LuciferSam86 Posted December 29, 2022 5 hours ago, Tango said: ooo that sounds like an awesome concept - I love the idea of a weapon with multiple functions like that. I'm doubtful that I'll add any more weapons to supercharge itself, but after I finish my current project, atm my aspirations are to branch off of supercharge with a fully new arsenal. so I may well steal this BFG concept for that... Glad you liked the idea. My inspiration is from Doom 3 and ARSENAL.wad an old Doom wad made by a Brazilian doom modder called Daniel. Of course your own implementation should be quick and lethal like the weapons in Supercharge, unless your vision for the new mod has a different pace :) 2 Quote Share this post Link to post
Toilet_Wine_Connoisseur Posted December 29, 2022 10 hours ago, Tango said: ey thanks for the reminder! been meaning to add this. I just added Breakpoint to the OP, as well as In The Shadow of Chaos by @Toilet_Wine_Connoisseur. thank you all for continuing to make kickass stuff for supercharge :D ooo that sounds like an awesome concept - I love the idea of a weapon with multiple functions like that. I'm doubtful that I'll add any more weapons to supercharge itself, but after I finish my current project, atm my aspirations are to branch off of supercharge with a fully new arsenal. so I may well steal this BFG concept for that... thank you for adding my map! I love Supercharge so much(I use it for basically everything) this was such a cool thing to wake up to! 3 Quote Share this post Link to post
Supercharged Bj Posted February 7, 2023 i have a concept: basically if supercharge and final doomer have a love child.each class has the same weapons as final doomer mod but with supercharge fast-paced gameplay example like: The Plutonia class a revolver instead of the baretta,it has way more damage but with has 6 six round in the cylinder and reload time a bit longer. M16 rifle replaces the assault rifle,has 3 burst,basically the old version of assault rifle of SC. or something like that. 2 Quote Share this post Link to post
Tango Posted March 27, 2023 (edited) hi folks, sorry for the absence of updates here. still slowly trudging away on my current mapset D: this is version 3.0 since that's the next increment up, but it's a pretty minor update all things considered. there are probably a handful of smaller tweaks throughout that I'm forgetting, but here's a rough changelog off the top of my head: added gothic variants for the demon and shotgunner the spritework isn't mine so you've probably seen these sprites before, but hopefully someone else will still find this nice to have if your project is more gothic or fantasy-themed like my current for now these are just separate Things and not controlled via a menu toggle, so a mapper will have to specifically place them. I will consider a cleaner solution in the future but this is what I'm working with atm fixed the minigun bullet decal and ammo pickup issue (thanks @Kristian Nebula for pinging me about this!) fixed player rocket launcher project angle being a tiny bit off (thanks @ginc!) fixed player rocket launcher flash sprites (thanks @Scuba Steve!) here's the aforementioned gothic pinky and shotgunner variants: I recently got these fantastic glove sprites from Ultra 64 to use in my current project, which are in the spoiler below. these aren't in this version of supercharge but whenever I get around to cutting these out and putting these together in all the weapon frames, I'll either throw em in supercharge as a toggle or just as a separate wad or something: Spoiler edit: I should also note that there's no weapons-only or monsters-only version this time around, sorry folks D: and in fact I don't think I ever really fixed some of the issues in the 2.9 versions of those either. I'm not making the time to do those versions myself right now, but if someone else wants to take a stab at it, I'm happy to outline how I did it either case! if someone else does feel so motivated as to do it themselves, I'll gladly add the downloads to the OP edit edit: also sorry that HUD in the screenshot above is also not included in supercharge at the moment, but very well may be in the future. the pixel artist (@naomspr on twitter) did a kickass job with it though and I plan to commission another HUD to be the new default supercharge HUD in the future, if he's up for it Edited March 27, 2023 by Tango 17 Quote Share this post Link to post
