Weapons of Saturn
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Hexereticdoom
- Posts: 652
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: Weapons of Saturn [UPDATE January 01, 2015]
Coming now the fifth update for WOS-HXRTC... Yeah!
The changes on this release are the following ones:
- Included a totally new and exclusive weapon: the Plasma Zapper! Known as an ultra-secret and deprecated prototype of the UAC, this radiactive and semi-automatic pistol, as is name says, works with Energy Cells instead of rudimentary bullets. Quite powerful weapon and light as a feather, it's clip capacity allows a total of 20 shot rounds without recharging! However, it could be a bit unstable due to its nuclear-based mechanism. Use it at your own risk!
- Updated Combat Rifle skin with a bit different appearance, including now a greenish aim LCD screen. Cooler than before!
- Removed the red aim laser of Combat Rifle, due to strange issues with some hitscan switches featured in several megawads. (In fact, the laser was provoking that type of switches were automatically and infinitely activated, without the need of shooting any bullet! It will be restored when I find a solution for this abnormal behaviour. Meanwhile, you can still use the ZDoom's default crosshair to aim accurately.)
- Another some tiny maintenance fixings.
DOWNLOAD WOS-HXRTC Update 5: http://www.mediafire.com/download/e1dks ... XRTC-U5.7z
As usual, have fun!
The changes on this release are the following ones:
- Included a totally new and exclusive weapon: the Plasma Zapper! Known as an ultra-secret and deprecated prototype of the UAC, this radiactive and semi-automatic pistol, as is name says, works with Energy Cells instead of rudimentary bullets. Quite powerful weapon and light as a feather, it's clip capacity allows a total of 20 shot rounds without recharging! However, it could be a bit unstable due to its nuclear-based mechanism. Use it at your own risk!
- Updated Combat Rifle skin with a bit different appearance, including now a greenish aim LCD screen. Cooler than before!
- Removed the red aim laser of Combat Rifle, due to strange issues with some hitscan switches featured in several megawads. (In fact, the laser was provoking that type of switches were automatically and infinitely activated, without the need of shooting any bullet! It will be restored when I find a solution for this abnormal behaviour. Meanwhile, you can still use the ZDoom's default crosshair to aim accurately.)
- Another some tiny maintenance fixings.
DOWNLOAD WOS-HXRTC Update 5: http://www.mediafire.com/download/e1dks ... XRTC-U5.7z
As usual, have fun!
Re: Weapons of Saturn [UPDATE January 01, 2015]
Theres a problem when I try to launch it, whenever I launch it, it says
Execution could not continue.
Script error, "WOS_HXRTC-U5.PK3:actors/knuckles.txt" line 5:
"weapon.bobspeed" is an unknown actor property
Execution could not continue.
Script error, "WOS_HXRTC-U5.PK3:actors/knuckles.txt" line 5:
"weapon.bobspeed" is an unknown actor property
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
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Re: Weapons of Saturn [UPDATE January 01, 2015]
Sounds like your version of ZDoom is not up to date. Get a newer one from http://devbuilds.drdteam.org/
-
- Posts: 179
- Joined: Thu Aug 01, 2013 1:10 pm
Re: Weapons of Saturn [UPDATE January 01, 2015]
wouldnt +notrigger work?Hexereticdoom wrote: - Removed the red aim laser of Combat Rifle, due to strange issues with some hitscan switches featured in several megawads. (In fact, the laser was provoking that type of switches were automatically and infinitely activated, without the need of shooting any bullet! It will be restored when I find a solution for this abnormal behaviour. Meanwhile, you can still use the ZDoom's default crosshair to aim accurately.)
- Hexereticdoom
- Posts: 652
- Joined: Thu Aug 08, 2013 1:30 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Spain
- Contact:
Re: Weapons of Saturn [UPDATE January 01, 2015]
I'm gonna try it... Thanks for the tip!comet1337 wrote:wouldnt +notrigger work?Hexereticdoom wrote: - Removed the red aim laser of Combat Rifle, due to strange issues with some hitscan switches featured in several megawads. (In fact, the laser was provoking that type of switches were automatically and infinitely activated, without the need of shooting any bullet! It will be restored when I find a solution for this abnormal behaviour. Meanwhile, you can still use the ZDoom's default crosshair to aim accurately.)
EDIT: Sir, you gave me the solution to the problem! I owe you a cold beer...
Again, thanks a lot for the tip, now I can restore the feature in next update!
