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FragTrak Four! More Final Doomer compatibility!

PostPosted: Thu Jul 31, 2014 9:49 am
by Tapwave
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Disable 'Scale Text in High Res' in the HUD options, or several features will look glitchy!
If the HUD is too big or too small, or if the Scorecard's text keeps going over itself, fiddle with the settings under "HUD Options > Scaling Options".

Thank you, customer, for purchasing our brand new FragTrak Four™ statistics device.

With this product, you may now enjoy wonderful features such as:

• Bodycount tracking on all your weapons, including your fists and archaic devices such as chainsaws.
• Individual killcounts for every monster species on every weapon.
• A handy stat screen to check your achievements.

As an added bonus, in order to incite you to push yourself to the boundaries of your skill, we've added fun little things:
• Weapon ranks to reach, up to over ten thousand kills!
• Every 1500 kills, you can reset your counter to 0 and obtain a shiny medal.
• Every kill will give you XP towards a rank. The higher the difficulty, the weaker the weapon, and the stronger the enemy, the more XP you get!
Download here!

You WILL need a development version to run this build! Get one here!
This should work with GZDoom's Aug 01 2017 version and further.

Make sure you load Fragtrak LAST!
MODS WITH VERIFIED COMPATIBILITY
Gameplay Mods
• LegenDoom V2
• Final Doomer
• Slowmo Bullettime Ultimate

Cosmetic Patches
D.U.C.K, Footsteps, Droplets, Nash's DN3D-style Shadows, DamNums

MODS THAT ARE KNOWN NOT TO WORK WITH FRAGTRAK
• Smooth Doom

FAQ
Spoiler:


Changelog
Spoiler:

Re: [WIP/Alpha] Strange Weapons

PostPosted: Thu Jul 31, 2014 11:11 am
by Doomguy5th
Somehow, I just want to play this with all of my favorite weapon mods. This is really good! Wish this was compatible with Weapons of Saturn.

Re: [WIP/Alpha] Strange Weapons

PostPosted: Thu Jul 31, 2014 11:48 am
by Tapwave
DoomCraft wrote:Somehow, I just want to play this with all of my favorite weapon mods. This is really good! Wish this was compatible with Weapons of Saturn.

Making weapons compatible is pretty much the hardest part, really. On the 2 days I spent making this, the entire second was about finding ways to make all the weapons work.
Hitscans are the easiest, though.

Re: [WIP/Alpha] Strange Weapons

PostPosted: Thu Jul 31, 2014 3:03 pm
by comet1337_old
they never rank up?
whats the point if i cant have a totally ordinary SSG

killstreak weapons would propably be pretty redundant
2 levels in you'd get "playername is still godlike!" over and over every 5 kills

Re: [WIP/Alpha] Strange Weapons

PostPosted: Thu Jul 31, 2014 3:04 pm
by Tapwave
comet1337 wrote:they never rank up?
whats the point if i cant have a totally ordinary SSG

Working on that.

killstreak weapons would propably be pretty redundant
2 levels in you'd get "playername is still godlike!" over and over every 5 kills

Not planning to implement killstreaks, can't see a good way to do so either.

Re: [WIP/Beta] Strange Weapons, now with ranks!

PostPosted: Sat Aug 02, 2014 10:36 am
by Tapwave
PROGRESS!
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Download link in a few minutes!
Le changelog:
Spoiler:


I recommend resetting all your stranges by using the following command in console: "Pukename ResetStranges".

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Sat Aug 02, 2014 4:08 pm
by Tapwave
Screwed up rocketboxes in the last update, get the hotfix before you run out of ammo.

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Sat Aug 02, 2014 5:01 pm
by Ethril
The last rank is Doomguy's Own, right?

also: needs a 1% chance of armor bonuses being unusuals

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Sun Aug 03, 2014 2:44 am
by Tapwave
Ethril wrote:The last rank is Doomguy's Own, right?

Very close but no sugar.

Ethril wrote:also: needs a 1% chance of armor bonuses being unusuals

But, but, unusuals would be horrible to code into doom, and you wouldn't even be able to see it most of the time.
That or it'd screw up your vision big time.

/EDIT
Little question, would you guys rather have the strange parts as general counters for all weapons, or have them count for each weapon individually?

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Mon Aug 04, 2014 4:54 pm
by lolwut?
I played this mod until I got Carpal Tunnel Syndrome, not even joking. I really like this mod!

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Mon Aug 04, 2014 6:52 pm
by Henix_Aurorus
This is definitely an interesting mod, although not really my cup of tea.

My only real complaint is a kinda trivial one, and that's that there's pretty much no real difference between ranks- not even a fancy sprite palette change or anything, which is kinda disappointing. As such to me it kinda seems like the mod's just something that adds a fancy little animation and easier stat tracking, which is not something I'm personally a fan of; for something like this I'd at least expect to see some sort of aesthetic difference in the weapons, or better yet actual stat differences, but alas, with the mess of code the mod already is that probably isn't possible, or at the very least it isn't remotely practical. (I could be wrong though.)

All-in-all it's a neat concept, I'm just not a fan of mods that apply purely aesthetic changes to weapons.

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Tue Aug 05, 2014 3:51 am
by Tapwave
Henix_Aurorus wrote:
My only real complaint is a kinda trivial one, and that's that there's pretty much no real difference between ranks- not even a fancy sprite palette change or anything

I'm planning on adding weapon skins which are unlocked after passing certain ranks. The first few would probably be from Doom 64, but I'll have to find a good theme for the rest.

As such to me it kinda seems like the mod's just something that adds a fancy little animation and easier stat tracking,

Pretty much. I originally wanted to make a mutator, but it turned out to be impossible to make without some extensive coding.
better yet actual stat differences

All the monsters and weapons behave exactly as in vanilla. Won't change that, sorry. It removes the challenge if I do.

but alas, with the mess of code the mod already is that probably isn't possible, or at the very least it isn't remotely practical. (I could be wrong though.)

It's actually less "horrible mess" and more like "mass of copypaste". The biggest difficulty in updating scripts is the fact you'll have to copy stuff to over 100 places and so on. It's not hard, just annoying as hell.

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with ranks!

PostPosted: Tue Aug 05, 2014 10:27 am
by Tapwave
And now, minor progress.
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A hud that doesn't suck! (too much).
A counter that tells the next rank threshold!
The download link is updated, get your new version now.

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with a fixed HU

PostPosted: Wed Aug 06, 2014 7:48 am
by Tapwave
Quickfix! I didn't test the HUD thoroughly enough. (Thanks Undead!)
Fixes:
Level names don't fuck around the hud too much anymore. VERY LONG level names will still break the hud.
Weapon ranks now have line breaks. NEXT counter was moved so it doesn't clip through it.
Download from the same link, as usual.

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with a fixed H

PostPosted: Wed Aug 06, 2014 1:05 pm
by Ikazu-san
Finally, a Killcounter that is good to enough to help me cosplay bloodthirsty-alien-magical girl.

And, you might wanna double check title maximum length.
Spoiler:

What I'd do is make ScoreCounter^tm a few letters longer and move ammo bar to the bottom left.


Also, recolor armor bar to be green when it's 1-100% and partially blue when more, with life bar just slap more gore from the bottom as you go overheal.