Shulbocka Posted March 28, 2023 Thank you very much for the update! This has been one of my favorite mods since it was released and I love that it's still being worked on and polished up. The first thing I was going to ask too after seeing the screens was about the HUD, so thanks for answering that. Naomspr did do an amazing job on it, and I'm looking forward to seeing your next commission from them. As for the mod itself, thanks for fixing the Rocket Launcher and Minigun issues. Another issue with both of those weapons and the Super Shotgun though are that the firing sounds are a little too quiet, especially when compared to the rest of the weapons. For example, the regular shotgun seems twice as loud as the super shotgun. Just thought I'd mention that in case you care. Other then that, I can't think of any other issue. Last, this is kind of random and I apologize, but would you ever consider adding a lever to your gothic skinned shotgun? It just looks like it wants to be lever action, and those are some of the funnest weapons to use in shooters IMO yet their rarely ever seen especially in Doom. 1 Quote Share this post Link to post
Matt Eldrydge Posted March 30, 2023 Glad to see Supercharge got updated! It's one of my favorite vanilla+ style mods out there, and the new visual changes are absolutely fantastic. Looking forward to playing this! 3 Quote Share this post Link to post
NovaRain Posted April 7, 2023 OK, here's my attempt for the weapons-only version: https://www.mediafire.com/file/ifuykq2zyfek0kh/supercharge_v3.0_weapons_only.pk3/file All monster sprites/sounds/brightmaps/decorate files are cleared. I also tweaked the offset of Chaingun HUD sprites and added a new pickup sprite. One known issue: when picking up the clip dropped by zombieman, it shows the same message as picking up a "full" clip, but actually it still gives 5 bullets as it should. Side note: I think the chaingun is seriously underpowered comparing to the pistol/AR. Yes, it doesn't require reloading, but that's its only advantage over AR. Currently it takes ~65% more bullets than the pistol and ~56% more bullets than AR to kill enemies in average. 15 or even 16 dmg should be more reasonable IMO. 2 Quote Share this post Link to post
Tango Posted May 13, 2023 On 3/28/2023 at 12:47 PM, Shulbocka said: Another issue with both of those weapons and the Super Shotgun though are that the firing sounds are a little too quiet, especially when compared to the rest of the weapons. For example, the regular shotgun seems twice as loud as the super shotgun. Just thought I'd mention that in case you care. Other then that, I can't think of any other issue. apologies for the belated reply, but appreciate you mentioning this! I think I've probably just gotten used to it by now, but this is something that ought to be fixed. would it be better if the regular shotty sound was just made quieter to be in line with the rest? I suppose it'd be best for me to look at the volume levels a little more uniformly across the board and evaluate that way... On 3/28/2023 at 12:47 PM, Shulbocka said: Last, this is kind of random and I apologize, but would you ever consider adding a lever to your gothic skinned shotgun? It just looks like it wants to be lever action, and those are some of the funnest weapons to use in shooters IMO yet their rarely ever seen especially in Doom. ah I've never considered that! that would be pretty cool. I've unfortunately not got anyone I can use for spriting commissions anymore, as Ultra 64 has moved on to other stuff lately. so the last thing I was able to get from him were some cool new glove weapon sprites for all the weapons, which'll be in my next mapset On 4/8/2023 at 12:06 AM, NovaRain said: OK, here's my attempt for the weapons-only version: awesome, thanks for doing this!! I added it to the OP a while back when you first posted it. I've honestly never really played with the chaingun but yeah I could see that being the case. I'll give it a buff for the next update, but that probably won't be out until my current mapset is finished and the dust has settled there a bit 2 Quote Share this post Link to post
Shulbocka Posted May 13, 2023 12 hours ago, Tango said: apologies for the belated reply, but appreciate you mentioning this! I think I've probably just gotten used to it by now, but this is something that ought to be fixed. would it be better if the regular shotty sound was just made quieter to be in line with the rest? I suppose it'd be best for me to look at the volume levels a little more uniformly across the board and evaluate that way... Obviously it's completely your decision on what you think is best, but I personally think it would be best to just raise the volume of the quieter weapons as I think the louder weapons sound awesome. Boomer shooters gotta have the boom. 12 hours ago, Tango said: ah I've never considered that! that would be pretty