Ribo Zurai wrote:Apparently I'm unable to see the blue bar at the lower left side of the screen, which I guess it was the ammo for the Thumper.
CorSair wrote:Now that I have attuned to this mod, I can raise up some things and issues...
Those minigunners are quite nasty fellows. If you don't have any cover, or cover's too far, you get hurt. And if there's group of them, you turn into mincemeat. Most of my deaths happened by them. What could alleviate this, is to increase their spin-up time to give you time to respond either attacking or getting away. This is probably my biggest issue so far.
Hailstorm Minigun could keep barrels rolling, when not directly in combat. As a drawback, cooling time slows a bit. Peacemaker can't keep enemies stunned enough, and heavy hitters are not always the best bet, especially, if you need to conserve or you're outta ammo.
Some enemies can get into stasis when you booted barrel that needed only one kick more to explode.
With proper distance and estimation, you can shoot targets behind high barricades because the flare's spiraling. I did this accidentally, when flare missed monster, and it hit bunch of guys. Only bad thing is that I didn't manage to take screenie of it. :/
And, hell yes, kickable bouncer balls! <3
Only thing is, you need time your kick, and after that, let's play some deadly soccer...
Rangaisia wrote:Some observations:
- Charged Penetrator lacks the melee functionality present in Bulletstorm.
- The kick animation is barely noticeable due to how quickly it plays.
- I can't seem to get a zoom effect similar to the videos. Instead I get a sort of an circular cutout effect. How I need to have my settings to get it look right?
EDIT: Sometimes when a map starts, the player will be stuck and unable to move. However, tackling seems to remedy this issue.
Machalite wrote:@DBT: I actually have the exact opposite experience with the leash as you do. I find it convenient (under certain circumstances) to drag distant enemies to me, typically cacodemons, to make the most of the shotgun. Not to mention that its capacity to stun the enemy negates most of the inherent danger in doing so. It's reflective of good gameplay balance. And I agree with you that such a feature that's sequence-breaking is harmless enough, since players can only be expected to use it at their discretion. I just feel that the conflict with shootable items complicates matters, which is why I was listing off all the reasons I could think of to justify making that change. On that note, I would also like to point out that items tend to get in the way of leashing enemies. I certainly respect your reasons for keeping things the way they are, though. If I feel the need to make the change myself, all I have to do is remove that flag from each item, right?
On another note, I occasionally have flails attach to enemies well above the enemies themselves. I'm pretty sure I've only noticed it happening with mancubi. I kept forgetting to take a screenshot whenever it happened, but I can work on getting one if it'll help to understand what I'm talking about.
DBThanatos wrote:-Minigunners: In all honesty, yeah, they're hard as hell, but I dont think they are THAT bad. Comparing numbers, at a measured distance, chaingunners vs Hailstormmers, can kill a 100% health player, no armor, in average 19.2s vs 13.13. At melee range, 2.2s vs 1.7s, respectively. So, yeah, they are bad, but not the hardest thing. I will tweak it a little, but dont expect them to go all that low. I'll keep their killing efficiency over the standard chaingunner, but a bit closer this time.
-Hailstorm: That thing charges itself, what else can one ask for? That one Im not touching. I've found it really fair, if not overly fair.
-Stasis barrel. I dont get that one at all. There's only one projectile in the kick sequence, and if it hits the barrel, it cannot hit anything else.
-Flare's movement. Is a good thing to have, and a bad one too. Is all about finding the best use for it. I honestly use it to one hit kill barons and archies.
-Bouncer: Yeah, I added that for the sake of amusement, and to make the bouncer balls more dangerous to the player. I wasnt really expecting anyone to use it.
DBThanatos wrote:-Penetrator: True. For some reason I always forgot to add it. I guess I never really used it in Bulletstorm and that's why it didnt sticked in my mind. I'll add it.
DBThanatos wrote:-Zoom effect? That's the alt fire key in pretty much all the weapons.
DBThanatos wrote:-I have never experienced that issue you say about being unable to move. Ever.
Zombieguy wrote:By Hit-boxes, I mostly meant headshots.
Xaser wrote:Allrighty, I'm giving this a shot, and I'll edit/repost as soon as I play with it a bit, but I just got the "Wrong reload key!" message -- why do I need to rebind the reload key to a new one? Is this meant to be compatible with 2.5.0 or some official GZDoom release?
[EDIT] I see that the OP is linking to svn.drdteam.org for the recommended GZDoom build, so it seems not? What gives, then?
Xaser wrote:The Goods:
- Yay, title screen + menu.
