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Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Sat Nov 26, 2016 11:20 pm
by Captain J
NullWire wrote:I edit my personal version of this..

http://www.mediafire.com/file/q9dahw06l ... 282%29.rar
Looks... Kinda nice, but have you ever gotten his permission to host your own standalone?

Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Sun Nov 27, 2016 11:26 pm
by NullWire
Captain J wrote:
NullWire wrote:I edit my personal version of this..

http://www.mediafire.com/file/q9dahw06l ... 282%29.rar
Looks... Kinda nice, but have you ever gotten his permission to host your own standalone?
I only posted this here, I say ¨Is only for personal use¨

Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Sun Nov 27, 2016 11:28 pm
by Big C
Personal use means you weren't planning to share it with anyone else. :S

Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Sun Nov 27, 2016 11:36 pm
by Captain J
Personal or not, if you really want to share your own addon or standalone, you must get a permission from the original author first. Also, it's not personal anymore because someone(it's me tho) already downloaded and played it, right?

Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Sat Dec 03, 2016 1:55 am
by SuaveSteve
I can't really sing praise you haven't heard already :)

Friend and I are playing this mod in coop mainly and we love it.

He just had one suggestion though, when you reload while zoomed in, it returns to being zoomed in.

Re: Weapons of Saturn [UPDATE Aug 02, 2016]

Posted: Tue Dec 27, 2016 3:58 am
by Kostov
Hey, this is a pretty good mod, it's one of those that just takes Doom and brings it to another level. I like those.

I found a bug - immediately after shooting with the shotgun, hitting the reload key will reload it with new shells out of nowhere.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 6:45 am
by Lippeth
So I had a bit of free time and made an update for those who normally refuse to play mods with reload mechanics. I added a menu option to disable the reloading mechanics for individual weapons. You can still reload manually and are still using the secondary ammo pool, but you can now keep shooting and not have to worry about getting caught with an empty magazine. Turn this on or off for any weapon you want.

I also updated the Coach gun so that it rests on Doomguy's arm, similar to the shotgun in Far Cry 3: Blood Dragon.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 8:42 am
by Dr_Cosmobyte
Thanks for the update man! Very nice to see this is still kicking.

I'm very sorry for being annoying, but there's a stray pink pixel on the new coach sprites. between the fingers.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 1:54 pm
by RoastyMytosis
I think I may have spotted a bug: kicking while using the pistol will take ammo out of the gun's clip.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 4:06 pm
by Lippeth
RoastyMytosis wrote:I think I may have spotted a bug: kicking while using the pistol will take ammo out of the gun's clip.
Wow, a bug indeed!

So I've fixed it for the most part, but now after reloading, kicking will still take one point of ammo but after that it functions as intended. I may be stumped on this one.

My guess is that it has something to do with the new iteration of GZDoom. I delayed using it until recently and did my best to update compatibility but it may take some time to work out all the kinks.
GAA1992 wrote:Thanks for the update man! Very nice to see this is still kicking.

I'm very sorry for being annoying, but there's a stray pink pixel on the new coach sprites. between the fingers.
To be honest it didn't bother me until you said something :)

I'll remove it by the next update which should be fairly soon.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 7:34 pm
by faslrn
Lippeth wrote:
RoastyMytosis wrote:I think I may have spotted a bug: kicking while using the pistol will take ammo out of the gun's clip.
Wow, a bug indeed!

So I've fixed it for the most part, but now after reloading, kicking will still take one point of ammo but after that it functions as intended. I may be stumped on this one.

My guess is that it has something to do with the new iteration of GZDoom. I delayed using it until recently and did my best to update compatibility but it may take some time to work out all the kinks.
GAA1992 wrote:Thanks for the update man! Very nice to see this is still kicking.

I'm very sorry for being annoying, but there's a stray pink pixel on the new coach sprites. between the fingers.
To be honest it didn't bother me until you said something :)

I'll remove it by the next update which should be fairly soon.
The issue with the kick using ammo is kind of a weird one:

Code: Select all

Kick:
	TNT1 A 0 A_PlaySound("weapons/foot/swing")
	GKCK ABC 2
	BOOT D 1
	BOOT D 1 A_ZoomFactor(0.995)
	TNT1 A 0 A_FireCustomMissile("PistolKick",0,0,0,0)
	TNT1 A 0 A_CustomPunch ((1+random(2,8)), 0 , 0 , "FootPuff",96)
	TNT1 A 0 A_ZoomFactor(1.0)
	KICK E 1 A_Punch  <------------------------------------------------------
	KICK F 1
	KICK G 2
	KICK E 1
	BOOT D 2
	GKCK CCBBA 1
	BRTT B 1
	Goto ReadyII
A_Punch. That son of a bitch. By default, since you are calling it on a weapon, it seems to be using ammo (in this case, 9mm). I recommend switching out the A_Punch with A_Custompunch((1+random(1,3)),0,CPF_NORANDOMPUFFZ,"FootPuff",70) and bam, fixed.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 10:16 pm
by Lippeth
Thanks for the help, faslrn!

CPF_NORANDOMPUFFZ actually fixed another related problem, my original workaround was just to give one point of ammo back after being taken by A_CustomPunch. Much cleaner now!

I've added you to the credits as well, as I sorta maybe took the concept of your menu options from your version of WoS as well.

Updated link on main page as always, with fixed ammo bug as well as cleaning up the Shotty sprites.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 10:37 pm
by JohnnyTheWolf
Some weird issue with the 1911: when I am down to my last clip, rather than firing the last bullets remaining, the game will automatically switch to a different weapon instead.

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 10:57 pm
by faslrn
Lippeth wrote:Thanks for the help, faslrn!

CPF_NORANDOMPUFFZ actually fixed another related problem, my original workaround was just to give one point of ammo back after being taken by A_CustomPunch. Much cleaner now!

I've added you to the credits as well, as I sorta maybe took the concept of your menu options from your version of WoS as well.

Updated link on main page as always, with fixed ammo bug as well as cleaning up the Shotty sprites.
You're welcome my Broseph :cheers:

Re: Weapons of Saturn [UPDATE Feb 23, 2017]

Posted: Thu Feb 23, 2017 11:22 pm
by Lippeth
JohnnyTheWolf wrote:Some weird issue with the 1911: when I am down to my last clip, rather than firing the last bullets remaining, the game will automatically switch to a different weapon instead.
Whoops. I forgot to re-add the +WEAPON.AMMO_CHECKBOTH flag when trying to figure out why I was using ammo while kicking. Should be fixed now.