Captain J wrote:- Fist's animation looks so nice and such... I think it needs some more beefy sound effect. And wall hitting sfx doesn't exist.
Thanks
You are right, it sounds a bit weak and I haven't finished the PUFF-actor yet, so that's why there is no wall hitting sfx. Sorry for that, didn't have priority yet, needed feedback on mechanics first
Captain J wrote:- When i switch weapon, the weapon tag seems shows up six times in a row, as written in the console. And i think this is unnecessary because reading it only first time is enough.
My bad, wrote the print command into the select-state for my own testing purposes and forgot to take it out -_- Kicked it out of there already!
Captain J wrote:- Ember Dynamo is really cool. But i think it needs a charging sfx.
True - in general, sfx is behind schedule on this mod. I'll try to flesh out the sounds with coming updates
Captain J wrote:- Salt n' Pepper's muzzle flash is red, but it shoots blue plasma pallets. Also new reloading sfx would be nice.
Thanks for spotting this! Absolutly didn't notice... must have been blinded by routine on this one
sfx-wise: see statement above.
Also, I noticed a bug: When you switch to akimbo, you can not mouse-wheel to another weapon because I didn't assign a weapon slot for the akimbo shotgun (you can switch guns by number key though). As it is implemented as a seperate weapon and not an overlay, Doom doesn't know it's place in the weapon list. I don't want the player to be able to switch to it through the weapon slots, since it's an alt-fire option... don't know how to work around this yet.
Captain J wrote:- Fiery Temper's Alt-fire spends two shotgun shells and one special fire round. Intentional?
Again, thanks for catching that - it's a left over from before I had Salt'n'Pepper implemented. It's not intentional
Captain J wrote:And is fire spawned on the floor after shooting certain weapons does anything? Or just for decoration?
It's just for decoration. I figured, Doom maps tend to have lot's of tight spaces and with damaging weapon residue the player can easily kill himself or cut off a vital movement route. But I'm not sure, maybe it would add to tactical gameplay - what do you guys think?
Captain J wrote:- Speaking of Alt-Fire, they'll alert the monsters.
Which ones? I tried to set NOALERT flags and call A_AlertMonsters on "loud" fire modes where needed - e.g. switching from single to double Salt'n'Pepper via alt-fire shouldn't alert any monsters, but firing will.
Captain J wrote:- Hailstorm's Missile is kinda weak. Make the Splash damage wider and stronger, i guess?
Ok, I'll work on that. I hope it balances out, since you now get the gun really early (drops from Zombiemen)...
Captain J wrote:- Plasma Horse's Alt-fire Fires both Laser and a baron ball. Looks overpowered, if you ask me.
Ok, I set the baron ball to zero damage but left it in for visual effect ("pumping" through the plasma stream) and it helps with decal and dynamic light spawning ^^
Captain J wrote:- I hope other weapons can have own Alt-Fire as well. Especially Stop Watch; Revive or Expire a group of monsters with time power, maybe?
Good suggestions here!
I admit, I wasn't very creative with this one ^^ Also, I was thinking about custom damage types favouring certain weapons against certain monsters. E.g. the lore of Salt'n'Pepper would be somthing like this: It fires a shower of stone salt and two silver slugs (pepper) that deal high damage against lesser demons and the possessed." kinda like in arpgs, holy damage, fire damage, etc. blabla you get the idea
What do you think?