Irrevenant wrote:Also digging the new muzzle flashes.
But I'd much rather the holster be limited by a cooldown or some sort of resource. A holster seems more like a base equipment upgrade than a one-time thing.
Thanks, Fran did a good job with the flashes.
And it seems like a lot of folks are interested in more usage for the holster! I might have to go with that. I'm not gonna lie, the implementation of Heretic artifacts in Doom was incredibly haphazard.
For v1.2, I'm gonna need to revisit this. Zhs2 has Cool Ideas for how to implement a more re-usable/rechargeable holster, so we're gonna need to prod at that until we get something satisfactory.
potetobloke wrote:I found some strange bug, the dead radio ghost gun things started to shoot the thrown hat.
wat
Ooooops. I'll need to fix that, thank you.
Glaice wrote:I like the "resurrect" messages when you cheat and type it in the console because some people are either inexperienced, forgetful on saving or other things. Is this code open to use in other mods?
Yes, my code is free to use for reference or usage in other things, though a mention in the credits is appreciated!
Yoshi348 wrote:I don't know if this is a new bug or an old bug, because the last set I tried this with didn't have light amplification visors because, well, light amplification visors, but when you have the mystic torch you can often end up seeing a giant torch on the upper left of your screen when your camera moves... rotating is a good way to do the trick, but weapon recoil can give you glimpses as well. I'm guess you put an actual torch on the player sprite when you're using the torch, and it's a separate thing that exists in the game world that doesn't update position quite as smoothly as the player does?
Not really a glitch! You're correct, it's a separate thing in the game world that actually follows the player around and moves as he moves. Like Doomrater said, though, the world is locked at 35 frames per second and can't update faster than that.
I'll have it pop up just a couple units higher than the player, though, so it won't be in the way so much when it appears.
Gorec wrote:u can still get free fire from primary attack on staff
Oops.
Well, that's significantly less convenient to abuse, though, so that's a plus.
xenoxols wrote:Something that really bothers me is that the player is all muscular like an 80s hero, not a western drifter. Of course this is completely personal taste, so ignore me. Anyways I really like the dead man's holster, I've had that idea in my head for a while but you beat me to it, nice!
This is a limitation of the spriteset used, unfortunately. I didn't want to use Doomguy arms, and Parias' arms are beefy, so that mandated a character that was also beefy as well.
detectDefective wrote:Playing through the Ultimate Doom with this mod, I've been having tons of fun. The revolver is probably my favorite weapon out of the lot (the fanning is just too good), though the regular shotgun and grenades are damned close and tied for second.
I'm a bit confused about the powerups, though. The Mystic Torch doesn't seem to light areas, while I've got great vision in the dark with the Mask of Shadows.
Oddly enough, I like the fact that the Mask of Shadows makes it easier to see in the dark. Fits well with its name.
Thanks very much, I'm glad you like it!
Strange that the light isn't showing up, though. Do you have dynamic lights enabled or disabled?
Cryomundus wrote:After a few tests, I'm pretty sure that just using the Mask of Basilissa's primary/reload fire on bosses/large hordes is significantly better than summoning Basilissa. Summoning her now is actually too costly now with the faster drain on ammo, tho it's still fun to do so, just more wasteful in the long run.
I'm trying to split the functions of the Mask into threefold.
The primary fire is the typical BFG. The alt-fire is for sheer damage and clearing power. And the summoning is for pure defense, surviving onslaughts and whittling them down--complete with health regeneration, too!
If summoning her seems too costly, I'll probably either increase her defense a little bit more or lower the initial summon cost. But I'd very much like to hear thoughts from other people, how do you guys think the three functions stand so far?