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Version 1.32 retro upload

PostPosted: Sun Nov 17, 2019 3:08 am
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!

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

PostPosted: Sun Nov 17, 2019 3:23 am
by bLUEbYTE
Amazing, thanks NightFright!

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

PostPosted: Sun Nov 17, 2019 7:26 am
by Scuba Steve
The alignment of the plasma rifle firing is off.

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

PostPosted: Sun Nov 17, 2019 8:21 am
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.

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

PostPosted: Fri Dec 06, 2019 9:03 am
by m8f
If someone makes a PR with optional Accurate Weapon Firing, will it be accepted?

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

PostPosted: Fri Dec 06, 2019 9:15 am
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 :)).

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

PostPosted: Fri Dec 06, 2019 2:04 pm
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.

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

PostPosted: Fri Dec 06, 2019 8:11 pm
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?

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

PostPosted: Fri Dec 06, 2019 11:33 pm
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.

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

PostPosted: Tue Dec 24, 2019 8:24 pm
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.

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

PostPosted: Wed Dec 25, 2019 12:29 pm
by Agitatio
That is already an option though.

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

PostPosted: Wed Dec 25, 2019 1:09 pm
by NightFright
Then enjoy!

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

PostPosted: Fri Jan 03, 2020 11:43 am
by TheOldKingCole
Just to let you know the super shotgun animation appears to be missing frames.

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

PostPosted: Thu Jan 09, 2020 12:45 pm
by Agitatio
Sprites look wrong when played with WADs that have custom palette. Can that be fixed?

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

PostPosted: Thu Jan 09, 2020 4:50 pm
by NightFright
Probably, if they are converted properly to Doom palette via Slade. Will take a look.