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Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Thu Feb 14, 2019 11:17 pm
by StroggVorbis
@silentzora
Don't wanna sound like a smartass, but as you remember I once asked you how you felt about switching from WADs inside .pk3's to a real directory structure. According to https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement, sticking WADs inside a PK3 can lead to memory corruption or running out of it. For people like you and me with 8-16 GB of RAM this is rarely if ever a problem. However not everyone can call a higher end PC their own. If you don't mind, I could convert the original QuakeStyle which is 9 years old by now as a proof-of-concept so everything's neat and tidy. I could either attach it here or send it to you via PM, because I wanna know what you think of it. It might motivate me to go the extra mile and do the same for ZX, Unbound, Doomzone and Zagemod, so you have a clean base to work further upon for the future. :)

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Fri Feb 15, 2019 12:43 pm
by silentzora
DabbingSquidward wrote:@silentzora
Don't wanna sound like a smartass, but as you remember I once asked you how you felt about switching from WADs inside .pk3's to a real directory structure. According to https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement, sticking WADs inside a PK3 can lead to memory corruption or running out of it. For people like you and me with 8-16 GB of RAM this is rarely if ever a problem. However not everyone can call a higher end PC their own. If you don't mind, I could convert the original QuakeStyle which is 9 years old by now as a proof-of-concept so everything's neat and tidy. I could either attach it here or send it to you via PM, because I wanna know what you think of it. It might motivate me to go the extra mile and do the same for ZX, Unbound, Doomzone and Zagemod, so you have a clean base to work further upon for the future. :)

You're fine, I know you've mentioned it before. I want to do this for both Doomzone and Zagemod in the future, but it's going to take a long time to work it all out.

Quakestyle is actually about to get an update, so I'll pass the suggestion over to the guy who's in charge of that project, now.

EDIT: I did manage to convert Zagemod into a full PK3 directory structure last night. Took about three hours, but it's done. I'll have that up when I've got v1.3.1 ready.

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Sat Feb 16, 2019 8:36 pm
by Twitchy2019
Ok, so wanted to ask, why are there no drops for the nailgun for the Quakeguy or the chaingun and shotgun for the Slayerguy from killed Zombies? I can get ammo from them, but not the actual guns themselves.

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Sat Feb 16, 2019 10:26 pm
by silentzora
warman2012 wrote:Ok, so wanted to ask, why are there no drops for the nailgun for the Quakeguy or the chaingun and shotgun for the Slayerguy from killed Zombies? I can get ammo from them, but not the actual guns themselves.

This is because, in those games, you only found the weapons out in the field. They weren't dropped by enemies in their respective games. So I decided to replicate that behavior in Zagemod.

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Sat Feb 16, 2019 10:44 pm
by Twitchy2019
Well, that does break some mapsets like Plutonia because some mappers won't put commonly found weapons dropped by zombies out onto the field. But hey, that's my two cents.

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Sun Feb 17, 2019 12:18 am
by StroggVorbis
silentzora wrote:
warman2012 wrote:Ok, so wanted to ask, why are there no drops for the nailgun for the Quakeguy or the chaingun and shotgun for the Slayerguy from killed Zombies? I can get ammo from them, but not the actual guns themselves.

This is because, in those games, you only found the weapons out in the field. They weren't dropped by enemies in their respective games. So I decided to replicate that behavior in Zagemod.


Also, Quake's maps weren't designed for shotgun-starts, but for continious play. There were maps with nailgun ammo but no NG or SNG, or iirc E2M6: The Dismal Oubliette had (apart from a Thunderbolt) no weapons at all. So what I did was pull down the console and type "give x", where x is a number between 3 and 8 so I gave myself the weapons I should have up to that point, but no ammo, just my 25 shells.

EDIT: I played Unloved as Quakeguy and every chainsaw-wielding zombie dropped a Quad Damage. Since there are so many of them in some places, you could get into some sort of adrenaline rush where it doesn't run out as long if you keep killing. While fun, because of some edge-cases like this, I'd suggest the quad being turned into a berserk replacement. As for the chainsaw, I got some ideas:
-The Quake 1.5 mod had an option to let Ogres occassionally drop their chainsaw upon death
-Arcane Dimensions had a bloody shadow axe as an upgrade that dealt more damages and could gib corpses or zombies lying on the ground
-The Warspasm mod/maps had a sword
-The Mjolnir from Scourge of Armagon of course, with a cells-consuming, shocking altfire :P
-The gauntlet from Quake 3/Live, Champions or Quake IV multiplayer

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Sun Feb 17, 2019 4:26 am
by namsan
Suggestion:
I think some classes could use unique kick attacks, and I have ideas for this.

Slayerguy: Somewhat slower but damaging kick.
Zoragal: Quickly stabs the enemy with her katana.
Marineguy: Smashes the enemy with a flashlight.

