Smooth Weapons Enhanced [v3.2.1]

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NightFright
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Version 1.32 retro upload

Post by NightFright »

I didn't bother trying to search through my archives since I am almost sure I don't have these files any more. But you remind me to store old versions for purposes like this. Time to start with it!

That being said, I used the powerful Wayback Machine and got the old files from Nov 2016 like that. They are attached below. Please note that the mod still used separate files back then, pk_anim1 for normal gloves and pk_anim2 for black gloves. Those were the days!
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bLUEbYTE
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by bLUEbYTE »

Amazing, thanks NightFright!
Scuba Steve
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Scuba Steve »

The alignment of the plasma rifle firing is off.
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Nash
 
 
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Nash »

Scuba Steve wrote:The alignment of the plasma rifle firing is off.
Alignment, as in the sprite offsets? I'll take a look and try to fix it, thanks for the feedback.
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by m8f »

If someone makes a PR with optional Accurate Weapon Firing, will it be accepted?
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Nash
 
 
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Nash »

That seems like it involves rather extensive code-work... feel free to do the PR if you want, but I'll probably have to assess it more carefully than the last one you sent (which was a very simple change :)).
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by m8f »

https://github.com/NightFright2k19/perk_enhanced/pull/2

I should review it tomorrow myself, too, when I have a clearer state of mind.
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Nash
 
 
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Nash »

A couple of comments so far from a quick cursory glance:

1) Mixins aren't in the official version yet, so if this gets merged, a new release shouldn't be put out just yet.
2) You named some variables _ ... there is an internal GZDoom struct with the same name, although you don't get any errors now, I think you should use a better name?
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m8f
 
 
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by m8f »

1. Yes, I understand. Common base is inaccessible for these weapons, so mixins are the only way to prevent code duplication. And I also wanted to finally try them out :)
2. Renamed _ variable.
bLUEbYTE
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by bLUEbYTE »

Hi Nash & m8f,
Would you consider integrating the quicker weapon switch & removal of firing delays into this, from viewtopic.php?f=43&t=38235&start=30#p1125484 ?

This in combination with more responsive weapons would make one fine mod IMO.


EDIT: My bad, the latest version has the responsiveness improvements already in judging by the changelog and the duscussions here.
Last edited by bLUEbYTE on Fri Dec 27, 2019 5:17 am, edited 1 time in total.
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Agitatio
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Agitatio »

That is already an option though.
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NightFright
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by NightFright »

Then enjoy!
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by TheOldKingCole »

Just to let you know the super shotgun animation appears to be missing frames.
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Agitatio
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by Agitatio »

Sprites look wrong when played with WADs that have custom palette. Can that be fixed?
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NightFright
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Re: PerK's Smooth Weapons Enhanced [v3.1.1]

Post by NightFright »

Probably, if they are converted properly to Doom palette via Slade. Will take a look.

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