[RELEASED] RSL's new "S H I N O B I" - now in TRUECOLOR!

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Re: [RELEASED] RSL's new "S H I N O B I"

Postby inuyasha666 » Wed Apr 06, 2011 8:26 pm

Whats the difference? :?
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby hitmanx » Wed Apr 06, 2011 9:09 pm

My fullscreen hud has a big black square instead of the slanted hud :(
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby Amuscaria » Wed Apr 06, 2011 9:16 pm

inuyasha666 wrote:Whats the difference? :?


Ninjitsu = Japanese, Kung-Fu = Chinese. Chinese =/= Japanese.
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby Zero X. Diamond » Wed Apr 06, 2011 9:59 pm

http://www.mediafire.com/?z3da728zbbih6j2

Here you go. I gave them the original Shadow Warrior palette, made the background transparent and saved as PNG files.
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby rsl » Thu Apr 07, 2011 2:19 am

:D Wow, thanks for the sprites Zero X Diamond!
I'll try to include them in the next release for sure!

My fullscreen hud has a big black square instead of the slanted hud


Others have experienced the same behaviour (see the /newstuff review screenshot for She-Redux, one of my previous mods), myself included (although to me it happened using ZDOOM 2.5.0; with GZDOOM 1.5.0 in OpenGL mode, the bug disappeared). I really don't know how to solve the problem... :(

This mod is really neat, there needs to be more kung-fu themed wads out there!


Thank you! :D

Suggestions:
-Altfire for the Darts: Throw three in a spread.
-Altfire for the Grip Bombs: Remote detonation, or remote deactivation so you can pick up and put back into inventory a bomb that no monsters managed to set off.


Well, I originally supposed the character was able to throw and pickup darts only in sets of three (maybe this is not very-well conveyed by the projectile animation...). As a matter of fact, you always have three in your hands and when they bounce off a wall, you can recollect three.
Lexically-speaking, I "resolved" this issue by mentioning a "handful of stalker darts" on every pickup. :P
As for the grip bombs altfire, this actually sounds like an interesting idea... :D

- Maybe have the shotgun ammo belt show the correct number of shells left?


Actually, that's what discouraged me from implementing reload in the mod. Having the magazine exhaust with this belt of shells still attached would not have proven very believable... And so I opted to skip reloading altogether this time. However, I may consider an altfire that spends one shell at a time for future versions...

To make things worse - just when I had already integrated a lot of bugfixes from previous posts - it seems my video card decided to have seppuku yesterday's evening. :cry: Actually, I still have to find out if it's the card or a driver issue... Considering that I just installed a video capture program (on Windows Vista) and started having little stuttering issues since then, I wouldn't be surprised. Yet restore points didn't work...
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby Enjay » Thu Apr 07, 2011 3:40 am

wildweasel wrote:I have my copy of ZDoom configured to display weapon names at the bottom when I use the mousewheel to cycle through them, Skulltag-style, and it's difficult to read "RSLSTALKERDARTSTHROWABILITY" versus "STALKER DARTS." Tag is just an ordinary Decorate weapon property like this:
Code: Select allExpand view
Tag "STALKER DARTS"

What's the cvar for doing that? I can't seem to find it.

[edit:] NVM:

Display nametags (None/Items/Weapons/Both)
displaynametags
Chooses whether the names given to inventory items, weapons, or both with their Tag property is briefly displayed on the screen when they are cycled through with the respective "prev" and "next" functions.
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby amv2k9 » Tue Apr 12, 2011 3:36 pm

Something I noticed with the darts:
Sometimes, those puffs they spawn as they travel through the air don't disappear. It may happen because they're spawning in the middle of a monster, but I can't always get it to happen.
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby rsl » Wed Apr 13, 2011 3:19 am

