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Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]


Tango

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Posted (edited)
On 5/14/2024 at 12:20 AM, Ether said:

The rockets apparently aren't counted correctly in the automap ammo tally for some reason, but the main HUD keeps track of them just fine. Not quite sure what'd cause this sort of discrepancy.

The cause is in SBARINFO it checks vanilla RocketAmmo instead of SC's "TangoRocketAmmo".

You can use SLADE to replace all occurrences in it to fix the display. I've updated the weapons-only version and my "No keys" version.

Edited by NovaRain

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  • 4 weeks later...
Posted (edited)

hey everyone:D

heres my own version of Supercharge

based on my own preference

https://drive.google.com/file/d/1-1Xfqsjy8-Ags4Z3k85l8ARS-cHjpb2D/view?usp=drivesdk

 

Changes:

• Pistol has a 10 round magazine instead of 8 

• Shotgun has more accuracy but not to the point of being a sniper with a faster reload 

• Scrapgun has 2x the velocity with a tighter spread

• Chaingun has a firerate equal to that of Valiants Superchaingun but with spread(i like my chaingun go brrr) and a new pickup sprite

• Rocket launcher has a diffrent fire animation

• Plasma slightly faster projectile speed

• Bfg has a 800 damage direct hit (the big ass ball not the tracers)

 

Most of the weapons have beefier sounds and increase screenshake(but u can still see wtf is is happening)

Edited by Supercharged Bj

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On 3/13/2024 at 1:50 AM, Big_Dorbo said:

Just wanted to piggyback off my post in the thread for Break//point// yesterday but this mod is incredible.

 

really appreciate this mate :D

 

On 4/8/2024 at 12:27 AM, devlman127 said:

After seeing that there's a weapons-only version, has a monster-only version been considered for compatibility with other weapons mods?

 

I did one in the previous version as a one-off, but I don't have any plans to do this regularly at the moment. partially because, well, I've not been making any updates on the regular at the moment hah. if any other folks are keen on making a version like that, I'd be happy to add a download link in the OP though!

 

On 4/19/2024 at 8:39 PM, Tekabe said:

But I have a suggestion:
How does it sound to make a separate ammo pool for pistol to prevent it from being useless in the lategame? Several different powerful weapons use the same ammo pool.

 

yeah that's a really cool idea! I think it maintains a little bit of use as a sniping weapon but it does get overshadowed. I think it's unlikely I'll be making any major updates to the mod for a while though - what I'd really like to do is a sort of soft reset of Supercharge, with an arsenal reset to remove all the new weapons and maybe even make the base weapon roster a little more lean. if I ever do get to this, it would be primarily for the purpose of use in my own mapset, with its use as a gameplay mod as a bonus. but there's a lot of work to make that happen still D:

 

@Ether thanks for reporting this! and Novarain for fixing it in your edited versions! I still plan to make a small update to the mod to fix that and add some of the changes I made for Godless Night, but first I still gotta finalize that mapset 😬

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Posted (edited)
On 6/11/2024 at 10:34 AM, Tango said:

 

@Tango We really missed you mate, looking forward to see your new mod. You were telling about a mod that will make supercharge more than vanilla+. None the less, you are my number 1 modder. Peace brother.

 

Edit: I accidently wrote into the area which shows the replied comment :DDDD

Edited by c0mbolynch

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