X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

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Carbine Dioxide
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Carbine Dioxide »

While Helsturm doesn't have a lot of angled weapons, most of the angled line up may be done. I say may be because I am not Rail Gunner.

The screenshots you are looking at is from X Weapon, not Helsturm.
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ZioMcCall
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by ZioMcCall »

Shotgunners gave me a bad time lmao.
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TheRailgunner
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by TheRailgunner »

ZioMcCall wrote:Shotgunners gave me a bad time lmao.
I'm working on a shotgunner nerf, among other things (namely tweaks and changes to headshot code) - their shots will have a finite range and do less damage.

Is there any way to use A_Warp and actor pointers to bind actors to other actors?
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Somagu
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Somagu »

Just a heads up, the bugs I reported some year+ ago are still present. The blood actors need to have +ripper be replaced with +thruactors, because the blood droplets are hurting the things they pass through, and the punchgun needs to detect berserk BEFORE miss, or alternatively the miss state needs its own check for berserk, because a max range punch never actually checks for berserk.
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TheRailgunner
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by TheRailgunner »

Somagu wrote:Just a heads up, the bugs I reported some year+ ago are still present. The blood actors need to have +ripper be replaced with +thruactors, because the blood droplets are hurting the things they pass through, and the punchgun needs to detect berserk BEFORE miss, or alternatively the miss state needs its own check for berserk, because a max range punch never actually checks for berserk.
Since the blood did zero damage to other actors and all other actors are invulnerable to blood damage, I never bothered fixing it until now - the next uploaded Helsturm build will have this fixed.

On the punchgun, the berserk detection frames have been moved backward. I'll update Helsturm as soon as I figure out what's slowing it down during heated gameplay (something to do with headshots and FastProjectiles).
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Somagu
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Somagu »

Great to hear, thanks!
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TheRailgunner
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by TheRailgunner »

I've posted an update to the experimental build - so far, headshots work as intended, but there's some serious resource drain going on in any larger group of enemies. So far, I haven't the slightest idea what's causing it.

EDIT: As it turns out, headshot actors were being spawned during EVERY spawn loop, warping every tic and registering unnecessary hits. Now they only spawn once before the spawn state loops into itself.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Miguel371xd »

Have helper marine? :v
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Ali Jr. »

It does not work for zdoom
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TheRailgunner
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by TheRailgunner »

Ali Jr. wrote:It does not work for zdoom
What version are you running? I tested both Helsturm and X-Weapon in ZDoom 2.8.1, and they run, albeit with graphical issues owing to ZDoom's lack of a OpenGL renderer.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Miguel371xd »

the mod add helper marine?
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TheRailgunner
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by TheRailgunner »

Miguel371xd wrote:the mod add helper marine?
I was resistant at first, but I might make some sort of support beacon that summons a friendly helper marine (as opposed to the way Brutal Doom handles it). I may make said marine immune to non-explosive player damage, though - I can see so many things going wrong with a player-strength monster with player-strength weapons who can be easily be turned against you with a poorly-placed shot, and both versions of the mod are difficult as they are.

In the meantime, I've updated Helsturm, mostly to remove the blanket of errors that precedes startup. However, Nightmare mode spawns (and headshot actors that go with them) now work flawlessly.
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-Ghost-
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by -Ghost- »

That would be a good idea. Having an ally to just distract enemies and take out a few would help a lot, since this mod is pretty tough.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by Miguel371xd »

yes is a good idea for distract enemies .
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by wildweasel »

TheRailgunner wrote:I can see so many things going wrong with a player-strength monster with player-strength weapons who can be easily be turned against you with a poorly-placed shot, and both versions of the mod are difficult as they are.
It might also be wise to make the player immune to the AI marines' bullet weapons as well; if Immoral Conduct is any indication, a distracted player can easily get in the AI marine's firing line.
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