[UPDATED 5/1] Modes of Destruction 0.4.1

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Re: [ALPHA] Modes of Destruction

Postby Doomguy5th » Mon Mar 10, 2014 5:14 pm

OH MY GOD!!! I was looking for this during the whole 2012-2013! First time looking at this video, I was amazed, yet I couldn't find a download link anywhere.

And now, YES!!! This is a great mod, and I highly recommend downloading this mod people.
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Re: [ALPHA] Modes of Destruction

Postby Doomguy5th » Mon Mar 10, 2014 5:20 pm

Love the weapons, new deaths, etc. Let's just say that I like everything in this mod...

However, I got some kind of console error in this mod (text is in yellow)

Spoiler:
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Re: [ALPHA] Modes of Destruction

Postby Patriot1776 » Mon Mar 10, 2014 6:50 pm

Think I'm gonna download this now too!
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Re: [UPDATED 3/10] Modes of Destruction

Postby Woolie Wool » Mon Mar 10, 2014 9:33 pm

Just uploaded a new version, check the OP.
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Re: [UPDATED 3/10] Modes of Destruction

Postby Ethril » Mon Mar 10, 2014 10:15 pm

Okay, this is really cool and all, but there's something I find a bit off about the concept...

Alt-fires are a thing and have been a thing for a long time now. Plenty of weapon mods have alt-fires on most or all of their weapons.
This mod's gimmick being "every weapon has two modes" is kind of underwhelming and almost feels pointless; why not just make them alt-fires? The only difference is that it's slightly less convenient to switch modes at a moment's notice.

To fix this, I propose that every weapon have at least three distinct modes of fire. If you're worried about the inconvenience of cycling (e.g. you're on mode C but you need mode B right now and can't afford to cycle through A first), you can set up the zoom state (or reload but you're already using that) to cycle backwards.
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Re: [ALPHA] Modes of Destruction

Postby Niwatorry » Tue Mar 11, 2014 6:00 am

Woolie Wool wrote:Also the riflemen can be tough to take out with the shotgun, I recommend the rifle, or HE rockets to clear out snipers in annoying places.

Gee, thanks. Maybe I should get used to the weapons' traits some more...

Another bug report; Enemies killed by BFG tracers won't count as a score.
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Re: [UPDATED 3/10] Modes of Destruction

Postby Woolie Wool » Tue Mar 11, 2014 3:39 pm

The BFG tracers thing is a known issue that I have no idea how to fix. The way the BFG works requires it to spawn a friendly actor that fires tracers at nearby monsters. When hit by this actor, monsters lose their original target (you), even if I put +NOTARGET on the tracer shooter.
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Re: [UPDATED 3/10] Modes of Destruction

Postby amv2k9 » Tue Mar 11, 2014 4:41 pm

Woolie Wool wrote:The way the BFG works requires it to spawn a friendly actor that fires tracers at nearby monsters. When hit by this actor, monsters lose their original target (you), even if I put +NOTARGET on the tracer shooter.
SXF_TRANSFERPOINTERS doesn't work for this?
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Re: [UPDATED 3/10] Modes of Destruction

Postby Woolie Wool » Tue Mar 11, 2014 4:45 pm

No, it does not. I just checked. Actors killed by the BFG tracer are attacked by the tracer spawning object, not by the BFG ball or the weapon.
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Re: [UPDATED 3/10] Modes of Destruction

Postby insightguy » Tue Mar 11, 2014 10:49 pm

every time I attempt to switch modes with the sg (have not tested this on others so you might want to check) when the resserve ammo is empty, is simply bobs the weapon up and down and does nothing
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Re: [UPDATED 3/10] Modes of Destruction

Postby LostSkull » Wed Mar 12, 2014 12:23 am

What happened with the UAC shotgun from the video?
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Re: [UPDATED 3/10] Modes of Destruction

Postby amv2k9 » Wed Mar 12, 2014 12:52 pm

Issues:
-The casings for the SMG are appearing to the left of the gun, and could stand to be scaled down a bit, or spawned farther away from the player so they look smaller.
-The Assault Rifle sprite disappears during one of its frames while exiting aim down sights mode, and when zooming in, A_ZoomFactor is not called on several tics, leading the zooming effect to stutter.
-One of the puffs involved in the Plasma Rifle's lightning altfire appears to 'hop up' when impacting level architecture in certain cases:
Image
I've tried to recreate this elsewhere, but I haven't been successful. It may just be a case of that ledge being made "wrong", which causes A_RailAttack to exhibit strange behavior.
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Re: [UPDATED 3/10] Modes of Destruction

Postby Woolie Wool » Thu Mar 13, 2014 5:53 pm

LostSkull wrote:What happened with the UAC shotgun from the video?

The shotgun frankenedit I made from DoomNukem and Blox's shotguns replaced it, because it is better.
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Re: [UPDATED 3/10] Modes of Destruction

Postby Mikk- » Thu Mar 13, 2014 6:32 pm

A few things:-
-Switching fire modes alerts monsters.
-What the heck is wrong with the Assault Rifle aiming animation.
-Minigun recoil is really weak, it feels like my view is slowly drifting up - not being shunted up by sheer force of the weapon firing.
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Re: [UPDATED 3/10] Modes of Destruction

Postby wolf00 » Fri Mar 14, 2014 2:51 am

nice to you find new use for images from old x-com defense[autocanon ammo clips]
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