GunLabs

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: GunLabs

Postby skib » Thu Feb 17, 2011 3:31 am

It's great!
It doesn't have much but it's good!
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Re: GunLabs

Postby wildweasel » Thu Feb 17, 2011 3:42 pm

Inventory "Variables" and Making a Sniper Rifle is now added to the tutorial database. Thank you, Skib, your tutorial sucked enough that I decided it was time to teach people to do it the right way. =P
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Re: GunLabs

Postby amv2k9 » Sun Mar 13, 2011 5:23 pm

I have a suggestion for one of the tutorials:

Let the reader know that using:
Code: Select allExpand view
GUNX ABC 3 *action function*

instead of
Code: Select allExpand view
GUNX AAABBBCCC 1 *action function*

will cause the check for the action function to be done every third tic instead of every tic, which, when used with something like A_WeaponReady, can cause jerkiness in bob & weave.
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Re: GunLabs

Postby skib » Sun May 01, 2011 3:59 pm

I have a suggestion too.
Why don't you teach about the language lump and how to use it?
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Re: GunLabs

Postby Jimmy » Sun May 01, 2011 4:06 pm

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Re: GunLabs

Postby skib » Mon May 02, 2011 3:25 am

I know!
It was just a suggestion for newbies!
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Re: GunLabs

Postby wildweasel » Mon May 02, 2011 4:40 am

skib wrote:I know!
It was just a suggestion for newbies!

I couldn't teach you anything more than the wiki article says. This also decidedly goes beyond the site's purpose of being about guns.
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Re: GunLabs

Postby rsl » Sat May 14, 2011 5:02 am

Hi all,

sorry for bumping this thread in the middle of nothing, but I just stumbled upon a nice page "FPS-weapons-related" whose link you may want to include in GunLabs:

http://tvtropes.org/pmwiki/pmwiki.php/M ... ardFPSGuns

It's an ironically-written, yet IMHO quite accurate description of "weapon slot standards" encountered throughout the whole FPS genre - it may prove inspirational for anybody wanting to design a new modification or weapon set.
BTW, glad to see the new shape your "DOOM Armory" has evolved into! :D
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Re: GunLabs

Postby wildweasel » Fri Jun 03, 2011 5:03 am

GunLabs has been updated with two tutorials I pulled from the smoldering wreckage of the Skulltag Tutorials forum. You might have seen these before, but if you haven't, they may be worth a look.

How to make your weapons fun to use - a guide to making every weapon a joy to wield.

Making your project less of a pain to download and run - pretty much what it says on the tin.
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Re: GunLabs

Postby Slax » Wed Nov 30, 2011 9:08 am

Any chance you could do one on how to integrate sound and gfx properly? Or rather, one on how not do do it.
Stuff like how sndinfo and decorate work together. I'm getting nowhere fast.
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Re: GunLabs

Postby wildweasel » Wed Nov 30, 2011 2:37 pm

Slax wrote:Any chance you could do one on how to integrate sound and gfx properly? Or rather, one on how not do do it.
Stuff like how sndinfo and decorate work together. I'm getting nowhere fast.

Hmm, thought I already had one, guess it's time to ret-con the tutorial ordering and get that going.

[edit] Adding Your Own Sound Effects is now a part of GunLabs canon. =P
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Re: GunLabs

Postby Slax » Thu Dec 01, 2011 4:07 am

Cool. Now how about one on custom gfx? Another grand omission. ;)
Edith: Wait, no, never mind. Had something else in mind but it slipped away. I'm being an idiot. Need a lobotomy.
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Re: GunLabs

Postby wildweasel » Thu Jun 28, 2012 9:58 pm

New Ammo Types and Weapons That Reload is now added to the Tutorials database, as is a retrospective on WW-Diaz in the Weasel's Mods section.
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Re: GunLabs

Postby TheDarkArchon » Thu Jun 28, 2012 10:14 pm

About the reloading tutorial: The Goto ReloadFinish part at the end of the ReloadLoop state is unnecessary since it would've fallen through to ReloadFinish anyway.
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Re: GunLabs

Postby wildweasel » Thu Jun 28, 2012 10:15 pm

It just feels cleaner to me to leave it in there.
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