cool. I've unfortunately not got anyone I can use for spriting commissions anymore, as Ultra 64 has moved on to other stuff lately. so the last thing I was able to get from him were some cool new glove weapon sprites for all the weapons, which'll be in my next mapset Yeah those new glove sprites are awesome and are gonna look really good once you implement them. It's too bad Ultra 64 has moved on because he/she definitely have talent, but at least they left a good mark on the community while they were here. As long as your not opposed to the idea though, I could try my hand at making the shotgun sprites for you. I've never made custom weapon sprites, but I've been a graphic designer for 12 years and live and breath PS & AI, so it's not out of my wheel house. To be honest, I'm just gonna do it. It sounds fun, and if you like the results, they're all yours. 1 Quote Share this post Link to post
NovaRain Posted May 14, 2023 (edited) 21 hours ago, Tango said: would it be better if the regular shotty sound was just made quieter to be in line with the rest? I suppose it'd be best for me to look at the volume levels a little more uniformly across the board and evaluate that way... I vote for making shotty quieter to be in line with the rest, but as long as the volume levels are uniform, I can always adjust my volume knob. 21 hours ago, Tango said: awesome, thanks for doing this!! I added it to the OP a while back when you first posted it. I've honestly never really played with the chaingun but yeah I could see that being the case. I'll give it a buff for the next update, but that probably won't be out until my current mapset is finished and the dust has settled there a bit Thank you! You might want to check the offset of chaingun sprites, a few of them are not centered or aligned to others so I adjusted them in my weapons-only version. Edited May 14, 2023 by NovaRain 1 Quote Share this post Link to post
Chalibluefin Posted May 26, 2023 (edited) Was testing out Supercharge to run on a coop server with Zandronum and I ran into this little error every time I fired a rocket launcher. At least I think it is. Any idea how to fix? Edited May 26, 2023 by Chalibluefin 0 Quote Share this post Link to post
Tango Posted May 27, 2023 21 hours ago, Chalibluefin said: Was testing out Supercharge to run on a coop server with Zandronum and I ran into this little error every time I fired a rocket launcher. At least I think it is. Any idea how to fix? shit, sorry about that D: I've been very minimal about zandro testing lately. the current working version of supercharge I have breaks some other stuff in zandro for now, so sending you the latest version won't be a proper fix either. problem seems to be in actors/weapons/RocketLauncher.dec here: Actor TangoWeaponRocketSparkTrailSpawner { +NOGRAVITY +CLIENTSIDEONLY +NOINTERACTION +DONTSPLASH States { Spawn: TNT1 A 0 // Chance to do nothing to make the trail a little less thick TNT1 A 0 A_Jump(96, "DoNothing") TNT1 A 0 A_SpawnItemEx("TangoWeaponRocketSparkTrail", -12, 0, 0, frandom(-1.5, 1.5), frandom(-1.0, 1.0), velz + frandom(-1.0, 1.0), 0) Stop DoNothing: Stop } } and I reckon it probably should be: Actor TangoWeaponRocketSparkTrailSpawner { +NOGRAVITY +CLIENTSIDEONLY +NOINTERACTION +DONTSPLASH States { Spawn: TNT1 A 0 // Chance to do nothing to make the trail a little less thick TNT1 A 0 A_Jump(96, "DoNothing") TNT1 A 0 A_SpawnItemEx("TangoWeaponRocketSparkTrail", -12, 0, 0, frandom(-1.5, 1.5), frandom(-1.0, 1.0), velz + frandom(-1.0, 1.0), 0) Stop DoNothing: TNT1 A 0 // <-------- ADDED THIS LINE HERE Stop } } lemme know if that change works for you! 1 Quote Share this post Link to post
Starman the Blaziken Posted June 16, 2023 On 5/27/2023 at 7:11 AM, Tango said: shit, sorry about that D: I've been very minimal about zandro testing lately. the current working version of supercharge I have breaks some other stuff in zandro for now, so sending you the latest version won't be a proper fix either. problem seems to be in actors/weapons/RocketLauncher.dec here: Actor TangoWeaponRocketSparkTrailSpawner { +NOGRAVITY +CLIENTSIDEONLY +NOINTERACTION +DONTSPLASH States { Spawn: TNT1 A 0 // Chance to do nothing to make the trail a little less thick TNT1 A 0 A_Jump(96, "DoNothing") TNT1 A 0 A_SpawnItemEx("TangoWeaponRocketSparkTrail", -12, 0, 0, frandom(-1.5, 1.5), frandom(-1.0, 1.0), velz + frandom(-1.0, 1.0), 0) Stop DoNothing: Stop } } and I reckon it probably should be: Actor TangoWeaponRocketSparkTrailSpawner { +NOGRAVITY +CLIENTSIDEONLY +NOINTERACTION +DONTSPLASH States { Spawn: TNT1 A 0 // Chance to do nothing to make the trail a little less thick TNT1 A 0 A_Jump(96, "DoNothing") TNT1 