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Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Mon Oct 26, 2015 5:59 pm
by -Ghost-
Yeah, I think a firerate like that would help a lot. It's a quiet weapon, but it doesn't really deal enough damage to capitalize on that stealth attack. As is I'm always bummed out when I find a crossbow instead of a shotgun.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Mon Oct 26, 2015 7:28 pm
by Medicris
What do you think would be better, the XBow as it exists now with 3x damage (to match the old one's output), or faster like in the video? Perhaps with some very slight spread (maybe around 1°) and/or slight vertical drop from gravity, to offset the greater range it has since it started firing single bolts.

I'd lean toward the former, since crossbow bolts aren't the most common to come across in my experience. I'd hope it would be usable without needing to stockpile 15 to kill something small.

I'd like to take a page from Noctourne in Yellow and make some quick and dirty sprites for arrows stuck in walls/floors/ceilings.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Tue Oct 27, 2015 10:40 am
by iSpook
Medicris wrote:the XBow as it exists now with 3x damage (to match the old one's output).
Before I did boost the damage in the build I had, it WAS doing 3x the damage of a normal tri-bolt attack (Each bolt did 15 damage, and then it did 45 with a single bolt. Now it does... I don't remember.)

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Tue Oct 27, 2015 12:59 pm
by chronoteeth
to me thats how i wanted to go, but instead i opted for the (now) dumb idea of the spread. the crossbow was meant to act like a fast semi auto shooter, like how the custom revolver is (i think thats why i changed it too because i didnt want things to feel too similar)

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Tue Oct 27, 2015 9:11 pm
by -Ghost-
Yeah, I think that'd be a better role for it, quick, semi-auto, silent, good damage. Crossbows aren't uncommon, but sometimes the ammo is.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 3:23 am
by iSpook
v0.4a is live and the links are on the first page. Changelog is in the pk3.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 4:48 am
by Captain J
ah, glad it's updated for good! but i got another gripe, why projectiles doesn't have any decals except bullets? kinda curious if that was intentional.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 4:58 am
by iSpook
It's because I"m lazy, sorry.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 6:33 am
by Medicris
Nice work! Now, I know there have been some gripes you've had about how guns worked before, and I may as well throw in some nitpicks for that sake:
  • Revolver's hammer seems to pull back and spring forward after the shot's fired. Goes for both kitted and normal.
  • Minor, but the other pistols would automatically lock open when empty. Loading a filled mag would make them automatically close and be ready to fire.
  • Shotgun reloads. When reloading from empty, it's about right. Put one in, chamber it, fill the rest of the tube. When you're just topping off that tube, though, you don't need to pump: here's already a shell chambered and pumping would eject it. Solution is to just remove the pump frames from that state.
  • Calico carbines are closed-bolt. If emptied, it needs the bolt manually cocked before it can start shooting. It has a little finger-pull charging handle on the left that could be pulled in an animation. Doesn't apply to non-empty reloads. Also, the thing spits out the casings down from that box shaped bit in front of the trigger, but that ain't flashy.
  • Minigun's sound could be amplified, I think. It's only noisy when it's hitting walls/things in your face.
Some other things I've noticed but havent brought up are the crossbow trails and Mortuus clouds. Both could use a fadeout instead of abruptly being deleted.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 8:02 am
by iSpook
Medicris wrote:Nice work! Now, I know there have been some gripes you've had about how guns worked before, and I may as well throw in some nitpicks for that sake:
  • Revolver's hammer seems to pull back and spring forward after the shot's fired. Goes for both kitted and normal.
  • Minor, but the other pistols would automatically lock open when empty. Loading a filled mag would make them automatically close and be ready to fire.
  • Shotgun reloads. When reloading from empty, it's about right. Put one in, chamber it, fill the rest of the tube. When you're just topping off that tube, though, you don't need to pump: here's already a shell chambered and pumping would eject it. Solution is to just remove the pump frames from that state.
  • Calico carbines are closed-bolt. If emptied, it needs the bolt manually cocked before it can start shooting. It has a little finger-pull charging handle on the left that could be pulled in an animation. Doesn't apply to non-empty reloads. Also, the thing spits out the casings down from that box shaped bit in front of the trigger, but that ain't flashy.
  • Minigun's sound could be amplified, I think. It's only noisy when it's hitting walls/things in your face.
Some other things I've noticed but havent brought up are the crossbow trails and Mortuus clouds. Both could use a fadeout instead of abruptly being deleted.
1.) Going through the sprites, I can't see it, the sprites show the hammer pulling back after the initial firing frame. I haven't caught it in animation, probably gonna chalk it up to wonkiness due to how fast it's firing? (Or me being dum.)

2.) I could do that, but I would need another set of sprites of Rocco holding the gun and shaking while it's slide is pulled back.

3.) I still can't into what needs to be done to make this work. Try your hand with it and get back to me?

4.) Again; i would need sprites for that,.

5.) I'll look into the minigun sounds. I've tried to quiet down those sounds in the latest version. I'll work out the fadeouts soon, though.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Wed Oct 28, 2015 9:56 pm
by Medicris
1). Ah, pulling the trigger of revolvers likes that pulls the hammer back and releases it, hammering the bullet in the part that makes it fire. Might introduce minor firing delay of a tic or two, but it's how they work.

2./4.) Yeah, I knew they'd need new sprites. Just throwing it out there.

3.) I will try come friday or the weekend.