- Seems like most of the weapons have been ported pretty faithfully. Sounds are spot-on, and there's charge n' everything! Cool stuff so far, and most of the guns feel awesome to use.
- The Flailgun is especially well-done. The animation for wrapping around enemies looks really cool and it works like a charm. Kudos.
- The Bouncer seems particularly fitting in its new superweapon role. I never cared much for the original because it felt really weak for what it was meant to be. Not the case now.
- Blood effects are pretty damn awesome. Nice n' gory and not cliche.
- Good to see that all the other mechanics -- Leash, Kick, and Thumper -- are all present. I'll need to play around with these more.
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Xaser wrote:The Not-So-Goods:
- A couple of the animations in particular are incredibly jerky and strange -- most actually look and work just fine, actually, except the Bone Duster reload (the 'raising' animation is very slow in both cases) and the Headhunter recoil (which jerks around like crazy). Both should be fixable, IMO, without needing to rip any additional frames -- the latter in particular is more the fault of the Offset calls not matching the actual animation of the weapon than anything else.
- The Bone Duster and Screamer really shouldn't be slot-stacked. They don't use the same ammo and neither "obsoletes" the other, so it just makes the Screamer much harder to get to. I'd suggest shifting everything over one to the right or even to the left, doing something like putting the Peacemaker on 1, Screamer on 2, Duster on 3, and put the chainsaw on 9/10 since it's the oddball melee weapon.
- It's good to see the minigun as a permanent weapon, but why is there no numeric ammo display? Disguising the ammo pool as the Charge icons is really illogical and inconsistent with the rest of the weapons. What's the harm in putting the pool above the overheat counter?
- I'm a bit disappointed in the Bone Duster's knockback. It hardly pushes enemies an inch, and that was one of the megacool things about that weapon.
- Screamer Charge shots look like a solid blob (in Software at least -- haven't tried in GL). Seems like they're missing the "Additive" render style.
- I kinda miss reload animations for most of the weapons... I guess it's not so bad in most cases, but the Screamer in particular is wonky in that you can clearly see the ammo drum not being changed.
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Script 6 ENTER
{
if (GetPlayerInput(-1, INPUT_BUTTONS) & BT_RELOAD && !(GetPlayerInput(-1, INPUT_OLDBUTTONS) & BT_RELOAD))
ACS_ExecuteAlways (YOUR_RELOAD_SCRIPT, 0);
Delay (1);
Restart;
}
DBThanatos wrote:Xaser wrote:The Goods:
- Yay, title screen + menu.
- Seems like most of the weapons have been ported pretty faithfully. Sounds are spot-on, and there's charge n' everything! Cool stuff so far, and most of the guns feel awesome to use.
- The Flailgun is especially well-done. The animation for wrapping around enemies looks really cool and it works like a charm. Kudos.
- The Bouncer seems particularly fitting in its new superweapon role. I never cared much for the original because it felt really weak for what it was meant to be. Not the case now.
- Blood effects are pretty damn awesome. Nice n' gory and not cliche.
- Good to see that all the other mechanics -- Leash, Kick, and Thumper -- are all present. I'll need to play around with these more.
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For each point:
- I wanted to make something that looked a little more professional, but simplistic at the same time. It seems it worked
- I tried to bring them the closest I could, but with a new balance, to make the game more dynamic that it's original counterpart
- I take no credit for the flailgun coding. It was Major Cooke who figured it out when the programmed the weapon for AEoD v6
- Yeah, the bouncer is supposed to be one hell of a weapon here. Sometimes I feel I have too much ammo for it, though.
- Again, it was Major Cooke who made a big part of that. If anything, I just added some adjustments here and there, but is mostly his work there
- At first I wasnt going to bring the extra mechanics, but then I thought "oh, what the hell! Almost everything is doable one way or another"
DBThanatos wrote:- Reload animations: Here's the story. The boneduster was ripped by Major Cooke for AEoD6, all with it's reloading animation, because that was supposed to be the only weapon from BS to be ported. Then he insisted about the Screamer, to which I agreed, but I refused to have a reloading animation, as in AEoD, no weapons reload actively, and because it was going to take me forever to add doomguy hands to all the required frames. Then I got myself bulletstorm, played it, and went nuts with the idea of adding all weapons into AEoD. Same case, no reloads for the reason mentioned here. Then, after AEoD was done, I decided to make this mod, and I realized I had no reload animations at all. I decided to go the cheap way with the reload you see in Doomstorm now, because re-ripping the weapons, would take waaaaaay too much effort. And in this mod, I even thought of removing the duster's animation to keep them all in the same animation level. And that's how my uncle stole christmas three times in a row in a single year.
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