Faspons [JULY 20 2023] - Now Monster Pack Compatible!

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Big C
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Re: Faspons [REL: APR 07 / DEV: APR 07]

Post by Big C »

Hey fas, some feedback:

-Please, please, PLEASE either don't make the chainsaw rev on selection or make its revving not wake up enemies. Alternatively, have it not rev until you whip it out and then fire. Sometimes I like to use the fists instead to silently bonk enemies (or just to use berserk) and not only does the chainsaw selection ruin any attempt at stealth but the revving process takes precious seconds.
-I think the imps' current fireball speed should be reserved for when -fastmonsters is enabled, a la vanilla DooM. Right now those guys are better snipers in small rooms than zombies.
-I am not so keen on the minigun needing reloading, mainly because it isn't obvious at first that ammo isn't automatically added to the "pool" if you run empty.
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 07]

Post by Baconator »

Glad we can help!
This mod really delivers. :cheers:
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 07]

Post by faslrn »

Big C wrote:Hey fas, some feedback:

-Please, please, PLEASE either don't make the chainsaw rev on selection or make its revving not wake up enemies. Alternatively, have it not rev until you whip it out and then fire. Sometimes I like to use the fists instead to silently bonk enemies (or just to use berserk) and not only does the chainsaw selection ruin any attempt at stealth but the revving process takes precious seconds.
-I think the imps' current fireball speed should be reserved for when -fastmonsters is enabled, a la vanilla DooM. Right now those guys are better snipers in small rooms than zombies.
-I am not so keen on the minigun needing reloading, mainly because it isn't obvious at first that ammo isn't automatically added to the "pool" if you run empty.
Thanks for the feedback! I will be looking into the chainsaw for you. I have the code mainly in place so when you select the saw, it waits until you hit fire to start the revs and will only start if you hit fire. I also added knuckles as a separate slot (0) in case you wish to go directly to the fists.

I will make a check for fast monsters and have the imp slow a vanilla speed one if it is indeed off. Do the other projectiles suffer the same?

Currently, I have the "RELOAD" appear when it is empty but I know that in the past, others had some complaints about it not being too obvious that reloading is needed. Is there something you would like to see or any ideas on what would make it more obvious for other players?
Baconator wrote:Glad we can help!
This mod really delivers. :cheers:
Thanks boss :cheers:
Echelon5
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Re: Faspons [REL: APR 07 / DEV: APR 07]

Post by Echelon5 »

I kind of miss the original WoS way of reloading the chaingun, but I also really, REALLY love reloading weapons so v :P v
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Big C
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Re: Faspons [REL: APR 07 / DEV: APR 07]

Post by Big C »

faslrn wrote: Thanks for the feedback! I will be looking into the chainsaw for you. I have the code mainly in place so when you select the saw, it waits until you hit fire to start the revs and will only start if you hit fire. I also added knuckles as a separate slot (0) in case you wish to go directly to the fists.

I will make a check for fast monsters and have the imp slow a vanilla speed one if it is indeed off. Do the other projectiles suffer the same?

Currently, I have the "RELOAD" appear when it is empty but I know that in the past, others had some complaints about it not being too obvious that reloading is needed. Is there something you would like to see or any ideas on what would make it more obvious for other players?
Thanks. I'm not sure what's going on with the chainsaw RE: what it's supposed to do versus what it's doing, but it auto-revs every time I switch to it currently.

Yes, other projectiles are -fast at the moment as far as I can tell.

I think simply putting the current ammo next to the reserve ammo like any other weapon would suffice for indicating it's not an ammo-pool-based weapon.

LOWER-PRIORITY SUGGESTIONS FOLLOW BELOW:

Also, if the shotgun is supposed to be carrying 8+1 shells, any possibility of being able to reload a full combat rifle for 30 + 1? I know this isn't Hideous Destructor, but the consistency would please me, it would give a tactical advantage, and Metal Gear Solid 5 has a similar system despite using a traditional reserve pool-based ammo system.

To that end, I think it would make more sense to fling away empty magazines/cells/rocket drums only when a mag has been completely spent, with the implication that partial reloads are pocketed back for later.

