I decided on making it default to the old style. The alternate model will be available as a separate add-on, rather than use a cvar, because damn if that was complicated to add. Fix Impaler select anim when thrown and picked back up.
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6.3 KiB
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. Doesn't look very good and needs improvement.
- 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.
- It is likely that this wasn't a weapon meant for Unreal, but oh well.
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.
- The actual "Bonesaw" does not exist in any form but I might model it from scratch sometime.
- I forgot to re-add in the little bits of flesh/dried blood that hang from the blades, but I think it still looks fine like this. Edit: I re-added them.
- Same story as the Demolisher. The fact that these two only popped up in one third-party source for another game is really suspicious.
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. (after reading up more into the 0.83~0.86 builds I've come to realize that this was the correct way to go).
- Has extra animation with 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.
- Decided to default to the old model instead of the new one.
- Need to re-add the flame.
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.
- Smoothed out 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.
- 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, for balance reasons.
Stunner
- This one can be used as-is (though I did fix some holes and stuff).
- Made a separate pickup model with holes filled.
- Has a similar regenerating ammo as the dispersion pistol. IIRC it was supposed to use the same ammo as the ASMD?
"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.
- Forgot to make a reload animation, so I came up with lore to make it not need one. I'm lazy like that.
Sentry
- The source model had frankenUVs and didn't really look any good. So I've redone the whole thing. Since I didn't feel like making new textures this thing now mixes and matches a couple weapon skins.
- It's composed of two models so the gun part can rotate independently.
- Original version is available as a separate item. Gave it some stitched textures.
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.