Weasel Presents: Terrorists!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Oberron »

To Y. Von Faust: I did that..This thing annoyed me alot. I could not release it, so I'll just keep it on my own. That non-commando magnum baddie had a change so I used "A_Pain" state when killed. I just tweaked some sounds, so women no longer emit a goshdamn shout of pain when tased. I try to make it like a light-gun shooter, but still...how do I make them disappear when killed (not player)?
Last edited by Oberron on Wed Aug 19, 2015 6:46 am, edited 1 time in total.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Captain J »

Oberron wrote:so I used "A_Pain" state when killed. I just tweaked some sounds, so women no longer emit a goshdamn shout of pain when tased.
why not just delete the names of sounds you don't like from SNDINFO and from it's random sound player? then it would never play that sound. rather than touching the actors and replace a_death into an a_pain at death state...which is seems unsafe yet shoddy.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Oberron »

Captain, I won't! I just use different voice sets and I use the A_Pain state..instead of removing some of the sounds which is impossible.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Jeimuzu73 »

This might sound like an unnecessary bump, but since I've been playing Terrorists! recently, I was wondering if it would be okay if I make this mod accept tauntpacks like the ones for Nazis!. You know, to complement the 80s action experience.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by wildweasel »

MJ79 wrote:This might sound like an unnecessary bump, but since I've been playing Terrorists! recently, I was wondering if it would be okay if I make this mod accept tauntpacks like the ones for Nazis!. You know, to complement the 80s action experience.
As an add-on only. You'll probably wind up needing to add the specific calls to every weapon, too.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Big C »

I apologize if this is a needless bump, but any timeline for when the EXP system will be functional again?
User avatar
Zhs2
Posts: 1269
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Zhs2 »

When SBARINFO becomes less crappy. (It all works internally, just so you know - just displays incorrectly.)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by wildweasel »

Big C wrote:I apologize if this is a needless bump, but any timeline for when the EXP system will be functional again?
Yeah, the EXP system actually works just fine, but because of the way it works, the inventory items that govern the EXP system now have a maximum amount of 0x7FFFFFFF so that the player can choose the scale of exp per level. The unfortunate side effect of this is that SBARINFO now considers that the bar's maximum amount, meaning that most sane amounts will never register on the bar. At some point, the EXP bars will need to be changed; perhaps I could manage some kind of percentile calculation through ACS and then transplant that to a "display" inventory item that the bar actually reads. But that's going to have to wait until I actually feel like messing with it.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Big C »

Ahhhh, okay---so the EXP is there but it just doesn't display right, you mean?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by wildweasel »

Big C wrote:Ahhhh, okay---so the EXP is there but it just doesn't display right, you mean?
Right. If you really want to test this, go into the mod settings and set the Berducci's experience to 1 kill per level. You'll gain a level every time someone gets killed.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Jeimuzu73 »

I'm currently making the add-on for supporting the taunt packs now, and so far the guns kinda work with the taunts (also gotta add taunts to kicking, grenades and the taser). Only 1 problem though, the player still starts with the vanilla Beretta instead of MJBeretta which is the one which supports taunts. I also have to rewrite the ACS source a bit so that the IBEX kit can instantly upgrade the taunt-supporting weapons as well.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Big C »

wildweasel wrote:
Big C wrote:Ahhhh, okay---so the EXP is there but it just doesn't display right, you mean?
Right. If you really want to test this, go into the mod settings and set the Berducci's experience to 1 kill per level. You'll gain a level every time someone gets killed.
Okay, got it, thanks!

EDIT: I can see the level scaling in the Terrorists! menu but don't understand how to set the ratio to 1 kill per level. Should I set the Berducci's number higher or lower?

(I apologize for all the dumb questions but my curiousity compels me.)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by wildweasel »

Set the number lower; the slider's number is literally expressed in number of kills per level.
User avatar
Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Big C »

Got it! It works as intended now.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Post by Patriot1776 »

Okay, I hate feeling like a total noob saying this, but I need some help with this confounded github system. I know it makes development easier, but it makes it a PITA for the non-development folks to get the pk3 version of the project to actually play it. I need basic instructions on how to just only get the pk3 folder AS a pk3 file. Being as I am NOT a developer on this project, I would prefer NOT having to download the entire master development directory, I feel that I should not have access to those files since I'm not a developer, and then figure out how to put the pk3 directory contents into a pk3 file so I can actually play it. This is what has kept me from playing Tormentor's WolfenDooM project, the fact that I have to build the PK3 file seemingly from scratch from the master folder just to even play it, when I feel I shouldn't even be downloading the 'master' folder to begin with since I'm not a contributor. Does github permit you to just download the folder of what you need only?
Post Reply

Return to “Gameplay Mods”