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first zdoom mod with a specific goal and style. simple weapon mod. its pre alpha and there are a lot of bugs (mainly invisible pickups at times as well as gl/rl firing infinitely without ammo check even tho nothin there, if theres anything that can be fixed, please feel free. the fist is a placeholder so itll be replaced)
any critiques are fine if its in relation to the weapon feel. its heavy wip but episode 1 can be finished with all weapons replaced so heads up. massive thanks to sgt shivers for giving me a lot of help. i am taking this at my own pace cuz tbh decorate is so not a fun code to work with so this is a when its done situation.
+Added cluster grenade launcher
+Added burst spiker
+Added Back up pistol
+Added upgrades for pistol/backup pistol
+Added melee attacks to all weapons (default key is the zoom key, spiker is still a wip in its zoom functionality)
+Added player noise
+Changed Pistol graphics
+Ironsights for rifle and scope for spiker (default key is alt fire, many thanks to xeppeli!)
+Enhanced sfx for shotgun, SSG, and Minigun
+Enhanced graphics for all weapons (smoother animations, changed consistency, ect)
+Various balances and minor bug fixes
Last edited by chronoteeth on Wed May 02, 2018 1:27 am, edited 5 times in total.
chronoteeth wrote:as well as gl/rl firing infinitely without ammo check even tho nothin there
What's causing this is the +WEAPON.AMMO_OPTIONAL you've put in the weapon. Which, in and of itself isn't a bad thing, but it does mean the weapon acknowledges that it has no ammo and then continues firing anyway!
So what you need to do is check if it specifically has no ammo. Adding a very simple "TNT1 A 0 A_JumpIfNoAmmo("Click")" to the line just before "THUF A 0 A_JumpIfInventory("GrenadeeAmmo",1,1)" will make it work as (assumedly) intended!
Oh, hey! This is the mod you showed me! Very good work man! I personally lov the smooth animations and selection of guns. And i hope you can keep on upgrading this, even knowing you're not that much into DECORATE.
Nice to see you modding something great for zdoom. And i say this is a fine start! And of course, i've got some gripes and suggestions that might make this mod a bit better;
- Fist's overall animation is kinda powerless. And it would be nice if it has some kind of decent impact sounds, too!
- EEMG Belkenstein-12 never reloads automatically unlike other weapons when out of ammo.
The same goes for Phalanx CIWS Micro-Blitz.
- I think you already know what's wrong with Trihexa SMRL-6 and Polyphemus HBGL, but i still can open fire although they're out of ammo. Also it seems i can reload when ammo is full.
And that's it. Might need some improvements and polish, true. But i'm sure you can improve this mod even more. And if you need any graphic or sound support, just ask!
EDIT: Oh, also i think this thread and the mod itself has no credit list.
Captain J wrote:Nice to see you modding something great for zdoom. And i say this is a fine start! And of course, i've got some gripes and suggestions that might make this mod a bit better;
- Fist's overall animation is kinda powerless. And it would be nice if it has some kind of decent impact sounds, too!
- EEMG Belkenstein-12 never reloads automatically unlike other weapons when out of ammo.
The same goes for Phalanx CIWS Micro-Blitz.
- I think you already know what's wrong with Trihexa SMRL-6 and Polyphemus HBGL, but i still can open fire although they're out of ammo. Also it seems i can reload when ammo is full.
And that's it. Might need some improvements and polish, true. But i'm sure you can improve this mod even more. And if you need any graphic or sound support, just ask!
EDIT: Oh, also i think this thread and the mod itself has no credit list.
the fist is a placeholder, it wont be in the final launch
the auto reload will be removed at launch
the bug with the explosives are fixed
things will have more polish when its 100%
the credits will arrive when the mod is actually done
I think you've got a solid base here, cool guns, nice reloads. I can't really add much that hasn't already been said or being worked on, since it generally just needs more polish, but that's to be expected at this point.
Hohoholy Tremendous Triangles! It's finally updated! And i see few things have changed very nicely. Especially the palette! Love the grimness of the textures. And some weapons are very clever and interesting, too.
However, i've got some gripes to tell, obviously. But it won't bite!
Spoiler:
- Backup Shotgun has unlimited ammo and kinda useful, yes. But monsters takes too much shot from this thing and it's half-useless. I can't even kill a zombieman in point-blank shot. Well there's Silencer upgrade, but does it help to increase its damage? I don't think so. Can we just have custom berserk item that increases shotgun's damage and whatnot?
- I don't know if it's intentional, but whenever i get a new weapon, it's always all-empty as a hollow cardboard box(Yes. EVEN backup shotgun hasn't loaded even!). Is this really intentional? Because it sounds kinda inconvenient when you have to use it freshly in middle of a fight or something.
