I don't, sorry. I lost a lot of things to a hard drive crash a few years back.Crudux Cruo wrote:Amen to that, back in the hayday i came up with some pretty nifty stuff in edge. oh btw, wildweasel, do you still have that shitty rework of that edge mod i sent to you when i was doomer1? you know, the one with all the bullets shooting slowly and such?
Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]
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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.
- wildweasel
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Re: [UPDATE] Immoral Conduct
- Crudux Cruo
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Re: [UPDATE] Immoral Conduct
oh poo. anyhow, i may take a whack at the shotgun alt attacks since noone else has gotten to it yet; if it was me i would change the grenade slug to a thrown grenade, much like another weapon i cant remember which on it was.
- wildweasel
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Re: [UPDATE] Immoral Conduct
Remember, for now, we're trying to mimic as closely as possible the behavior of the original mod. I do recall the Flak Shotgun having a grenade-launch altfire, but I forget its specifics...Crudux Cruo wrote:oh poo. anyhow, i may take a whack at the shotgun alt attacks since noone else has gotten to it yet; if it was me i would change the grenade slug to a thrown grenade, much like another weapon i cant remember which on it was.
Re: [UPDATE] Immoral Conduct
This is probably outside the scope of what you're doing, but will you guys eventually be sprucing up some of the weapon sprites? Most are okay, but some like the assault rifle look pretty bad.
- Kinsie
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Re: [UPDATE] Immoral Conduct
Remember, the last release of Immoral Conduct was over a decade ago. Things have changed since then.-Ghost- wrote:This is probably outside the scope of what you're doing, but will you guys eventually be sprucing up some of the weapon sprites? Most are okay, but some like the assault rifle look pretty bad.
I suggest keeping the graphics as is, but minor tweaking to look right on widescreen displays (shotgun reload etc.) wouldn't go amiss. Maybe as a separate WAD, if need be?
Re: [UPDATE] Immoral Conduct
The shotgun secondaries are on my TODO list right after I redo the knife's behavior.wildweasel wrote:I do recall the Flak Shotgun having a grenade-launch altfire, but I forget its specifics...
Edit:
The biggest problem with replacing graphics is that they are named very strangely, but it's not impossible. If I had to enhance ICD, I'd rather just start over and make an enhanced mod inspired by ICD.
Re: [UPDATE] Immoral Conduct
Yeah, most of the weapons are fine, it's just one or two that stick out pretty badly compared to the rest.
- TheMightyHeracross
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Re: [UPDATE] Immoral Conduct
Except he's porting the mod, not remaking it. All he's doing is making a version for ZDoom. I don't think he should touch the sprites.
- Crudux Cruo
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Re: [UPDATE] Immoral Conduct
Code: Select all
ACTOR ICD_Remington : BaseWeapon
{
Game Doom
Weapon.AmmoUse 1
Weapon.AmmoGive 0
Weapon.AmmoType "ICD_RemingtonMagazine"
Weapon.AmmoType2 "ICD_Shells"
Inventory.PickupMessage "$GotRemington"
Tag "$TAG_Remington"
