Blue Shadow wrote:The presence of the WRF_NOSWITCH flag in the A_WeaponReady call at the end of the AltFire state is the cause of the problem; it's, unsurprisingly, preventing a weapon switch.
Ah! That did it -- thanks there.
Some musings on this: I'm not sure whether this is a bug or inevitable behavior, but something about this doesn't really strike me as "correct" on the engine's side. What seems to be happening is that the A_WeaponReady call with WRF_NOSWITCH is eating the attempt to switch away, so when a state that allows switching is hit, the engine doesn't try and force a switch again since it thinks it's already done so. Might be reportable, though I've fixed it mod-side for now.
tl;dr: I just removed the WRF_NOSWITCH flags since it's harmless being able to switch-cancel out of an attack at that point, and the problem is fixed. If anyone knows of a better way to reset Offset back to 0,0 without A_WeaponReady, though, I'm all ears, since that's the purpose of that particular call and I'd love to be able to do it in a cleaner way.
Viscra Maelstrom wrote:yeah, the Soul Reaver is useless when tomed up against either the Cyberdemon or the Spider Mastermind. untomed, it kills a cyber in two shots and a mastermind in one, but tomed, not even two tomed shots killed the cyber. maybe make the tomed projectiles force radius damage if that's what is spooking up?
I was afraid the tomed attack would be underwhelming, since I opted to remove the ripping behavior for the soul projectiles for whatever reason. I put it back in, and the weapon's hella deadlier now. Probably a bit """too much""" so, but it's a gorram Tomed ultimate weapon, so it's totally excusable to make it ridiculous.
Viscra Maelstrom wrote:also, the Irebolt has some really fucked up explosion radius. for example, try standing on a ledge, and shooting down at the floor that's just below the ledge. the explosion WILL hit you, regardless of altitude, it seems. on the plus side, that means you can coax out Cacodemons that are way down in a deep crevice, but on the other hand, it's what has killed me the most out of my own weaponry.
FFFFFFFFFFFFFFFFFFF
I was going to make a post stating how bizarre this is and that I have no clue how to fix it (once again; I think this mod is cursed xD), but I twiddled some flags around in the off chance and found that the erroneous behavior is caused by
the gorram CAUSEPAIN flag of all things. My brain is dead. D:
Fixed it for now by removing the flag. I'll put it back in once the bug's corrected, though, since I really do want the bolts to stagger enemies.
Viscra Maelstrom wrote:and speaking of the Irebolt, not having a SSG-equivalent weapon in your arsenal can really hurt you when playing the mod. maybe it's just me, but i find myself running really low on health on Ultra-Violence because i don't have the demonic equivalent of super buckshot to deal with the enemies, particularly Cacodemons, Pain Elementals and Hell Knights, which i haven't really found a good way to shut up at point-blank range. maybe that's just me sucking at Doom, though.
I'll probably bump the damage of the Bloodbane a bit to help alleviate this -- the Irebolt is kinda weird since it takes the SSG spawn slot but doesn't act like one, but I can't really swap that around without totally fucking up ammo placement.
What about the Mauler, though? It's meant to be the SSG power-equivalent -- is ammo an issue for it?
Viscra Maelstrom wrote:also, this isn't about the weapons, but maybe the fullscreen HUD should have a larger Arms panel? considering that there are weapons covering slot 1 to 9, i don't think it should be that much of a problem to make it display all your weapons. it's not a huge issue, but it's what makes me forget i have e.g. the Basilisk in my hands.
Oop, good idea! Not sure why I didn't think of that... heh.
mark009 wrote:Help please Script error, "eriguns2.pk3:actors/weapons/blade.txt" line 134:
Expected ')', got ','.
oh my gucking fod if i get another one of these i'm gonna choke a baby
Anyhow, I'll post up a v1.1a here in a bit that fixes the irebolt/blade bugs and does some damagetype fiddling to make the weapons work a bit better. Among other things, wide enemies take less damage from rippers and radius damage is forced for all projectiles now (albeit bosses take slightly less damage; may or may not remove this, depending).
Thanks for all the feedback, folks!
[EDIT]
v1.1a bugfix release up. Updated the OP too.