stinger_m/ProtoNotes.md

5.5 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.
  • 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 This weapon was never completed, and eventually was superseded by the biorifle.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.
  • 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.

"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 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.
  • Thinking of making an alternate item that still uses the source model and its frankenUVs. Will have to stitch a skin for it tho.

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.