Weapon.UpSound "weapons/generic/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOALERT
Tag "Remington Shotgun"
States
{
Select:
TNT1 A 0 A_JumpIfInventory("ICD_RemingtonUpgrade",1,"Upgrade")
SHTG A 1 A_Raise
Goto Select+1
Deselect:
SHTG A 1 A_Lower
Loop
Ready:
TNT1 A 0 A_JumpIfInventory("ICD_RemingtonUpgrade",1,"Upgrade")
SHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD)
Loop
Fire:
TNT1 A 0 A_JumpIfInventory("ICD_RemingtonMagazine",1,2)
TNT1 A 0 A_JumpIfInventory("ICD_Shells", 1, "Reload")
Goto Ready
TNT1 A 0 A_AlertMonsters
TNT1 A 0 A_Gunflash
TNT1 A 0 A_PlaySound("weapons/remington/fire", CHAN_WEAPON)
SHTG A 1 A_FireBullets(5,4,9,5,"ICD_ShotgunBulletPuff")
TNT1 AAAAA 0 A_FireCustomMissile("ICD_Gun3_Sparks", frandom(-5,5),0,5,0,0,frandom(-5,5))
TNT1 AAAA 0 A_FireCustomMissile("ICD_SSGSmoke1", frandom(-9,9),0,5,0,0,frandom(-5,5))
SHTG A 2
SHTG E 2
SHTG A 3
SHTG B 2
SHTG C 2
SHTG Q 4
SHTG R 2 A_PlaySound("weapons/remington/cock", 6)
SHTG R 2 A_FireCustomMissile("ICD_ShotgunShellSpawner1", 0, 0, 5, -4)
SHTG Q 4
SHTG C 3
SHTG B 2
SHTG A 1
SHTG A 3 A_Refire
Goto Ready
AltFire:
SHTG A 0 A_JumpIfInventory("ICD_GrenadeCheck",1,3)
SHTG A 0 A_TakeInventory("ICD_RocketAmmo",1)
SHTG A 0 A_GiveInventory("ICD_GrenadeCheck",1)
SHTG A 1
SHTG F 3
SHTG G 4
SHTG H 20 A_PLAYSOUND("weapons/grenade/flare")
SHTG H 2 A_PLAYSOUND("weapons/grenade/hgren2")
SHTG H 2
SHTG H 10
SHTG H 2 A_GunFlash("AltFlash")
SHTG H 10 A_FireCustomMissile("ICD_ThrownGrenade",2,0,5,-2,0,4)
SHTG G 4 A_TakeInventory("ICD_GrenadeCheck",1)
SHTG F 4
Goto Ready
Reload:
SHTG A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("ICD_RemingtonMagazine",8,"Ready")
TNT1 A 0 A_JumpIfInventory("ICD_Shells", 1, 1)
Goto Ready
TNT1 A 0 A_PlaySound("weapons/generic/emptyclick2")
SHTG A 1
SHTG E 2
SHTG A 2
SHTG G 3
SHTG H 3
TNT1 A 4
SHTG I 3
Reload.Actual:
SHTG J Random(2,4) // Also not 100% accurate, but it's closer to how it was in EDGE! (Snarboo)
SHTG M 3
SHTG K 3
SHTG L 3
TNT1 A 0 A_PlaySound("weapons/doublebarrel/load", 6)
TNT1 A 0 A_TakeInventory("ICD_Shells",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_GiveInventory("ICD_RemingtonMagazine",1)
SHTG N 3 A_WeaponReady(WRF_NOBOB)
SHTG J random(2,4) A_WeaponReady(WRF_NOBOB)
TNT1 A 0 A_JumpIfInventory("ICD_RemingtonMagazine", 8, "Reload.Done")
TNT1 A 0 A_JumpIfInventory("ICD_Shells", 1, "Reload.Actual")
Reload.Done:
SHTG I 2
TNT1 A 2
SHTG H 3
SHTG G 3
SHTG A 3
SHTG B 2
SHTG C 3 A_PlaySound("weapons/remington/cock", 6)
SHTG D 3
SHTG C 4
SHTG B 2
SHTG A 1
Goto Ready
Flash:
SHTF B 1 bright A_Light(1)
SHTF A 2 bright A_Light(2)
TNT1 A 0 A_Light(0)
Goto LightDone
AltFlash:
BFGG D 2 A_PLAYSOUND("weapons/grenade/noway")
BFGG E 2
BFGG F 2
Goto LightDone
Upgrade:
TNT1 A 0 A_SelectWeapon("ICD_FlakRemington")
Goto Deselect
}
}
ACTOR ICD_RemingtonUpgrade : CustomInventory
{
Inventory.MaxAmount 1
Inventory.Icon SHOTA0
+INVENTORY.IGNORESKILL
States
{
Use:
TNT1 A 0
FAIL
}
}
ACTOR ICD_RemingtonMagazine : Ammo
{
Inventory.MaxAmount 8
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8
Inventory.Icon SHELA0
+INVENTORY.IGNORESKILL
}
ACTOR ICD_GrenadeCheck : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
+INVENTORY.IGNORESKILL
}
Too bad i couldn't do JumpIfInventory("ammo",-1, "Ready") for a "less than" rather than the standard "equal or greater than" code. seems pretty easy to code in too but... oh well.
