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DEYBAR_TECH

sLAUGHter weapons and XD_Muertes LAUGHs

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RkAgIQT.png.7442d9b3d5112ca2751a09c6e14a9d2b.png

 

"sLAUGHter weapons" is a simple Doom elements modifier.
is especially compatible with Zandronum.
can be played in any (IWAD: doom2, tnt, freedoom)

is compatible with multiplayer modes like (LMS, Survival, DeathMatch)



What does Slaghter Weapons offer ???

There are 12 powerful new weapons with an interesting enemy search and tracking system.
the most powerful weapon can launch a projectile that explodes like a supernova (SN1987A)
the weapons use 8 new types of ammunition with different random presentations.
there is a new and simple HeadUpDisplay / HUD.
the player has some upgrades like higher jumps and a rechargeable shield.
there are graphics and sprite replacements.
has new Skill definitions.
There is a new menu where you can listen and customize buttons to sounds and Music.



What is XD_Muertes ???

 

XD_MUERTES is a large audio package with more than 1500 new sounds from different video games.
XDM replaces the original sounds and audio definitions with many of its random "Categories" and custom sounds.
this additional Mod can be easily combined with any other Gameplay Mod, T.C. of the community.
also include a new (ANCRINFO / Announcer) called "Es: Loquendo Latino"




You will find much more information by reading (Slaughter-INFO.txt)
Tambien esta disponible en español: Slaughter_DATOS.txt usen Notepad++ para verlo.

 

 

 

Download:

https://www.mediafire.com/file/bewklebkyjj9uao/SLW%2BXDM_1.zip/file

 


run the Mod with the following file to fix some bugs:

sLAUGHTterW3_ammo_fix.zip

 

screenshot:

Screenshot_Doom_20210420_163955.png.265179e6fbb3590782873fb3e47f198a.png

 



If there are problems, bugs, questions or any suggestions,
please comment so that we can improve the gaming experience. 

Edited by DEYBAR_TECH : Ammo Fix

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10 minutes ago, DEYBAR_TECH said:

XD_MUERTES is a large audio package with more than 1500 new sounds from different video games.

I hate to play devil's advocate, but I'm asking myself how this pans out in terms of legality...

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The argument that it's free is not something that will hold a lot of sway when a company feels like somebody distributed some of their assets for free and without their consent...

 

I don't know what's in that audio-package, but at 1500 samples it seems rather comprehensive to me... I suppose we've been afforded a fair bit of leniency in the past from the side of id/bethesda when it came to stuff like using hexen/heretic assets in custom doom maps, but I'm not sure things will be the same when there are some assets from EA or nintendo in there, for example.. those companies happen to be quite the bitch when it comes to the legal protection of their assets... So, I hope this doesn't cause you any trouble... And sorry for starting the discussion like that, but seeing the sheer number of assets "ripped" I sort of expected that it might be iffy...

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A few days ago, I wanted to add the
Assault Rifle (Heckler & Koch - G11) to
this project but I couldn't find Sprites
that met my expectations.

so I tried to capture some YouTube videos
to transform them into Sprites,
but the work required for each frame
and the end result was a disaster.

 

 

 

so I decided to create 3D models of all the weapons
that are in the project to add them
directly in (.MD3) format.
I will first start with (G11)
and for its design, I am based mainly on
an old prototype and not on the version
that everyone knows.

 

 

 

 

Years ago I wanted to make a Mod with
3D weapons, but the development of my
flight simulator (3D_ACE) caused this idea
to be completely abandoned.

OLD_WEAPONS.png.8cb21ac731288f8fa9b7751dec99e14d.png

 

 

The process of creating 3D objects is quite slow
but with each improvement,
I will be updating the forum with
screenshots of the models
every time I can connect.

Edited by DEYBAR_TECH

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1 hour ago, Morpheus666 said:

downloading because i have a feeling this is going to be removed soon

 

I hope that doesn't happen.
have fun  :)

 

if you have any opinion or found a bug, feel free to comment!

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These days I was expanding the amount
of data that the new version of my
sound pack (XD_Muertes) will have.

 

It will be approximately 10Mb bigger
than the previous version and there
will be big expansions for:


PS2 Black (all voice samples)
Marvel vs Capcom (melee sounds) Shinobido way of the ninja (melee sounds)
Ace Combat 4 & X (radio voices)

 

 

 

XD_Muertes-G10.pk3 is still under construction
and will later have to undergo extensive
performance testing and sound management.

I hope I can handle the infinite audio channel problem that has plagued all of its predecessors.

 


Because I was improving XDM, I couldn't
have time to work on the 3D weapons.

 

Edited by DEYBAR_TECH

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There have been a lot of problems with the 3D weapons.

 

1- I have long since lost my enthusiasm
for firearms. And unlike airplanes,
rebuilding 3D weapons was very daunting.

 

2- I always had the feeling that I was
missing something or was making a
design mistake.
so I would always suddenly stop 3D
construction to search for
more information or find some design idea.

 

3- there are thousands of calibers
and types of bullets.
many of which have arbitrary decimal
measurements and sizes.
and the fact that there are the
same bullets but measured with
"mm / inch / gauge / bore"
are causing a lot of confusion when
choosing some type of ammunition
or creating a new standard for my 3D weapons.

 

4- Unlike ammunition, it is very difficult
to find reliable comparative sizes
between weapons.
many times I found images of pistols
and submachine guns larger than
assault rifles or shoulder rocket launchers.

 

 

 

This last issue has forced me to create
my own ammunition and weapon
size comparison chart.
I am currently guessing the size of
each weapon by means of the ammunition
they fire since this method seems
to be the most approximate and the
only one available.

 

Weapons-Ammo-size.png.3d3d8742b6eb89dfa35e0f04f86a1b15.png

 

Edited by DEYBAR_TECH : new size image

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93488992_Jericho_6mm(Rapier52-F40).png.1121bef77c7a60a8b2c3e0b1ce8dff9c.png


I'm going at a snail's pace,
but this pistol (Jericho 9mm.41)
is very close to completing its
modeling phase.
then it will only be necessary to
paint/texturize it with static lighting
so that it is compatible with Zandronum.

 

 

This modified handgun will use:
https://en.m.wikipedia.org/wiki/FN_5.7×28mm

 

small rifle cartridges much more
effective than the original 9mm.

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these are videos of the Secret: sLAUGHter_Weapons-G4.
More videos of this version will appear
on my YouTube channel.

mainly to show the progress of the
new: XD_Muertes-G10
with more than 3200 sounds and voices.
I hope to have it ready next August.

 

 

3D weapons will be included in:
sLAUGHter-5 which will be an
absolute rebuild instead of an
expansion and correction of features
as is the version 4.

 

 

 

Many thanks to: Captain J
for allowing me to use many of
his excellent Sprites.

please visit their forum:


https://forum.zdoom.org/viewtopic.php?f=37&t=37556

 

Edited by DEYBAR_TECH : remove videos

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During these days, I dedicated myself
to creating some new enemies and
making many adjustments to the new:
sLAUGHter Weapons-G4.

In these 2 long and relatively old videos,
I started to improve the
enemy "Respawn" system.


Now, in this Mod the Respawn is used
mainly to help the enemies to be
more challenging and it serves to give
a feeling of game type (Invasion)
that is an infinite survival of enemies.

 

Previously in Slaughter_Weapons-G3,
only KINETIC ammunition and
ExtremeBFG could block Respawn.
What in high difficulties caused
an absolute preference towards
these weapons.

 

Now that all the difficulties will use
the Respawn of enemies,
I am creating new tactics and
specific actions so that all weapons
can counter the Respawn of enemies
in their own style.

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