Well I don't know if there are good sprites for additional attacks, though. :|

Re: Zagemod (v1.3 Released, Page 7)

PostPosted: Thu Feb 28, 2019 6:28 pm
by That One Guy
Can You Make A Wolfenstien Weapon Set, You Can Call It WolfenGuy

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Sat Mar 02, 2019 9:38 am
by silentzora
Zagemod v1.3.1 is now live!

Download Zagemod v1.3.1

While primarily a bugfix release, there are some new features in here that I'm excited about. Check the changelog for details.

Changelog:
Spoiler:

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Wed Mar 06, 2019 6:42 am
by Gideon020
I'd say the only guy left that would need some love is either Hacxguy or Strifeguy, but preferably Strifeguy because he has a flamethrower and I enjoy using fire. :D

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Wed Mar 06, 2019 7:27 am
by StroggVorbis
Hate to bring this up again, but weapons dropped by monsters don't contain half ammo. It's obviously because of A_GiveInventory and the FakeWeapon CustomInventory items. I'm not sure if it works, but have you experimented with WeaponGiver or the Inventory.ForbiddenTo/RestrictedTo properties?

Also, I don't know for sure, but I believe DECORATE now supports native playerclass check & jump functionality so you could get rid of your ID token system.

Nothing else to report atm, keep it up!

EDIT: Some weapons already do have correct amount on drop, I'll list all the ones that don't and the correct amount in parantheses.

Doomguy:
-Pistol: 15 (7) [7.5 rounded down]
-Chaingun: 20 (10)

ST-Guy:
-Chaingun: 20 (10)

64Guy:
Machinegun: 30 (15)

MarineGuy:
Shotgun: 8 (4)
Machinegun: 30 (15)

Is it intended that zombies don't drop weapons for the Slayer?

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Wed Mar 06, 2019 8:17 am
by silentzora
DabbingSquidward wrote:Hate to bring this up again, but weapons dropped by monsters don't contain half ammo. It's obviously because of A_GiveInventory and the FakeWeapon CustomInventory items. I'm not sure if it works, but have you experimented with WeaponGiver or the Inventory.ForbiddenTo/RestrictedTo properties?

Also, I don't know for sure, but I believe DECORATE now supports native playerclass check & jump functionality so you could get rid of your ID token system.

Nothing else to report atm, keep it up!

There are a few reasons for the ammo behavior. While it would be easy enough to say "I never liked the half ammo thing, so I changed it," it's a little more complicated than that.

For starters, weapons with randomization for spawns are rolled individually, per character. This is so that, unlike in Doomzone, you won't come across a spot where there's simply no weapon. To do that, I had to work with the fake inventory pickups to get that to work. Simply adding a RestrictedTo property on the weapon itself would not be enough, and has proven to not be enough in testing (though this property is actually applied to every weapon, in case the "player drops weapon on death" DMFlag is enabled). Had I done it the other way, there might be issues with SlayerGuy specifically, as his Heavy Assault Rifle (common spawn) is actually much rarer when playing as AlphaGuy.

Additionally, fake inventory pickups for MarineGuy, SlayerGuy, QuakeGuy, and ZoraGal have their own unique pickup sounds, for theming purposes.

While there are newer ways of working this out now (and thanks for bringing this to my attention, because I legitimately was not aware), this behavior and the ID token system currently fall under the "If It Isn't Broke, Don't Fix It" category. If it's causing a tangible issue in-game, or is wreaking havoc with the engine, then I'll revisit the subject.

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Wed Mar 06, 2019 8:25 am
by StroggVorbis
I could try coming up with a solution on my end and post it here I find one:)

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Wed Mar 06, 2019 9:42 am
by Elkinda
Found a very minor bug in COOP:

If Player A picks up a key and then Player B picks up the same key, Player B will have that key BUT their HUD won't display it.

Me and my buddy love the mod, thanks and thank you.

Re: Zagemod (v1.3.1 Released, Page 8)

PostPosted: Fri Mar 08, 2019 9:36 pm
by silentzora
DabbingSquidward wrote:EDIT: Some weapons already do have correct amount on drop, I'll list all the ones that don't and the correct amount in parantheses.

Doomguy:
-Pistol: 15 (7) [7.5 rounded down]
-Chaingun: 20 (10)

ST-Guy:
-Chaingun: 20 (10)

64Guy:
Machinegun: 30 (15)

MarineGuy:
Shotgun: 8 (4)
Machinegun: 30 (15)

Is it intended that zombies don't drop weapons for the Slayer?

Alright, so it looks that the weapons that drop the full amount of ammo are the ones that spawn a fake inventory item when dropping from an enemy. It looks like the easiest way of fixing it is making a separate fake inventory that give the correct amount.

Also, as noted earlier in the thread, yes, it is intended behavior that weapons don't drop from zombies while playing as SlayerGuy or QuakeGuy.