Anyone got any ideas?
Re: [UPDATE] Immoral Conduct
Try this instead:Crudux Cruo wrote:Anyone got any ideas?
Code: Select all
AltFire:
SHTG A 0 A_JumpIfInventory("ICD_RocketAmmo",1,1)
Goto Ready
SHTG A 0 A_TakeInventory("ICD_RocketAmmo",1)
SHTG A 1
SHTG F 3
SHTG G 4
SHTG H 20 A_PLAYSOUND("weapons/grenade/flare")
SHTG H 2 A_PLAYSOUND("weapons/grenade/hgren2")
SHTG H 2
SHTG H 10
SHTG H 2 A_GunFlash("AltFlash")
SHTG H 10 A_FireCustomMissile("ICD_ThrownGrenade",2,0,5,-2,0,4)
SHTG G 4
SHTG F 4
Goto Ready
Just tested to see if this would work, and it does! :)
- Crudux Cruo
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Re: [UPDATE] Immoral Conduct
Cool, that's one down. IDK if ill do the other one today with turkey day and all but ill see what i can whip up
Also, some more bugs:
Rifle Ammo Pickup uses pistol clip sprite
Assault Rifle Pickup only gives 35 Ammo, and you have to reload after picking up.
Nazi's dont drop UZI's (always thought that was funny since UZI's are an israeli invention)
Also, some more bugs:
Rifle Ammo Pickup uses pistol clip sprite
Assault Rifle Pickup only gives 35 Ammo, and you have to reload after picking up.
Nazi's dont drop UZI's (always thought that was funny since UZI's are an israeli invention)
- wildweasel
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Re: [UPDATE] Immoral Conduct
Seems to be intentional; DDFTHING shows the Rifle clips as using CLIP frame A as their pickup sprite, same as the .45 ammo.Crudux Cruo wrote:Rifle Ammo Pickup uses pistol clip sprite
I've fixed the AR pickup, and I'll look into making sure all picked up weapons start loaded. I may or may not have completely screwed the ammo balance with this change.Assault Rifle Pickup only gives 35 Ammo, and you have to reload after picking up.
[/quote][/quote]Nazi's dont drop UZI's (always thought that was funny since UZI's are an israeli invention)
Something I'll have to look into soon, as I'll need to implement the actual SS from the mod (I'm pretty sure they have the Uzi attack, smoke effects, and reloading like the other monsters, too).
Re: [UPDATE] Immoral Conduct
I noticed your recent change, weasel! The behavior of the weapon pickups varies between EDGE versions. In 1.35, you get a full magazine upon picking up any weapon, even a dropped one, but in 1.27, weapons that are dropped give you half ammo, so you usually get half a clip. Not sure how to handle this yet, but the pickups need work.
-
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Re: [UPDATE] Immoral Conduct
How is that even a bug? Uzis weren't even around during WW2.Crudux Cruo wrote:Nazi's dont drop UZI's (always thought that was funny since UZI's are an israeli invention)
- wildweasel
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Re: [UPDATE] Immoral Conduct
Because Nazis did carry, use, and drop Uzis in ICD-SE.wad, and our current goal is to make it work as closely as possible to the original. We can second-guess Cory Whittle's intentions later.HavoX wrote:How is that even a bug? Uzis weren't even around during WW2.Crudux Cruo wrote:Nazi's dont drop UZI's (always thought that was funny since UZI's are an israeli invention)