Yeah, I noticed those too. That happened frequently especially when, in an attempt to make the darts almost useless with stronger monsters such as Mancubi or Arachnotrons, I marked them with the +DONTRIP flag. So that in the end I removed such redefinition to prevent the bug from showing up almost everywhere... :shock:

Anyway, thanks for pointing that out! Glad you're still playing it! :D
Although due to my recent video card failure I seem unable to run the most recent version of GZDOOM and therefore test the mod properly, I have another bugfixed version almost ready... The only missing thing is the incorporation of the truecolor PNG sprites provided by Zero X Diamond. Hope to re-release it soon...
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby rsl » Thu Apr 28, 2011 2:03 am

Ladies and Gents,

this is to notify you that I have uploaded a new and improved version of the mod.
Among upgrades/bugfixes are:

  • removed electrocution sprites death bug.
  • slightly improved the jab animation.
  • made darts more useful by:
    1. increasing their granted amount at start;
    2. making the ability to throw them fully automatic;
    3. increasing the number of spawned darts (in place of clips).
  • added weapon tags.
  • almost nullified flamethrower recoil.
  • lowered shell casing sounds.
  • improved alignment of HUD heat seeker.
  • added fullscreen HUD bar tags.
  • improved Polarizer power (tested on a full playthrough of DVII).

...but most of all...

added truecolor PNG sprites! (What a PITA... :lol:)

A big thankyou to all those who gave useful suggestions on how to improve the mod, and special thanks to Zero X Diamond for promptly providing me with a new set of truecolor PNG sprites! :D
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby Ethril » Thu Apr 28, 2011 2:54 am

*BEEP BEEP*
Backing up...

cq75 wrote:The funny part was when I removed the sprite, my weapon shot techpillars!


Someone needs to make this into a real weapon now.
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Re: [RELEASED] RSL's new "S H I N O B I"

Postby rsl » Thu Apr 28, 2011 4:17 am

Ethril wrote:Someone needs to make this into a real weapon now.


Absolutely! In this connection, I once had a couple ideas about humongous joke weapons like...

...a flush toilet-shooting cannon. Or
...a bus wagon catapult, or even...
...
...
...
...a GOTHIC CATHEDRAL LAUNCHER! Imagine charging this one when a roaring crowd of monsters is about to overwhelm you, then see the poor b@st@rds stop and look up at the sky in horror, as the giant shadow gradually covers them... And finally, the monument LANDS, perfectly standing. MWAHAHAHA! :P :lol:
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Re: [RELEASED] RSL's new "S H I N O B I" - now in TRUECOLOR!

Postby GuildNavigator » Thu Apr 28, 2011 7:29 am

It seems that someone stole the same nasty idea I've always had... ;)
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Re: [RELEASED] RSL's new "S H I N O B I" - now in TRUECOLOR!

Postby rsl » Thu Apr 28, 2011 8:20 am

Heh... :oops: Sorry if it was mentioned before... But I couldn't resist replying back with this...
BTW, have you ever thought about turning it into an actual (joke) weapons modification? That would rock for sure... :D
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Re: [RELEASED] RSL's new "S H I N O B I" - now in TRUECOLOR!

Postby GuildNavigator » Thu Apr 28, 2011 9:06 am

Ahahah no problem! I did never mention this in the forums.. but if you're able to do it... do it!
I'm not so good in building MODs.. never tried so far.. but that would be a very nice idea! The problem is: how could you build a projectile so big? Maybe you can evocate this, not using a weapon... even if the idea was nasty! ;)
But... the projectile.. the cathedral.. !!
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Re: [RELEASED] RSL's new "S H I N O B I" - now in TRUECOLOR!

Postby rsl » Fri Apr 29, 2011 7:44 am

Oh, and I forgot: could someone still capable of running GZDOOM 1.5.6 please confirm if the fullscreen HUD is working properly with the added bar labels? :?: I can only run ZDOOM 2.5.0 atm, since my video card has left me a few weeks ago... :( Thanks in advance! :)
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