Netronian Chaos V.3.4: The Final, Last, Concluding Update

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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby rhyrhygogo » Sun Nov 29, 2020 11:04 am

Captain J wrote:Dunno about the music pack, but i'd recommend some map packs like:

Back to Saturn X Episode 1 and 2
Sunlust
Community Chest 3 and 4
A.L.T.
Epic 2
Alien Vendetta
Lunatic
Scythe 2
Going Down

Thanks! but what about texture packs tho
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Mon Nov 30, 2020 12:31 am

Well you can check MSPaintDoom on Zandronum Forum.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby user5124 » Tue Dec 01, 2020 7:20 pm

Hello, I am using version 3.4 and have the glitch where even if I drop all my guns, the game still thinks I'm carrying the maximum. Is there any way to fix this? :cry:
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Tue Dec 01, 2020 8:35 pm

Maybe because of this?
Captain J wrote:P.S: Do not get confused with Default ZDoom Drop Weapons key and the mod's Drop key. They're completely different and pressing Default one will cause the error. Press F1 for Help.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby user5124 » Thu Dec 03, 2020 2:44 am

Captain J wrote:Maybe because of this?
Captain J wrote:P.S: Do not get confused with Default ZDoom Drop Weapons key and the mod's Drop key. They're completely different and pressing Default one will cause the error. Press F1 for Help.



Thank you. That fixed it.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Sat Dec 05, 2020 9:45 am

Huh after whole 2 years i just found out that i can add the featured mod label for individual mods provided by nice and kind m8f. Check out the OP for a surprise!

Speaking of which, i remember the time when the mod came out for the first time and took the 7th place... If i'm right. It's been a pleasing trek!
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby armymen12002003 » Sun Feb 28, 2021 11:46 pm

I noticed a small typo that this custom player sprite was PLAYF4F7 so i hope you didn't mind me fixing it to PLAYF4F6.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Thu Mar 04, 2021 3:45 am

Oh, nice catch! Didn't notice the typo until now. And the timing is quite right for fixing this mod i guess. I just noticed that the menu on this mod is kinda outdated so i updated it. The new version is all ready to download!
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby armymen12002003 » Thu Mar 04, 2021 3:31 pm

Captain J wrote:Oh, nice catch! Didn't notice the typo until now. And the timing is quite right for fixing this mod i guess. I just noticed that the menu on this mod is kinda outdated so i updated it. The new version is all ready to download!


Lol no problem glad to see a new version.🙂
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Bobby » Tue Mar 23, 2021 2:35 pm

Can you make a weapons only version of the main mod and the addon please?
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Wed Mar 24, 2021 1:47 am

I thought about it as well. But maybe someday!

In the meantime, Version 2.5 might satisfy you, tho it doesn't work with the addon.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby shino1 » Sat Aug 07, 2021 7:56 pm

Hey, so I was looking at the code trying to analyze why do enemies seem more mobile than regular Doom enemies and I found stuff like this:
Code: Select allExpand view
See:
      SRTY AAA 2 A_Chase
      SRTY C 0 A_SpawnItemEx("PlayerStep", 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, SXF_NoCheckPosition | 128)
      SRTY BBB 2 A_Chase
      SRTY CCC 2 A_Chase
      SRTY A 0 A_SpawnItemEx("PlayerStep", 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, SXF_NoCheckPosition | 128)
      SRTY DDD 2 A_Chase
      Loop

What does this exactly do? I understand A_Chase, but what does spawning PlayerStep do? This is not documented anywhere and all I found was some old code involving player actors, but this seems to be obsoleted I think?
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Tesculpture » Sun Aug 08, 2021 6:56 am

A couple of bugs to report:
-The altfire of the Grenade Bouncer consumes two ammo at once - one from the magazine of the weapon, and another from the cryo grenade reserve ammo.

-In Coup De Main, when the Microgun Rifle is fired dry, it will shoot immediately without the usual spinup the next time you fire (ie after reloading). This does not happen when manually reloading a half empty mag, or if you swap weapons after reloading.

-The Swidga combat drone's hitbox does not line up with its sprites - to hit one, you have to aim above it instead of directly at it.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Captain J » Mon Aug 09, 2021 8:03 am

Thanks! I've freshly fixed the bugs you mentioned. However, this dry-fire glitch that defies custom pre-firing sequence is something i just can't fix with my amateur knowledge. It also happens to Annihilator as well. I remember seeing this glitch happening in other Doom TCs like REELism 1 and 2. If someone has suggestion to solve this, please do let me know!

And here are the changes of today's update:
Code: Select allExpand view
Main Mod:

Lowered the volume of noisy part of the dry-fire sound effect

Raised the pinch of Tri-Desolator’s Primary firing sound effect

Fixed the bug of Grenade Bouncer spending 40mm ammo while doing Alt-Fire. Thanks Tesculpture!

Reduced bobbing intensity of floating enemies with FLOATBOB flag

Reduced Swidga’s height unit and adjusted the sprite offset. Now it’ll be easier get hit

Renamed Visvio’s tag into “Netronian Visvio”


Coup de Main:

Edited Microgun Rifle’s wind-off during firing to make it extra seamless

Lowered the volume of noisy part of the Long-Range Rifle’s Cocking sound effect

Removed 5 tics of Ren Gahn 2’s Mega-Beam Cannon preparation
Be sure to check out the OP to download!

shino1 wrote:Hey, so I was looking at the code trying to analyze why do enemies seem more mobile than regular Doom enemies and I found stuff like this:

What does this exactly do? I understand A_Chase, but what does spawning PlayerStep do? This is not documented anywhere and all I found was some old code involving player actors, but this seems to be obsoleted I think?
Oh, for some reason i forgot to reply you. Pardon me! Anyways that's the footstep sound making script for both the player and enemies. It spawns simple actor that plays plain ol' footstep sound effect. I didn't need to make another footstep actor or rename it even, so i copy and paste'd it.

The side effect of it would be not stopping footstep sound for few seconds despite the player has ceased moving. My next project would have no such problem. Well, if can fix it.
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Re: Netronian Chaos V.3.4: The Final, Last, Concluding Updat

Postby Tesculpture » Mon Aug 09, 2021 7:55 pm

Captain J wrote:However, this dry-fire glitch that defies custom pre-firing sequence is something i just can't fix with my amateur knowledge.


In my own tinkering with NC, I was able to fix it by renaming the Microgun Rifle weapon actor's "Hold" state (and all pointers to it of course) to "Hold2". The problem seems to arise from GZDoom treating the "Hold" state differently from a user defined state, even if the state content is the same.
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