Also, when i get a Backpack, it'll automatically fill weapons' magazine... Weird, i think.
- SPAZ-12 Shotgun's idle sprite has little dot on the left if you can take a closer look.
- Sometimes weapons don't spawn properly. Especially SSG, Chaingun and Rocket Launcher Replacement.
- 1870 Vertelli has a bit of floating pixel during reloading.
- ZhongZhou MWJW-2000 Shotgun seems absolutely slow, thanks to its extra cocking animation. I think it would be helpfully faster if this cocking animation plays after loading shells.
- EEMG Belkenstein-12 infinitely plays click sound when it has no ammo and holding the fire button, unlike the other weapons.
- Polyphemus HBGL's Explosion seems still controlled by gravity including small frags'. Have you considered to put A_ChangeFlag ("NOGRAVITY", 1) during the explosion?
- Seems like Cell and Cell pack doesn't fill any ammo for weapons like KauKau-Kaitaukoto and Phalanx Micro-Blitz. Although all of vanilla ammo items should be replaced into something custom.
- I see you haven't changed Chainsaw and BFG-9000 yet. Any idea for such weapons?
And that's about it. Nice mod with aesthetically satisfying weapons! I really can't wait for update. Please keep it up!
Captain J wrote:Hohoholy Tremendous Triangles! It's finally updated! And i see few things have changed very nicely. Especially the palette! Love the grimness of the textures. And some weapons are very clever and interesting, too.
However, i've got some gripes to tell, obviously. But it won't bite!
Spoiler:
- Backup Shotgun has unlimited ammo and kinda useful, yes. But monsters takes too much shot from this thing and it's half-useless. I can't even kill a zombieman in point-blank shot. Well there's Silencer upgrade, but does it help to increase its damage? I don't think so. Can we just have custom berserk item that increases shotgun's damage and whatnot?
- I don't know if it's intentional, but whenever i get a new weapon, it's always all-empty as a hollow cardboard box(Yes. EVEN backup shotgun hasn't loaded even!). Is this really intentional? Because it sounds kinda inconvenient when you have to use it freshly in middle of a fight or something.
Also, when i get a Backpack, it'll automatically fill weapons' magazine... Weird, i think.
- SPAZ-12 Shotgun's idle sprite has little dot on the left if you can take a closer look.
- Sometimes weapons don't spawn properly. Especially SSG, Chaingun and Rocket Launcher Replacement.
- 1870 Vertelli has a bit of floating pixel during reloading.
- ZhongZhou MWJW-2000 Shotgun seems absolutely slow, thanks to its extra cocking animation. I think it would be helpfully faster if this cocking animation plays after loading shells.
- EEMG Belkenstein-12 infinitely plays click sound when it has no ammo and holding the fire button, unlike the other weapons.
- Polyphemus HBGL's Explosion seems still controlled by gravity including small frags'. Have you considered to put A_ChangeFlag ("NOGRAVITY", 1) during the explosion?
- Seems like Cell and Cell pack doesn't fill any ammo for weapons like KauKau-Kaitaukoto and Phalanx Micro-Blitz. Although all of vanilla ammo items should be replaced into something custom.
- I see you haven't changed Chainsaw and BFG-9000 yet. Any idea for such weapons?
And that's about it. Nice mod with aesthetically satisfying weapons! I really can't wait for update. Please keep it up!
-backup is just that, a last resort. the quick melee is even better than what it is. its meant more to make sure to trigger switches than for combat. the upgrade just makes it combat viable. just use the melee button for an actual key 1 style melee attack. each weapon has melee too so you dont have to use the back up pistol.
-noted bug, will fix when see fit (these are pre alphas remember, focusing on the big parts first)
-spas 12 fixed
-noted bug, will fix when see fit (these are pre alphas remember, focusing on the big parts first)
-do you know what exact frame on the vertelli? cant seem to find it
-intentionally slow. will make slightly faster but still will be slow
-noted bug, will fix when see fit (these are pre alphas remember, focusing on the big parts first)
-polyphemus fixed
-noted bug, will fix when see fit (these are pre alphas remember, focusing on the big parts first)
-they'll get their changes.
please dont forget that these are alpha, so its not 100% done. a beta usually has the core stuff ready, but as an alpha its still got stuff to add
Your spritework is amazing as always! And many bugs were fixed. For an Alpha, this is getting really good and fun. I don't have too much to say, but i am keeping track of this.
My remark. Terribly annoying twitching crosshair. Especially while reloading the shotgun. There are many ways to simulate recoil when fired and changing the vertical position is the worst of. As I said, the crosshair shows not only the direction of the weapon, but where the eyes look. But your eyes don't twitch upwards, no matter what you do with your hands. Even if you pumps head, gaze still directed to one point. Therefore, the sensation is completely unnatural.