one by one like it. Plus an alt-fire that shoots all four, of course.
- This will be the Redeemer equivalent, so it needs to be powerful as heck but
have a low ammo count.
- No ammo pickups.