[wip/100k] grnd.pk7

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everamzah
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[wip/100k] grnd.pk7

Post by everamzah »

grnd.pk7 102k -- Found the gun sprite sheet in a folder of downloads from the spriting carnival attributed to oODemonologistOo. Put some firing modes on it (+User1 - +User4) and added a grenade by OSJClatchFord from QUAKE: Descent into Heresy. The explosive puffs are by FireSeraphim from T-Style: Demons in the Mist. The crosshairs are from Xhairs.wad by Enjay. Code cleanup and ammo shell pickups by amv2k9, thanks!

+Zoom works but you need to pick the weapon upgrade up first. +Reload works on the currently selected firing mode. +AltAttack switches the current ammo type. There are two ammo types - hitscan and projectile - and eight firing modes between them. You need to pick up the weapon upgrades (or 'give weapons`) before you can use them.
Spoiler: Video preview
Last edited by everamzah on Sun Aug 31, 2014 1:59 pm, edited 3 times in total.
Endless123
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Re: [wip/100k] grnd.pk7

Post by Endless123 »

There the shotgun projectile and the plasma projectile are both missing (or too small to be seen) judging by the video and while playing the same thing happened but i never been able to switch to any modes other than the shotgun one and there is no added section in the customize controls menu to configure it properly.

There is also the backfire of the grenades is a bit too strong even when fired ad mid-range, it nearly killed me a few times even if the enemy was far enough to shoot with a rocket launcher.

However aside that it's a fun mod :)

Just one question though, how the heck can i switch between modes :P
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

The controls section is re-ordered so you may be looking in the wrong part. It's right at the top of the menu along with fire, grenade, and a "use stim" function.

Do you mean that the grenades bounces too much off walls? Thanks for the kind words and feedback.
Endless123
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Re: [wip/100k] grnd.pk7

Post by Endless123 »

Ho i was looking at the bottom of the section :lol: Silly me :P

As for the grenade's bounce it's fine. The problem is when the grenade explode the damage radius seems a bit too wide.
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

That's a good tip. Updated with a radius of 128 down from 196.
Endless123
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Re: [wip/100k] grnd.pk7

Post by Endless123 »

I just tested it at 96 and it's fairly equal to the rocket launcher damage radius.

One alternative would be to make the player more resistant to the damage radius by adding "RadiusDamageFactor x.y" to the player's definition(x.y being the value. 0 is total immunity)

Also you could add the "+NORADIUSDMG" at the player's definition as well.
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

Thanks again for your help and suggestions. Self damage and self radius damage now do only half to the shooter.

Edit: Not self radius damage, I was mistaken. This is the first time I've used the damage types.
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

There are now four rocket firing modes in addition to the four hitscan modes. The first post is updated with a description, and a video preview.
Endless123
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Re: [wip/100k] grnd.pk7

Post by Endless123 »

Trying it now, expect feedbacks soon :)

EDIT : You did a lot of progress :) There is still some minor bugs (like the crosshairs not changing when switching loaders and the zoomed crosshair(the one in the video) isn't showing.) There is still no reload animation but as it's understandable since yout mod is in the development phase and not in the final phase. Also there seem to have a missing ACS script because there is an error showing(Unknown Command "OPT_SCOPE_OFF") Other that that it's working fine :)

Keep it up :)
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

Thanks a lot! I plan to add animations for reloading and switching modes. Zooming requires to pick up an upgrade or `give WeapUpgradeZM'. I'm not certain about the unknown command, I don't recognize it anyway.
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everamzah
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Re: [wip/100k] grnd.pk7

Post by everamzah »

Alright, I've added reloading sequences. You can break out of them by firing, fortunately. There are four skill levels now, some regen, more ammo too. Haven't testing reloading out in gameplay yet but I hope it's satisfactory for now. I probably should have added an animation to ammo/mode switching before posting this.
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amv2k9
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Re: [wip/100k] grnd.pk7

Post by amv2k9 »

Got around to playing this, and I really like it!

-I think the smoke puff used by the grenades would look better with additive transparency.
-If you want a monster to be pained 100% of the time by an attack, use 256 for PainChance, not 255.

