High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Captain J
 
 
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Captain J »

It's awesome, useful, strong and we can feel lucky while targeting baddies like there's no tomorrow. So why the hell not? :P

Anyway golden update as always, term.
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TheNightATK300
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by TheNightATK300 »

Oooooh man! That video and that update is awesome!
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Irrevenant
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Irrevenant »

- The Thunderhawk revolver now only ejects as many bullets as has been fired.
Such a small detail, but very appreciated when it's there.

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.
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TerminusEst13
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by TerminusEst13 »

Image

Guess who doesn't play in 4:3 resolution? This was a nasty surprise to discover right after release.
I've uploaded a v1.1b to Google with a different font and a couple LANGUAGE changes to fix a couple text errors. Mirror should have it up shortly, hopefully.
If you play 16:9 or don't care, there's no reason to re-download, though keep in mind the smallfont will be different for subsequent releases.

Sorry for the inconvenience!
user5124
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by user5124 »

There is something very simple that this mod seems to have pioneered expertly that I've not seen done correctly in any other game or mod. :P

It's the seamless handling of swapping between different firing animations (fanning vs standard single action) of the revolver based on the clicking speed of the player. The timing and animation are basically perfect. Bravo for this clever piece of work. 8-)
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potetobloke
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by potetobloke »

I found some strange bug, the dead radio ghost gun things started to shoot the thrown hat.

wat
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Armaetus
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Armaetus »

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?
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Cryomundus
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Cryomundus »

As far as I can tell, the Heki Bow doesn't seem to be on ANY of the slots, but it can be selected via scrolling.

Edit: Actually it wasn't on slot 1 in 1.1, but Term must've fixed it for 1.1b, cuz I can actually select it there.
Last edited by Cryomundus on Mon Aug 14, 2017 3:46 pm, edited 1 time in total.
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Somagu
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Somagu »

It's still on slot 0, here.
Yoshi348
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Yoshi348 »

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?
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DoomRater
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by DoomRater »

The truth is, nothing truly updates faster than 35 frames a second unless it's the camera. That's kind of a limitation on Doom's part.
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Gorec
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Gorec »

u can still get free fire from primary attack on staff
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Baconator
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by Baconator »

At first I was put off by the theme of the mod, but after playing latest version I was pleasantly surprised.
Really solid!
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by DoomRater »

The drifter can wander into the bowels of hell, but HOW IN FUCK IS HE SUPPOSED TO SURVIVE DEUS VULT? Any god tier players wanna showcase that miracle? So far I'm only surviving because I'm sneaking around (boomerang and whip don't alert enemies saving me countless ambushes) but I'm about to hit the hard part where there is no place to run. All the (fuses in the) exit signs have been BURNED OUT!

Edit: I don't know my Ultimate Warrior ramblings as well as I thought
Last edited by DoomRater on Tue Aug 15, 2017 12:41 pm, edited 1 time in total.
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xenoxols
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by xenoxols »

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!
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