[Unfinished] Strife Needs A God Damn Mod

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Ethril
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Ethril »

So if we had 3 upgrades for each of the 10 weapons, and it cost 6 total points to max out one weapon (1+2+3), I would say that 4 points for each voucher would be a good number.
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wildweasel
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Re: [Small Project] Strife Needs A God Damn Mod

Post by wildweasel »

Actually, it seems like it'd be more like seven weapons, unless I plan to add more; the punch-dagger and Sigil already have their own independent upgrade systems (Stamina and Sigil pieces). I won't be touching the Sigil at all (it's so plot-essential that I fear altering even the slightest bit of it would horribly break the game), and I'll probably only be making superficial changes to the punch-dagger (such as smoothing out the animation with Offsets) while keeping the existing attack logic so that the stamina upgrades still affect the dagger's damage.
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Ethril
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Ethril »

7?

1 Crossbow (Electric) Shotgun
2 Crossbow (Poison) Silenced Pistol
3 Assault Gun
4 Mini-Missile Launcher
5 Flamethrower
6 Grenade Launcher (Normal)
7 Grenade Launcher (Phosphorous)
8 Mauler (Spread)
9 Mauler (BFG)

Looks like it would actually be 8 if you go by the current pattern; Both types of Grenades would be their own separate weapon (like with the bolts being shells and the pistol, respectively), but the Mauler is just one pickup, so it'd probably just be one weapon.
At any rate, that would make it somewhere between 42 and 54 points needed for all upgrades, assuming each weapon took 6 points to max out. I would shoot for the amount of points available to be somewhere between 60% and 75% of that...
3 points per voucher if there are 7 weapons (30 out of 42; roughly 71%), 4 per if 9 (40 out of 54; about 74%). Of course, then you have the small "problem" of 8: 30/48 is 62.5% (which would actually be fine, really), whereas 40/48 is around 83%, which is probably too high.

...Maybe I'm just overthinking this. Still, Strife Needs A God Damn Mod, so it might as well be as thought-out as possible, right?
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wildweasel
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Re: [Small Project] Strife Needs A God Damn Mod

Post by wildweasel »

Well, here comes the second moment in which I ask for major help: I need to redesign the HUD! Ideas, cool resources, etc are highly appreciated. Ideally, I'd like to at least try to make the default HUD a little less clunky-feeling (it just seems like Strife's HUD takes up far more screen space than ought to be necessary, to display not a heck of a lot of information), but ideally I'd love to replace the ammo "block" in the right corner (which doesn't seem to work properly with my handling of ammo types) with a sidebar instead. Hm. I've got an idea already, just need to art it up and give it a try...
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Re: [Small Project] Strife Needs A God Damn Mod

Post by amv2k9 »

wildweasel wrote:Ideally, I'd like to at least try to make the default HUD a little less clunky-feeling (it just seems like Strife's HUD takes up far more screen space than ought to be necessary, to display not a heck of a lot of information)...
Agreed. Virtually any game/mod in ZDoom I turn on the custom HUD (if its supported) to free up screen space.
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ravage
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Re: [Small Project] Strife Needs A God Damn Mod

Post by ravage »

wildweasel wrote:Altered graphics for upgrades would be slightly tricky - it'd mean I'd have to effectively recode the weapon for each upgrade that would change the weapon's appearance. Making the graphics is no problem, as you said, it's a simple edit. But the code would be a nightmare (you should see what a mess the assault gun is at the moment...geez).
Blaghugh, I know exactly how you feel. in my Zheretic mod, each of the six brand new weapons is upgradable in several ways. Four different temporary elemental upgrades, + tome of power with elements, and critical hit percentages that change per player level. What a hassle. One of the weapons alone has 600 lines of code. :>
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Apothem
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Apothem »

For some reason I when I thought of what the acronym would sound like I thought of "SNAGDM"... Strife Needs A Good Death Match?...
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wildweasel
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Re: [Small Project] Strife Needs A God Damn Mod

Post by wildweasel »

http://files.drdteam.org/index.php/file ... ifemod.pk3

This version includes the upgrade system for all currently-implemented weapons (silenced pistol, shotgun, assault gun). It also fixes a very minor animation issue with the silenced pistol, and the shotgun's firing sound no longer cuts off. Also, I added a new Assault Gun firing sound.
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Mikk-
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Mikk- »

I've noticed that if you look directly up [in GZDOOM] and use any of the weapons that have vertical recoil you end up shooting backwards!
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SoulCrow
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Re: [Small Project] Strife Needs A God Damn Mod

Post by SoulCrow »

I played through the whole of Strife with the not-so-latest version of this, and there didn't seem to be any major problems. I used both of the new weapons a lot more than the old Crossbows. The only issue I can think of is that Shotgun shells are really quite rare if you don't keep going back to town and buying them. Perhaps the pickup could be a box of shells rather than a single (four shells) pickup?
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Re: [Small Project] Strife Needs A God Damn Mod

Post by NeuralStunner »

Mikk- wrote:I've noticed that if you look directly up [in GZDOOM] and use any of the weapons that have vertical recoil you end up shooting backwards!
IIRC, Player Pitch tecnically can do a full 360, it's just the actual view that's clamped.
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ChronoSeth
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Re: [Small Project] Strife Needs A God Damn Mod

Post by ChronoSeth »

Mikk- wrote:I've noticed that if you look directly up [in GZDOOM] and use any of the weapons that have vertical recoil you end up shooting backwards!
That happens in ZDoom as well if you're really determined.
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Pachira
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Pachira »

BoldEnglishman wrote:I played through the whole of Strife with the not-so-latest version of this, and there didn't seem to be any major problems. I used both of the new weapons a lot more than the old Crossbows. The only issue I can think of is that Shotgun shells are really quite rare if you don't keep going back to town and buying them. Perhaps the pickup could be a box of shells rather than a single (four shells) pickup?
Maybe an acolyte enemy that uses shotgun instead of assault rifle will bear more ammo.
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wildweasel
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Re: [Small Project] Strife Needs A God Damn Mod

Post by wildweasel »

Pachira wrote:
BoldEnglishman wrote:I played through the whole of Strife with the not-so-latest version of this, and there didn't seem to be any major problems. I used both of the new weapons a lot more than the old Crossbows. The only issue I can think of is that Shotgun shells are really quite rare if you don't keep going back to town and buying them. Perhaps the pickup could be a box of shells rather than a single (four shells) pickup?
Maybe an acolyte enemy that uses shotgun instead of assault rifle will bear more ammo.
I can't make acolytes drop anything other than what they already drop; altering DropItem on any of them causes certain scripted acolytes to no longer drop the keys/items that they are scripted to drop. What a pain.
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Re: [Small Project] Strife Needs A God Damn Mod

Post by Woolie Wool »

The shotgun is the most awesome Strife weapon ever. EVER. I love it!
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