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

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

Postby Somagu » Mon Aug 28, 2017 4:15 pm

Ed the Bat wrote:
wildweasel wrote:Still no idea how to approach fixing the EXP bars though.

I could take a crack at it, if you want. ZScript should give us the power we need.


They're fixed now, actually. Just checked to confirm WW's last post.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Mon Aug 28, 2017 4:16 pm

I missed that part... Alright, then.

Though, making EXP into ammo's will mean the all-weapons cheat will give one level-up to all weapons.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Someone64 » Tue Aug 29, 2017 2:37 am

Another bug report: BR-16 scope doesn't zoom.

EDIT: More bugs: Pressing use on civilians sometimes just won't work. It doesn't seem to matter what kind of civilian it is and might have something to do with their position. Will test it more.
Enemies sometimes get stuck on walls by walking into them and then never moving (or possibly spawning into them? IDK how it happens but I see a lot of enemies walking in place while really close to/partially inside walls which doesn't happen with other mods or vanilla).
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Tue Aug 29, 2017 10:14 am

Someone64 wrote:Another bug report: BR-16 scope doesn't zoom.

Not a bug, more like a feature I didn't feel like implementing. Honestly the scope looks kinda dumb being welded on to the carry handle like that, anyway, so I might try to figure out some other way to visually convey the accuracy upgrade (a planned future change will require me to reserve the +zoom key for something else, anyway).
EDIT: More bugs: Pressing use on civilians sometimes just won't work. It doesn't seem to matter what kind of civilian it is and might have something to do with their position. Will test it more.

If this is what I think it is, there is an old-ish bug where you can't rescue hostages if they're not awake yet. Beside that, I don't know what other situations can do that, so more detail is encouraged.
Enemies sometimes get stuck on walls by walking into them and then never moving (or possibly spawning into them? IDK how it happens but I see a lot of enemies walking in place while really close to/partially inside walls which doesn't happen with other mods or vanilla).

I'm reasonably sure this is because the hitboxes are different from the Doom equivalent monsters. I don't think it's possible to fix without making certain enemies harder to hit than their sprites would indicate, but I need more information on which enemies are doing this, and in which walls.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby GAA1992 » Tue Aug 29, 2017 5:03 pm

I can confirm the bug where hostages don't work. Mainly map 05, Doom 2. The secret where there's a Berserk behind the soulsphere. THAT FUCKING HOSTAGE. Don't answer at all.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Someone64 » Wed Aug 30, 2017 3:33 am

It can often happen enemies teleport in and even in map02 on Doom 2 in the shotgun teleport armor room sometimes enemies just get stuck when the door on that closes (it can look like they're partially inside the door). It can be quite inconsistent and even enemies that aren't teleported in can get stuck so giving a specific map where it happens consistently is impossible. I'll see if there's a map where this happens more frequently, though.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby -Ghost- » Thu Aug 31, 2017 6:47 pm

wildweasel wrote:Not a bug, more like a feature I didn't feel like implementing. Honestly the scope looks kinda dumb being welded on to the carry handle like that, anyway, so I might try to figure out some other way to visually convey the accuracy upgrade (a planned future change will require me to reserve the +zoom key for something else, anyway).


Maybe a laser sight or an angled foregrip or something?

Thanks for going back through the mod to take a look at bugs.
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