Also also, on that note, discarded mags/cells/etc. don't seem to be as permanent as permanent casings.
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by faslrn »

Big C wrote:Hey fas, some feedback:

-Please, please, PLEASE either don't make the chainsaw rev on selection or make its revving not wake up enemies. Alternatively, have it not rev until you whip it out and then fire. Sometimes I like to use the fists instead to silently bonk enemies (or just to use berserk) and not only does the chainsaw selection ruin any attempt at stealth but the revving process takes precious seconds.
-I think the imps' current fireball speed should be reserved for when -fastmonsters is enabled, a la vanilla DooM. Right now those guys are better snipers in small rooms than zombies.
-I am not so keen on the minigun needing reloading, mainly because it isn't obvious at first that ammo isn't automatically added to the "pool" if you run empty.
Big C wrote:
faslrn wrote: Thanks for the feedback! I will be looking into the chainsaw for you. I have the code mainly in place so when you select the saw, it waits until you hit fire to start the revs and will only start if you hit fire. I also added knuckles as a separate slot (0) in case you wish to go directly to the fists.

I will make a check for fast monsters and have the imp slow a vanilla speed one if it is indeed off. Do the other projectiles suffer the same?

Currently, I have the "RELOAD" appear when it is empty but I know that in the past, others had some complaints about it not being too obvious that reloading is needed. Is there something you would like to see or any ideas on what would make it more obvious for other players?
Thanks. I'm not sure what's going on with the chainsaw RE: what it's supposed to do versus what it's doing, but it auto-revs every time I switch to it currently.

Yes, other projectiles are -fast at the moment as far as I can tell.

I think simply putting the current ammo next to the reserve ammo like any other weapon would suffice for indicating it's not an ammo-pool-based weapon.

LOWER-PRIORITY SUGGESTIONS FOLLOW BELOW:

Also, if the shotgun is supposed to be carrying 8+1 shells, any possibility of being able to reload a full combat rifle for 30 + 1? I know this isn't Hideous Destructor, but the consistency would please me, it would give a tactical advantage, and Metal Gear Solid 5 has a similar system despite using a traditional reserve pool-based ammo system.

To that end, I think it would make more sense to fling away empty magazines/cells/rocket drums only when a mag has been completely spent, with the implication that partial reloads are pocketed back for later.

Also also, on that note, discarded mags/cells/etc. don't seem to be as permanent as permanent casings.
Alright, a lot to talk about here as I just pushed a lot of changes to the DEV branch:
  1. Switching to chainsaw no longer automatically rips the cord to start it up. You need to press FIRE to initiate the process.
  2. Megasphere finally gives 200 armor and health properly
  3. Hud now displays the loaded ammo and ammo in inventory
    • Minigun also now shows RELOAD in-place of the loaded ammo to more clearly show it NEEDS to be reload
    • This is also changed on the classic hud
  4. Weapons will now only drop empty mags on the ground if you have fully emptied the loaded ammo
  5. Dropped empty mags are now permanent if the setting is enabled to have perm casings
  6. Added a check for FastMonsters to make sure I can make the enemies throw faster or slower projectiles
Now, in terms of this idea:

"Also, if the shotgun is supposed to be carrying 8+1 shells, any possibility of being able to reload a full combat rifle for 30 + 1? I know this isn't Hideous Destructor, but the consistency would please me, it would give a tactical advantage, and Metal Gear Solid 5 has a similar system despite using a traditional reserve pool-based ammo system."

So, to dumb it down to my terms, when the rifle is empty, reload it, has 30 ammo, but press reload again to add one to the chamber to make it 30+1? Or am I off?
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by Baconator »

Yep, like in modern shooters like Battlefield 3.
Maybe you can make this kind reload faster: round in chamber, no need to pull the bolt, only magazine change.

Yeah, I noticed the Megasphere bug too. :thumb:
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by faslrn »

Baconator wrote:Yep, like in modern shooters like Battlefield 3.
Maybe you can make this kind reload faster: round in chamber, no need to pull the bolt, only magazine change.