A 0 A_SpawnItemEx("TangoWeaponRocketSparkTrail", -12, 0, 0, frandom(-1.5, 1.5), frandom(-1.0, 1.0), velz + frandom(-1.0, 1.0), 0) Stop DoNothing: TNT1 A 0 // <-------- ADDED THIS LINE HERE Stop } } lemme know if that change works for you! I was playing in a Zandronum server with the same issue as the user above. At least since they did not respond (At least in a comment anyways) I can confirm with a change in a copy file and some testing that this simple line addition works. Would think to upload a simple file with just the decoration as a patch here, unless you probably want to silently update the link yourself since it is one extra line to rid an annoying issue for Zandronum users and the online servers hosting it. 1 Quote Share this post Link to post
c0mbolynch Posted July 2, 2023 (edited) I liked the gothic style hud <3 I am impatiently waiting to try it for the ultimate steampunk experience. Keep up the good work! Edited July 4, 2023 by c0mbolynch 1 Quote Share this post Link to post
Monocled Posted July 10, 2023 Super satisfying for reasons i can't explain, fast paced, and good sprites. Btw way is paradise updated with the latest versions of Supercharge? 1 Quote Share this post Link to post
Tango Posted July 16, 2023 On 6/17/2023 at 6:56 AM, Starman the Blaziken said: Would think to upload a simple file with just the decoration as a patch here, unless you probably want to silently update the link yourself since it is one extra line to rid an annoying issue for Zandronum users and the online servers hosting it. sorry it took me, but I just updated the OP with v3.0b, which is identical to 3.0 except with the addition of this fix On 7/11/2023 at 7:50 AM, Monocled said: Btw way is paradise updated with the latest versions of Supercharge? it's a few versions behind sadly, since it's just a little tedious to update paradise anytime I update supercharge :( I also want to somewhat just paradise be at this point, though it'd be good if at some point I just made a version of supercharge that was version agnostic so you could just plug in whatever version of supercharge you wanted. no guarantees though, yall see how slow I move D: 1 Quote Share this post Link to post
NovaRain Posted July 17, 2023 My weapons only version has already included the fix for Zandronum, so I just changed the filename to 3.0b as well. 1 Quote Share this post Link to post
Supercharged Bj Posted July 18, 2023 (edited) my minor resound for Supercharge https://drive.google.com/file/d/10k_-RpMcNx8QbJ7WCOKY3EileF2x2y2B/view?usp=drivesdk changes: Shotgun fire SSG fire and reload (the reload for some reason it only works in the goth skin only) Stomper fire Chaingun fire plasma reload sound rocketlauncher fire pistol reload Scrapgun fire BFG charge,fire,and explode ball give me a feedback if it is too loud or quite speaking of reload,hey tango is it possible to have a second reload for every weapon,like the pistol,i mean you can just copy the complex doom chamber reload pistol.. if your sneaky Edited August 1, 2023 by Supercharged Bj The drive should work this time sorry for waiting FEDEX 2 Quote Share this post Link to post
FEDEX Posted July 30, 2023 @Supercharged Bj your link is restricted (not public) 0 Quote Share this post Link to post
Supercharged Bj Posted July 31, 2023 @FEDEX the link is now access to the public. sorry for the late replay D: 1 Quote Share this post Link to post
c0mbolynch Posted July 31, 2023 (edited) On 7/18/2023 at 4:54 PM, Supercharged Bj said: my minor resound for Supercharge https://drive.google.com/file/d/10k_-RpMcNx8QbJ7WCOKY3EileF2x2y2B/view?usp=drivesdk changes: Shotgun fire Stomper fire Chaingun fire plasma reload sound rocketlauncher fire pistol reload Scrapgun fire BFG charge,fire,and explode ball give me a feedback if it is too loud or quite speaking of reload,hey tango is it possible to have a second reload for every weapon,like the pistol,i mean you can just copy the complex doom chamber reload pistol.. if your sneaky Bro, you're amazing! I liked these firing sounds especially SSG and Pistol. SSG is really beefy <3 Thanks! Edited July 31, 2023 by c0mbolynch 1 Quote Share this post Link to post
Supercharged Bj Posted August 1, 2023 (edited) 9 hours ago, c0mbolynch said: Bro, you're amazing! I liked these firing sounds especially SSG and Pistol. SSG is really beefy <3 Thanks! thank you very much @c0mbolynch,its my very first time making sound effects and give me feedback if some sounds are too weak or loud :D Edited August 1, 2023 by Supercharged Bj 1 Quote Share this post Link to post