At the bottom of this post, I've attached a file with some stuff you may find useful. Though it's a pk3, it's not designed to be loaded into ZDoom; it just has bits of code. Just open it up in Slade, and copy out what you like:

-I made a bunch of TEXTURES-based variations on the small shell pickup, where the individual shells are standing up or lying down in different configurations. Also included are the DECORATE actors that use them.
-The primary ammo display in SBARINFO features a ton of redundant code. Let's use the Buckshot mode ammo display as an example. You can turn this:

Code: Select all

InInventory User1, 1
	{
		InInventory HautAmmoLoader1, 12
		{
			DrawImage "I_SHEL", -74, -2, CenterBottom;
			DrawImage "I_SHEL", -70, -2, CenterBottom;
			DrawImage "I_SHEL", -66, -2, CenterBottom;
			DrawImage "I_SHEL", -62, -2, CenterBottom;
			DrawImage "I_SHEL", -58, -2, CenterBottom;
			DrawImage "I_SHEL", -54, -2, CenterBottom;
			DrawImage "I_SHEL", -50, -2, CenterBottom;
			DrawImage "I_SHEL", -46, -2, CenterBottom;
			DrawImage "I_SHEL", -42, -2, CenterBottom;
			DrawImage "I_SHEL", -38, -2, CenterBottom;
			DrawImage "I_SHEL", -34, -2, CenterBottom;
			DrawImage "I_SHEL", -30, -2, CenterBottom;
		}
		else
		{
			InInventory HautAmmoLoader1, 11
			{
				DrawImage "I_SHEL", -70, -2, CenterBottom;
				DrawImage "I_SHEL", -66, -2, CenterBottom;
				DrawImage "I_SHEL", -62, -2, CenterBottom;
				DrawImage "I_SHEL", -58, -2, CenterBottom;
				DrawImage "I_SHEL", -54, -2, CenterBottom;
				DrawImage "I_SHEL", -50, -2, CenterBottom;
				DrawImage "I_SHEL", -46, -2, CenterBottom;
				DrawImage "I_SHEL", -42, -2, CenterBottom;
				DrawImage "I_SHEL", -38, -2, CenterBottom;
				DrawImage "I_SHEL", -34, -2, CenterBottom;
				DrawImage "I_SHEL", -30, -2, CenterBottom;
			}
			else
			{
				InInventory HautAmmoLoader1, 10
				{
					DrawImage "I_SHEL", -66, -2, CenterBottom;
					DrawImage "I_SHEL", -62, -2, CenterBottom;
					DrawImage "I_SHEL", -58, -2, CenterBottom;
					DrawImage "I_SHEL", -54, -2, CenterBottom;
					DrawImage "I_SHEL", -50, -2, CenterBottom;
					DrawImage "I_SHEL", -46, -2, CenterBottom;
					DrawImage "I_SHEL", -42, -2, CenterBottom;
					DrawImage "I_SHEL", -38, -2, CenterBottom;
					DrawImage "I_SHEL", -34, -2, CenterBottom;
					DrawImage "I_SHEL", -30, -2, CenterBottom;
				}
				else
				{
					InInventory HautAmmoLoader1, 9
					{
						DrawImage "I_SHEL", -62, -2, CenterBottom;
						DrawImage "I_SHEL", -58, -2, CenterBottom;
						DrawImage "I_SHEL", -54, -2, CenterBottom;
						DrawImage "I_SHEL", -50, -2, CenterBottom;
						DrawImage "I_SHEL", -46, -2, CenterBottom;
						DrawImage "I_SHEL", -42, -2, CenterBottom;
						DrawImage "I_SHEL", -38, -2, CenterBottom;
						DrawImage "I_SHEL", -34, -2, CenterBottom;
						DrawImage "I_SHEL", -30, -2, CenterBottom;
					}
					else
					{
						InInventory HautAmmoLoader1, 8
						{
							DrawImage "I_SHEL", -58, -2, CenterBottom;
							DrawImage "I_SHEL", -54, -2, CenterBottom;
							DrawImage "I_SHEL", -50, -2, CenterBottom;
							DrawImage "I_SHEL", -46, -2, CenterBottom;
							DrawImage "I_SHEL", -42, -2, CenterBottom;
							DrawImage "I_SHEL", -38, -2, CenterBottom;
							DrawImage "I_SHEL", -34, -2, CenterBottom;
							DrawImage "I_SHEL", -30, -2, CenterBottom;
						}
						else
						{
							InInventory HautAmmoLoader1, 7
							{
								DrawImage "I_SHEL", -54, -2, CenterBottom;
								DrawImage "I_SHEL", -50, -2, CenterBottom;
								DrawImage "I_SHEL", -46, -2, CenterBottom;
								DrawImage "I_SHEL", -42, -2, CenterBottom;
								DrawImage "I_SHEL", -38, -2, CenterBottom;
								DrawImage "I_SHEL", -34, -2, CenterBottom;
								DrawImage "I_SHEL", -30, -2, CenterBottom;
							}
							else
							{
								InInventory HautAmmoLoader1, 7
								{
									DrawImage "I_SHEL", -54, -2, CenterBottom;
									DrawImage "I_SHEL", -50, -2, CenterBottom;
									DrawImage "I_SHEL", -46, -2, CenterBottom;
									DrawImage "I_SHEL", -42, -2, CenterBottom;
									DrawImage "I_SHEL", -38, -2, CenterBottom;
									DrawImage "I_SHEL", -34, -2, CenterBottom;
									DrawImage "I_SHEL", -30, -2, CenterBottom;
								}
								else
								{
									InInventory HautAmmoLoader1, 6
									{
										DrawImage "I_SHEL", -50, -2, CenterBottom;
										DrawImage "I_SHEL", -46, -2, CenterBottom;
										DrawImage "I_SHEL", -42, -2, CenterBottom;
										DrawImage "I_SHEL", -38, -2, CenterBottom;
										DrawImage "I_SHEL", -34, -2, CenterBottom;
										DrawImage "I_SHEL", -30, -2, CenterBottom;
									}
									else
									{
										InInventory HautAmmoLoader1, 5
										{
											DrawImage "I_SHEL", -46, -2, CenterBottom;
											DrawImage "I_SHEL", -42, -2, CenterBottom;
											DrawImage "I_SHEL", -38, -2, CenterBottom;
											DrawImage "I_SHEL", -34, -2, CenterBottom;
											DrawImage "I_SHEL", -30, -2, CenterBottom;
										}
										else
										{
											InInventory HautAmmoLoader1, 4
											{
												DrawImage "I_SHEL", -42, -2, CenterBottom;
												DrawImage "I_SHEL", -38, -2, CenterBottom;
												DrawImage "I_SHEL", -34, -2, CenterBottom;
												DrawImage "I_SHEL", -30, -2, CenterBottom;
											}
											else
											{
												InInventory HautAmmoLoader1, 3
												{
													DrawImage "I_SHEL", -38, -2, CenterBottom;
													DrawImage "I_SHEL", -34, -2, CenterBottom;
													DrawImage "I_SHEL", -30, -2, CenterBottom;
												}
												else
												{
													InInventory HautAmmoLoader1, 2
													{
														DrawImage "I_SHEL", -34, -2, CenterBottom;
														DrawImage "I_SHEL", -30, -2, CenterBottom;
													}
													else
													{
														InInventory HautAmmoLoader1, 1
														{
															DrawImage "I_SHEL", -30, -2, CenterBottom;
														}
													}
												}
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
Into this:

