goldenboy wrote:I played until the end of e1m4 with this.
Promising mod, here's some feedback.
Some reload sounds aren't played
No reload sounds are played. I am trying to figure out how to set them up still. I am using the dpm format for the models, and the playback of animations is called using framegroups. Optimally I would love for support in the format of being able to hook sounds into certain frames inside frame groups, like Half Life mdl's, however that is not supported. I am trying to avoid the two options I see. Using a single wav file with all sounds in order. Using traditional non framegroup animation code, where I step through each and every frame in code. The later option sucks because I have over 100 frames of animation in each model. The former option is okay, provided I don't change the frame playback rate, or the animation. Lets just say WIP on this.
goldenboy wrote:Assault rifle sound seemed weak (also what's with the low rate of fire? Perhaps introduce a single shot or 3-shot burst mode?)
I may remove this weapon all together, and replace it with a sniper like rifle, low ammo, low rate of fire, high damage. The lower rate of fire is to balance it in DM. I tried a rate of fire that was similar to the sub machine gun, and it was too powerful in DM. I have tried to balance each weapon relative to the others for DM play. Another option I am considering is altering the weapon stats for single player, and death match.
goldenboy wrote:I'd expect to be able to use iron sights - is this possible? How about red dot sights / scopes?
I'd also expect the ability to crouch, and enemies using cover (could be done via waypoints/ent files) - maybe also lean around corners
This is not really what I am going for. I am going for action movie realism, not Tom Clancy realism. I.e. fast action without all the bells and whistles. We have enough COD clones going around, certainly don't need another.
goldenboy wrote:Some weapons look visually too similar to each other, making identification of what you're holding difficult (especially numbers 5 and 6)
Agreed, 5 and 6 are based on the same model. The concept was an automatic shotgun and assault rifle from the same product line; which is what I tell myself. The textures on these two weapons are WIP, as in what you see currently is a base skin mesh output from the editor, with a simple splash of colour on top. The textures, when completed, will make these two guns much more different. I also intend on changing more of the mesh on the automatic shotgun to further differentiate the models.
goldenboy wrote:Perspective / placement of some guns seemed weird (machine pistol), as if down wasn't down
I personally wouldn't angle them so extremely, as it contributes to the skewed appearance issue
I'd expect them to jam/misfire underwater (since you're already going for realism)
See above, not really going to Tom Clancy realism, going to action movie realism.
goldenboy wrote:I'd like to be able to get headshots, I'm simply used to this in games that use modern weapons
Great idea, I intend to implement this.
goldenboy wrote:Monster's weapons should do the same damage as the player's (generally too easy)
Sometimes I forget not everyone is in their mid 30's with declining reflexes.

I have been playing with the numbers, and have it to a point where at hard I don't always make it through E1M1. Its much more challenging.
goldenboy wrote:Otherwise I found this pretty fun to play. Needless to say, the mostly black colour and general appearance of the weapons doesn't mix too well with Quake's eldritch maps and monsters.
Flashlight?
Also, what exactly makes this require Darkplaces - I usually like to use other engines

It requires Darkplaces because I made use of the Darkplaces dpm model format, and framegroups. Other engines don't support these great features that make adding new models and coding them into the game a pleasure, as opposed to painful.
Thanks for taking the time, and providing feedback. Its appreciated.