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Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Wed Jun 08, 2011 6:04 pm
by Steve1664
Quick question: Is this supposed to be played with Doom II? Other than that, I'm liking the concept and weapons (using the Duke Nukem 64 pistol is always a boss move in my book :rock:). Always good to see the modding community work with Doom's flexibility.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Wed Jun 08, 2011 7:23 pm
by Woolie Wool
Any Doom IWAD except shareware (which doesn't support PWADs) will work. It has not been tested with FreeDoom--it will technically work but it might look and feel weird. Doom, Ultimate Doom, Doom II, and Final Doom are fine. Doom 1 gives you a reduced selection of enemies and weapons (no sniper rifle unless you cheat, many of the tougher enemies are missing) due to the lower number of enemy and item classes.

Re: [WIP] Ballistics Alpha 1

PostPosted: Fri Jun 17, 2011 2:29 am
by Xanirus
So loving this mod, so I'll help anyway I can.

CommanderZ wrote:- The grenades throw energy is way too little, it is completely impossible to throw them into elevated locations (even as little as the Mancubi platforms on MAP07)
Good luck with this project!


You probably have "Allow Autoaim" set to YES in Gameplay Options. I've noticed that this autoaim toggle overrides any of the other autoaim toggles elsewhere in the options, such as the player menu. So for i.e. even if you have autoaim set to "NEVER" in the player menu, if you have it set to YES in gameplay options, you'll still get it. I've noticed the autoaim effects anything that shoots a projectile, (not bullets which are instantenous) like grenade/rocket launchers or plasma guns, and this affects all TC's out there. Turning this off should loosen up the grenades.

And does anyone know how to keep this autoaim setting off? I know it stays off as long as you keep playing the same save game, but even when setting the flags settings with ZDL, it still defaults to YES.

Also, some buggies:
I don't now exactly how it's happening, but something keeps making the player's speed slower. The fix currently is to look down the sights with the assault rifle, and then back again; this fixes your speed back to normal. Maybe it's the assault rifle? The slowed down speed is about the same when looking down the sights.

UPDATE: Aha! I can replicate this now. If you look down the sights of the AR, and then switch guns "without" lowering the AR back down, your speed is fixed to that of looking down the sights until you switch back to the AR, look down again, and then lower it.

Minigun appears too fast when you select it. All other guns have a slight delay in transition to another gun. (Although it is quite hilarious to instantly see a big-ass minigun from a pistol.)

I also have thoughts about the usage of the SMG and AR. This is mostly personal preference, but I find the SMG to be firing a little too slow for my tastes. So what I've done was made the SMG fire as fast as the AR, increased the SMG's clip size to an even 40, but lowered the damage by .50 points, and made it a bit more inaccurate. (5, 5) I then made the AR more accurate, (3, 3). Another reason I've done this is because of the minigun. The minigun uses the same ammo as the AR, so you'll be splitting the same ammo count between the two, and the minigun is, rightfully so, ammo hungry. This puts the typical all-rounder weapon in most games, the AR, limited in usage. To compensate for this, I've also made max pistol/SMG ammo 600 as well, just like the 5.56, so you can use the SMG for general infantry. Again, this is just my personal tastes, but I thought I'd share this for food for thought.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Mon Jul 04, 2011 11:57 pm
by jimbob
I played some megawads with this mod and i like it very much. I hope it's still in development and there will be more updates.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Fri Jul 08, 2011 2:38 am
by Xanirus
Dang it, when I saw this thread move up I thought it was updated. :( Seriously all this mod needs is something to replace the Archvile and Cyberdemon. Other than that this mod seems complete already for an alpha, unless Wooly is thinking up some other features.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Fri Jul 08, 2011 5:36 am
by CeeJay
Hey, I dig the Stappelfahrer Klaus (Forklift driver Klaus) reference. I used to work at a short film festival, and that film is considered a classic.

For those who have no idea what the hell I am talking about, Stappelfahrer Klaus was a short film that spoofed old industrial education films and paid homage to the splatter genre. It can be viewed here, with eng. subs.: http://www.youtube.com/watch?v=pVssz2VMJVM

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Fri Jul 08, 2011 1:09 pm
by Xanirus
CeeJay wrote:Hey, I dig the Stappelfahrer Klaus (Forklift driver Klaus) reference. I used to work at a short film festival, and that film is considered a classic.

For those who have no idea what the hell I am talking about, Stappelfahrer Klaus was a short film that spoofed old industrial education films and paid homage to the splatter genre. It can be viewed here, with eng. subs.: http://www.youtube.com/watch?v=pVssz2VMJVM


Now all we need is an educational film on what to do when invaded by random soldiers. :)

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Fri Jul 08, 2011 4:09 pm
by JimmyJ
CeeJay wrote:Hey, I dig the Stappelfahrer Klaus (Forklift driver Klaus) reference. I used to work at a short film festival, and that film is considered a classic.

For those who have no idea what the hell I am talking about, Stappelfahrer Klaus was a short film that spoofed old industrial education films and paid homage to the splatter genre. It can be viewed here, with eng. subs.: http://www.youtube.com/watch?v=pVssz2VMJVM

I'm glad I wasn't the only one to notice it, I mentioned it earlier.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Fri Jul 08, 2011 7:54 pm
by Woolie Wool
Xanirus wrote:Dang it, when I saw this thread move up I thought it was updated. :( Seriously all this mod needs is something to replace the Archvile and Cyberdemon. Other than that this mod seems complete already for an alpha, unless Wooly is thinking up some other features.

There's quite a bit to be done, including new enemies, some updated weapons, etc. One issue here is that I haven't had any opportunities to get new graphics lately so progress has been stalled for the time being.

I managed to catch and fix the AR speed bug, the fix will appear in Alpha 3.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Wed Dec 09, 2015 7:43 pm
by Samuzero15tlh
Link down!

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Wed Dec 09, 2015 7:58 pm
by wildweasel
Samuzero15tlh wrote:Link down!

There is a thread for that.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Wed Dec 09, 2015 10:17 pm
by skyrish10
Samuzero15tlh wrote:Link down!


and you bump it look at the last post date though

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Thu Dec 10, 2015 3:26 am
by wildweasel
It has been taken care of.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Thu Dec 10, 2015 4:43 pm
by Silentdarkness12
I know there's a link, and i'm not asking for this because of thread requirements, but you don't suppose some screenshots could be posted?

I don't see any in the thread.

EDIT: ...looks like the screenies are dead is why.

Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

PostPosted: Thu Dec 10, 2015 5:13 pm
by wildweasel
Silentdarkness12 wrote:EDIT: ...looks like the screenies are dead is why.

Thank ImageShack for deleting "unused" images.