Yeah, I noticed the Megasphere bug too. :thumb:
Alright. Just thinking of mechanics here as I'm not a gun nut:

Would there be any situation where you would technically run the 31 rounds (30 in the mag plus the one in the chamber) or would there be one in the chamber at all times?
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by Baconator »

At first let it be 30 rounds. That means you have inserted new magazine and chambered round. Like 1 in chamber and 29 in magazine. Gun was previously safe.
Then when you reload with at least 1 remaining cartridge, you´ll have faster reload beacause you have already round in chamber. So no bolt pulling back. Then 31 rounds.
When you are empty, you will have long reload with magazine change and bolt pulling with 30 cartridges in magazine.
Got the logic?

I see there are already animations for it, you only have to change the number or whatever magic you do... :D
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by faslrn »

Baconator wrote:At first let it be 30 rounds. That means you have inserted new magazine and chambered round. Like 1 in chamber and 29 in magazine. Gun was previously safe.
Then when you reload with at least 1 remaining cartridge, you´ll have faster reload beacause you have already round in chamber. So no bolt pulling back. Then 31 rounds.
When you are empty, you will have long reload with magazine change and bolt pulling with 30 cartridges in magazine.
Got the logic?

I see there are already animations for it, you only have to change the number or whatever magic you do... :D
One more thing: If they start with 31, empty it all out, and on the reload, only have 30 (because one is now in the chamber), should I allow the person to reload the mag once again to get to 31?
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by Baconator »

Played a bit with reloading enabled and have some suggestions:

Make this kind of system work for combat rifle and RPG. For RPG you have to add some kind of charging animation.
Right now when you change magazine for RPG when it is empty, there is no sign of mechanical action that rocket enters into barrel aka round chambering. Do it like 10+1 or 9+1.
Riotgun is already working like this.

Minigun should be left untouched.

Don´t know how to handle cell weapons. Some future tech, hell we know how it work´s. :roll: Leave it be.

Of course this kind of system is like script for porn movie. Not exactly needed. I play without reloading anyway... 8-)
But for consistency you should add it.

P.S. You could add grenade cooking. When in impossible situation, Doomguy can take the alpha way out. :twisted:
Or find some tactical applicatons for it.
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by Baconator »

faslrn wrote:
Baconator wrote:At first let it be 30 rounds. That means you have inserted new magazine and chambered round. Like 1 in chamber and 29 in magazine. Gun was previously safe.
Then when you reload with at least 1 remaining cartridge, you´ll have faster reload beacause you have already round in chamber. So no bolt pulling back. Then 31 rounds.
When you are empty, you will have long reload with magazine change and bolt pulling with 30 cartridges in magazine.
Got the logic?

I see there are already animations for it, you only have to change the number or whatever magic you do... :D
One more thing: If they start with 31, empty it all out, and on the reload, only have 30 (because one is now in the chamber), should I allow the person to reload the mag once again to get to 31?
https://www.youtube.com/watch?v=0_vsXKQBPO0
Found video on Youtube. Check it out.
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by faslrn »

Baconator wrote:
faslrn wrote:
Baconator wrote:At first let it be 30 rounds. That means you have inserted new magazine and chambered round. Like 1 in chamber and 29 in magazine. Gun was previously safe.
Then when you reload with at least 1 remaining cartridge, you´ll have faster reload beacause you have already round in chamber. So no bolt pulling back. Then 31 rounds.
When you are empty, you will have long reload with magazine change and bolt pulling with 30 cartridges in magazine.
Got the logic?

I see there are already animations for it, you only have to change the number or whatever magic you do... :D
One more thing: If they start with 31, empty it all out, and on the reload, only have 30 (because one is now in the chamber), should I allow the person to reload the mag once again to get to 31?
https://www.youtube.com/watch?v=0_vsXKQBPO0
Found video on Youtube. Check it out.
Thanks for that :thumb: Pushed to DEV :D
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Baconator
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by Baconator »

Yep, like this. :thumb:
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faslrn
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Re: Faspons [REL: APR 07 / DEV: APR 11]

Post by faslrn »

Baconator wrote:Yep, like this. :thumb:
Great!

Also, kick now has +use built into it.

So now you can kick the exit switch to end a level. :rock:
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