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Mon Nov 02, 2015 6:55 am
by Captain J
sorry for the bump, but here's one thing.
Captain J wrote:
iSpook wrote:1.) It is an easy fix, but I don't really have a sound that would work for it.
well...why not putting the basic flesh hitting sound for that one? it really fits in my ears.
now i can hear the flesh hitting sounds from the crossbow bolt, but it plays wall hitting sound together as well. removing the death sound at the actor and putting the flesh hit sound at the xdeath state and wall hitting sound at the death and crash state fixed it, like this!

Code: Select all

*/Actor CBolt : Fastprojectile
{
	Projectile
	height 5
	Radius 10
	Damage (random(30,45)*4)
	Speed 100
	Missileheight 8
	Gravity 1.1
	//Missiletype "cbowtrail"
	Obituary "%k made an archery target out of %o."
	-PUFFONACTORS
	States
	{
	Spawn:
		ARRW A 1 A_SpawnItemEx("Cbowtrail",0,0,0,0,0,0,0,0,10)
		Loop
	Xdeath:
		TNT1 A 8 A_PlaySound("doomnukem/fleshhit")
		Stop
	Crash:
	Death:
		TUFF A 2 A_PlaySound("Weapons/bow/Deth")
		TUFF BCD 2
		Stop
	}
}
so, is this fine to go?

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Mon Nov 02, 2015 7:51 am
by chronoteeth
iSpook wrote:
Medicris wrote:Nice work! Now, I know there have been some gripes you've had about how guns worked before, and I may as well throw in some nitpicks for that sake:
  • Revolver's hammer seems to pull back and spring forward after the shot's fired. Goes for both kitted and normal.
  • Minor, but the other pistols would automatically lock open when empty. Loading a filled mag would make them automatically close and be ready to fire.
  • Shotgun reloads. When reloading from empty, it's about right. Put one in, chamber it, fill the rest of the tube. When you're just topping off that tube, though, you don't need to pump: here's already a shell chambered and pumping would eject it. Solution is to just remove the pump frames from that state.
  • Calico carbines are closed-bolt. If emptied, it needs the bolt manually cocked before it can start shooting. It has a little finger-pull charging handle on the left that could be pulled in an animation. Doesn't apply to non-empty reloads. Also, the thing spits out the casings down from that box shaped bit in front of the trigger, but that ain't flashy.
  • Minigun's sound could be amplified, I think. It's only noisy when it's hitting walls/things in your face.
Some other things I've noticed but havent brought up are the crossbow trails and Mortuus clouds. Both could use a fadeout instead of abruptly being deleted.
1.) Going through the sprites, I can't see it, the sprites show the hammer pulling back after the initial firing frame. I haven't caught it in animation, probably gonna chalk it up to wonkiness due to how fast it's firing? (Or me being dum.)

2.) I could do that, but I would need another set of sprites of Rocco holding the gun and shaking while it's slide is pulled back.

3.) I still can't into what needs to be done to make this work. Try your hand with it and get back to me?

4.) Again; i would need sprites for that,.

5.) I'll look into the minigun sounds. I've tried to quiet down those sounds in the latest version. I'll work out the fadeouts soon, though.
just a heads up to somma these things: the calico is the .22 variant, which doesnt have the downward ejection (that and i liked the wind up for the magazine tension, it looks cooler than a basic bolt pull back, and tbh i wouldnt want anyone to really mess with denis's work w/o permission

as for the revolver i didnt do him cocking the hammer back so it looks like its properly sprung because at that point it'd make the reload time too long for the revolver and unbalance it

also the minigun's wind down sfx i sadly forgot and used the loading belt sound instead of the actual minigun wind down sound from fallout new vegas

Image here i fixed the sprite so it looks like the .22 variants

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Sat Nov 07, 2015 6:29 am
by TheUnbeholden
Ed the Bat wrote:Oh no, quite the opposite. You made all my work official! That's what I was wishing for all along.
What was in Ed's Enhanced version may I ask?
Abba Zabba wrote:Is the remnant the dead marine zombie? I meant just plain skin zombies that could spawn in place of corpses and such, but I also haven't seen any good basic zombie sprites around, particularly for a generic nude zombie. Most of the zombies are in the vein of Doom's where they're more freshly revived with devil magic and not the rotten week old dead kind.
Hmm Alright here is just something I whipped up quickly, basically Zombie Torrent marine and Zombie Scientists, while Remnants spawn in place of Shotgunguy, lowered their health to compensate and a few other tweaks.

http://www.moddb.com/games/doom/addons/ ... ie-edition

Re: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Posted: Sat Nov 07, 2015 10:03 pm
by -Ghost-
TheUnbeholden wrote:
Ed the Bat wrote:Oh no, quite the opposite. You made all my work official! That's what I was wishing for all along.
What was in Ed's Enhanced version may I ask?
Abba Zabba wrote:Is the remnant the dead marine zombie? I meant just plain skin zombies that could spawn in place of corpses and such, but I also haven't seen any good basic zombie sprites around, particularly for a generic nude zombie. Most of the zombies are in the vein of Doom's where they're more freshly revived with devil magic and not the rotten week old dead kind.
Hmm Alright here is just something I whipped up quickly, basically Zombie Torrent marine and Zombie Scientists, while Remnants spawn in place of Shotgunguy, lowered their health to compensate and a few other tweaks.

http://www.moddb.com/games/doom/addons/ ... ie-edition
Nice, just gave it a try. I noticed the zombies don't seem to drop any ammo, though, and I'm getting an error when I damage any enemy:
P_StartScript: Unknown Script 270