Doomenator Posted August 1, 2023 7 hours ago, Supercharged Bj said: give me feedback if some sounds are too weak or loud For comparison try running your sounds on different engines (GZDoom and Zandronum) or different versions of GZDoom (3.3 and 4.7+) for example. Also, the presence of a subwoofer or good headphones changes the volume of beefy sounds. Since the sounds are in different formats and quality, leveling the volume of sounds in the current situation is completely useless. 0 Quote Share this post Link to post
Supercharged Bj Posted August 2, 2023 (edited) @Doomenator ok heres what i found 9 hours ago, Doomenator said: For comparison try running your sounds on different engines (GZDoom and Zandronum) or different versions of GZDoom (3.3 and 4.7+) for example. yeah for some the sounds are alot louder in zandronum and gzdoom 3.3 than the newer gzdoom and lzdoom for example like the shotgun fire sound are alot more noticable in zandronum and gzdoom 1.1.9,.maybe bacause of fmod or something like that. 9 hours ago, Doomenator said: Also, the presence of a subwoofer or good headphones changes the volume of beefy sounds. yes i do try different headphones both of them,and yeah your right it change from loud to ear rape when i test them on both of the headphone on is a bass bluetooth and a wire headset. 9 hours ago, Doomenator said: Since the sounds are in different formats and quality, leveling the volume of sounds in the current situation is completely useless. yeah i try to do that back then because i was naive at sound designing this resound. thank you @Doomenator for the criticism <3 Edited August 2, 2023 by Supercharged Bj 0 Quote Share this post Link to post
Supercharged Bj Posted August 3, 2023 (edited) Ok so im new to coding,so heres my weapons overhaul https://drive.google.com/file/d/11SdQ-zGYqmxyw9gxJHED_KndiLASrvKk/view?usp=drivesdk (Changes) all weapons has some increase shake when firing increase bullet capacity 200 - 400 to 300 - 600 Fist: is now instant when you punch Pistol:has now 12 rounds Scarp gun:the projectile has now twice the velocity speed Shotgun:the reloading is faster Chaingun:it has higher rate of fire but with wider spread //basically like the super chaingun from Valiant// Rocket launcher:just speed up the animation but the fire rate is still the same give feedback if some of these weapons are unbalanced or overpowered. Also the new resound v1.1 https://drive.google.com/file/d/11_0Weh61kS6P6gn5u5vQN_s1fsbs4xOQ/view?usp=drivesdk (Changes) Shotgun fire and reload sound Chaingun fire Edited August 6, 2023 by Supercharged Bj The link of the resound is now public 1 Quote Share this post Link to post
c0mbolynch Posted August 4, 2023 11 hours ago, Supercharged Bj said: Ok so im new to coding,so heres my weapons overhaul https://drive.google.com/file/d/11SdQ-zGYqmxyw9gxJHED_KndiLASrvKk/view?usp=drivesdk (Changes) all weapons has some increase shake when firing increase bullet capacity 200 - 400 to 300 - 600 Fist: is now instant when you punch Pistol:has now 12 rounds Shotgun:the reloading is faster Chaingun:it has higher rate of fire but with wider spread //basically like the super chaingun from Valiant// Rocket launcher:just speed up the animation but the fire rate is still the same give feedback if some of these weapons are unbalanced or overpowered. Also the new resound v1.1 https://drive.google.com/file/d/11_0Weh61kS6P6gn5u5vQN_s1fsbs4xOQ/view?usp=drivesdk (Changes) Shotgun fire and reload sound Chaingun fire I couldn't get your weapons overhaul working. 2 Quote Share this post Link to post
Supercharged Bj Posted August 4, 2023 (edited) oh sorry wait here @c0mbolynch https://drive.google.com/file/d/11kJ2D_O0s2wRRlmAutToQ1typCcr3pyL/view?usp=drivesdk Edited August 4, 2023 by Supercharged Bj 1 Quote Share this post Link to post
c0mbolynch Posted August 9, 2023 (edited) On 8/4/2023 at 5:19 AM, Supercharged Bj said: oh sorry wait here @c0mbolynch https://drive.google.com/file/d/11kJ2D_O0s2wRRlmAutToQ1typCcr3pyL/view?usp=drivesdk Yes, tyvm! Fixed now. thanks for giving me a different way to play this amazing mod. Shotgun is beefy too now alongside with SSG <3 Edited August 9, 2023 by c0mbolynch 1 Quote Share this post Link to post
Supercharged Bj Posted August 10, 2023 @Tango for some reason the rocket ammo count does not work on my hud for some reason? 1 Quote Share this post Link to post
Supercharged Bj Posted August 10, 2023 22 hours ago, c0mbolynch said: Yes, tyvm! Fixed now. thanks for giving me a different way to play this amazing mod. Shotgun is beefy too now alongside with SSG <3 thank you man :D.im working on version 1.2 someday but not too long because im been busy with my family 2 Quote Share this post Link to post
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