Code: Select all

 InInventory User1, 1
 {
  Ininventory HautAmmoLoader1, 1
  {
   DrawImage "I_SHEL", -30, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 2
  {
   DrawImage "I_SHEL", -34, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 3
  {
   DrawImage "I_SHEL", -38, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 4
  {
   DrawImage "I_SHEL", -42, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 5
  {
   DrawImage "I_SHEL", -46, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 6
  {
   DrawImage "I_SHEL", -50, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 7
  {
   DrawImage "I_SHEL", -54, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 8
  {
   DrawImage "I_SHEL", -58, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 9
  {
   DrawImage "I_SHEL", -62, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 10
  {
   DrawImage "I_SHEL", -66, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 11
  {
   DrawImage "I_SHEL", -70, -2, CenterBottom;
  }
  Ininventory HautAmmoLoader1, 12
  {
   DrawImage "I_SHEL", -74, -2, CenterBottom;
  }
 }
Doing that, just for the shotgun-mode ammo display, cuts 158 lines of code down to just fifty. Doing that for all of the weapons knocked about 1500 lines of code down to about 130! I put the replacement code into the lump labeled 'SBARINFO.priammodisplayfix'.
Attachments
grndstuff.pk3
(2.53 KiB) Downloaded 66 times
User avatar
everamzah
Posts: 149
Joined: Tue Aug 20, 2013 10:17 am
Location: Augusta, ME.
Contact:

Re: [wip/100k] grnd.pk7

Post by everamzah »

Thank you very much! I've quickly added your contributions and suggestions and updated the package. I look forward to going through it more thoroughly and working on ammo/upgrade pickups. Really appreciate it. :D
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: [wip/100k] grnd.pk7

Post by Endless123 »

Here is some early feedbacks,

Except for the missing reload sound everything works fine.

BTW if anyone has problem with the crosshairs not showing i think i discovered why.

In the HUD options menu there is one thing that need to be OFF in order to have all the crosshairs working like in the video The "Force Default Crosshair" needs to be OFF - If it's on the default crosshair will replace ALL the other crosshairs.
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everamzah
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Joined: Tue Aug 20, 2013 10:17 am
Location: Augusta, ME.
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Re: [wip/100k] grnd.pk7

Post by everamzah »

I forgot about that setting. That's pretty neat, actually. This way you can set `crosshairforce 1' and 'crosshair 0' to turn everything off. I also found `crosshairgrow' and that's a pretty neat setting, too.

I wanted to add that the mod can be found on my Google Drive or on GitHub -- and that that's where the ACS is.
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