Re: Weapons of Saturn [UPDATE January 01, 2015]
Maybe a
The laser still seemed to work for me, so I don't know what you're talking about. But it did seem a bit boring to me, seeing as how it's really such a common feature for Doom assault rifles. Maybe a three-round burst altfire?Hexereticdoom wrote:I'm gonna try it... Thanks for the tip!comet1337 wrote:wouldnt +notrigger work?Hexereticdoom wrote: - Removed the red aim laser of Combat Rifle, due to strange issues with some hitscan switches featured in several megawads. (In fact, the laser was provoking that type of switches were automatically and infinitely activated, without the need of shooting any bullet! It will be restored when I find a solution for this abnormal behaviour. Meanwhile, you can still use the ZDoom's default crosshair to aim accurately.)
EDIT: Sir, you gave me the solution to the problem! I owe you a cold beer...
Again, thanks a lot for the tip, now I can restore the feature in next update!
Re: Weapons of Saturn [UPDATE January 01, 2015]
The rifle used to have a three round burst with the sights up, but I later removed it and don't remember why. I think I just liked full auto better, but I could bring it back if that would be more fun. I still want to keep the laser sight, and I'll have +NOTRIGGER added in the next update even though I think pointing a laser to open a shootable switch is cool and saves ammo. I also plan to remove the 1911 unless someone protests because I find it annoying as a random drop and I don't think it's cool enough to replace the starting pistol. I'll leave the code in the zip file for anyone who wants to add it back. I'm currently apartment hunting so I'm ridiculously busy right now, but I can manage to have an updated version sometime this month.
Re: Weapons of Saturn [UPDATE January 01, 2015]
I like the Colt .45, it actually works really well when you're playing with tougher monsters, as it has a bit more punch. It has a nice sprite/sound as well.
Re: Weapons of Saturn [UPDATE January 01, 2015]
How about a futuristic-looking revolver like the Mateba or Chiappa Rhino?Lippeth wrote:The rifle used to have a three round burst with the sights up, but I later removed it and don't remember why. I think I just liked full auto better, but I could bring it back if that would be more fun. I still want to keep the laser sight, and I'll have +NOTRIGGER added in the next update even though I think pointing a laser to open a shootable switch is cool and saves ammo. I also plan to remove the 1911 unless someone protests because I find it annoying as a random drop and I don't think it's cool enough to replace the starting pistol. I'll leave the code in the zip file for anyone who wants to add it back. I'm currently apartment hunting so I'm ridiculously busy right now, but I can manage to have an updated version sometime this month.
- Carbine Dioxide
- Posts: 1927
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: Weapons of Saturn [UPDATE January 01, 2015]
Good luck finding centered sprites for both the Mateba and the Chiappa Rhino.
- Doomguy5th
- Posts: 397
- Joined: Mon Dec 23, 2013 12:49 pm
- Location: Somewhere you shouldn't be
Re: Weapons of Saturn [UPDATE January 01, 2015]
Yeah, it feels like the 1911 is infuriating my gameplay with killing zombiemen. I actually am tired of having to not even notice a 1911, accidentally pick it up, and when I'm in the middle of firing my rifle at zombiemen, I switch weapons... *sigh*Lippeth wrote:The rifle used to have a three round burst with the sights up, but I later removed it and don't remember why. I think I just liked full auto better, but I could bring it back if that would be more fun. I still want to keep the laser sight, and I'll have +NOTRIGGER added in the next update even though I think pointing a laser to open a shootable switch is cool and saves ammo. I also plan to remove the 1911 unless someone protests because I find it annoying as a random drop and I don't think it's cool enough to replace the starting pistol. I'll leave the code in the zip file for anyone who wants to add it back. I'm currently apartment hunting so I'm ridiculously busy right now, but I can manage to have an updated version sometime this month.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
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Re: Weapons of Saturn [UPDATE January 01, 2015]
Try disabling automatic weapon switching; you'll find it in Player Setup.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: Weapons of Saturn [UPDATE January 01, 2015]
Why isn't there a "Swap if weapon is better" option in zdoom?
- Ed the Bat
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
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- Location: Maryland, US
- Contact:
Re: Weapons of Saturn [UPDATE January 01, 2015]
Define "better".
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: Weapons of Saturn [UPDATE January 01, 2015]
If it has a lower Weapon.SelectionOrder number.Ed the Bat wrote:Define "better".