RRWM [ver. 1.3.0] [2020-11-13]

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Re: RRWM [ver. 1.2.3] [2020-10-30]

Postby Player701 » Sat Oct 31, 2020 10:49 am

A quick follow-up due to the recent GZDoom 4.5.0 release: To access RRWM options in GZDoom 4.5.0, you have to go to the "full options menu" first! RRWM options are found at the bottom of the full options menu, as always.



This will be a non-issue in the upcoming RRWM 1.3.0 release, where you will be able to access RRWM options directly from the main menu. Note that the next release will require at least GZDoom 4.5.0 to work (currently at least GZDoom 4.3.1 is required, but if possible, please always use the latest available GZDoom version).

Sorry for the inconvenience, and stay tuned for further updates! 🖖
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Re: RRWM [ver. 1.2.3] [2020-10-30]

Postby Player701 » Fri Nov 06, 2020 11:09 am

So... there is no new release today, but we have some great news for modders! RRWM reloading system has been released as a standalone package for use in your own projects! Click here to go to the corresponding Script Library thread to download the example package and read the usage manual.

In addition to that, we have opened an issue tracker on the Bitbucket website. If you have an issue with RRWM, click here to report it via the issue tracker (there is no need to register an account for that). Of course you can also report issues in this very thread, but the issue tracker is more suited for them, and there is also less chance that your issue will get lost in the post history (although with what little activity we have here, it seems unlikely at the time).

Cheers! 8-)
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Re: RRWM [ver. 1.3.0] [2020-11-13]

Postby Player701 » Fri Nov 13, 2020 11:27 am

RRWM has been updated to version 1.3.0. Download the new release HERE. Standalone HUD package can be found here. The links in the first post have been updated too.

NB: This release bumps the minimum required GZDoom version to 4.5.0 due to the use of the latest ZScript features.
Please update your GZDoom if you're using an older version.


Save files from the previous version should be fully backwards-compatible with this version, as long as GZDoom is able to load them.

This is mainly a QoL update with a lot of minor improvements, some new features, and a few small bugfixes. Full changelog is provided at the bottom of this post.
To report a bug, please use the issue tracker (no registration required), or post your report directly in this thread.


Important change: RRWM menu entries have been moved

Starting from this version, the RRWM options menu is accessed directly from the main game menu. This change has been implemented due to the introduction of the simple options menu in GZDoom 4.5.0, which made acessing RRWM options more difficult. Fortunately, not anymore - they are pretty much impossible to miss now:


I only hope the asymmetry is not bothering you too much

You can now also press Esc, R, and Enter in sequence during the game to quickly access RRWM options. Additionally, RRWM HUD options can now also be accessed from the HUD options submenu. Standalone HUD package does not alter the main menu, so it makes RRWM HUD options accessible directly from the simple options menu as well.


Other feature highlights:

Plasma rifle capacity upgrade

The plasma rifle (aka the "HyperBlaster") used to have only 40 rounds in its clip. Having done some playtesting on maps that suggest extensive use of this weapon, we've come to the conclusion that the clip depletes too fast. Therefore, its capacity has been upgraded from 40 to 60 rounds. Note that unlike with the recent super shotgun upgrade in 1.2, weapons in save files will be upgraded automatically. Starting from this version, super shotguns carried over from pre-1.2 save files will also receive an automatic clip upgrade (from 8 to 10) upon loading the game.


Changing persistent options in multiplayer

When the value of a persistent RRWM option is changed, you have to start a new game for the change to take effect. However, GZDoom won't allow you to start a new game in multiplayer. So if you suddenly found out that not all of the persistent options had been set up correctly, you had to quit the game, re-run GZDoom in single player mode (or edit the INI manually), and then fire up a new multiplayer session all over again. Fortunately, these times are long gone and forgotten now - thanks to a new menu entry that will do all the work for you without the need to restart GZDoom at all!




I can make a CHANGE! Er, I mean, apply it!

Notes:

  • Like it says there, the current level will be restarted, and the state of all players (i.e. their health and inventory) will be reset. Dead players will respawn automatically.
  • Obviously, only the hosting player (the same one who controls the server options) can restart the level.
  • For technical reasons, restarting hubs is currently not possible. However, this may be implemented in the future.


Changelog:

  • 💎 Increased plasma rifle clip capacity from 40 to 60.
  • 💎 Weapons in old save files will now receive clip capacity upgrades automatically.
  • 💎 Applying changes to persistent options in multiplayer is now possible without restaring the game.
  • 💎 New main menu entry allows direct access to the RRWM options menu.
  • 💎 The HUD options submenu can now also be used to configure the RRWM HUD.
  • 💎 Menu entry to access RRWM HUD options has been added to the simple options menu (standalone HUD package only).
  • 💎 Option sliders in the RRWM options menu are now grayable.
  • 🔧 Removed puff Z randomization from the chainsaw attack via SF_NORANDOMPUFFZ (same as for other weapons).
  • 🔧 Enemy health bar now uses SpawnHealth() instead of Default.Health.
  • 🔧 Re-entering hub levels should no longer trigger redundant savegame version warnings.
  • 🔧 Exterminated a potential +WEAPON.NOAUTOFIRE glitch due to a typo in a condition expression.
  • ⚙️ Placeholder state definitions in RR_Weapon are no longer necessary, so they have been removed.
  • ⚙️ LANGAUGE aliases are now used to deduplicate some repeating LANGAUGE strings.
  • ⚙️ Instead of the ALTHUDCF lump, Inventory.AltHUDIcon is now used to add an icon for chainsaw ammo to the alternative HUD.
  • ⚙️ Enabled the use of ZScript 4.5 features, including covariant virtual return types.
  • ⚙️ Switched from dummy virtual functions to abstract functions.


Playtesting log:



Happy DOOMing! :rock:
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Re: RRWM [ver. 1.3.0] [2020-11-13]

Postby m8f » Sun Nov 22, 2020 1:33 am

Little bit of feedback.

Things I liked:
- What I like the most is the balance. Despite reloading changing the pace and the fire rate in the long term, it doesn't make the gameplay slow or unfair. The timing and magazine capacities are just right. The other weapon mod with reloading that I played a lot, Weapons of Saturn, leans to the side of being too powerful. RRWM keeps the challenge.
- There are a lot of options to tweak the gameplay and looks.
- Help screens for each option! Super helpful. This is a thing that many mods direly need.
- Pistol, with "Enable sniping: Laser sight only", gains more use than in the original game.
- Different sounds for different kinds of pickups.
- Proper blood colors built-in. It may cause minor visual incompatibilities with WADs like BTSX, but in general it's nice to have.
- Special effects: sparks, smoke, shell casings.
- Weapon sound consistency with former humans, and an option for chaingunguy's sprite to conform to their new weapon.

There are also some personal nitpicks, of course.
- All weapons except one are angled, and this makes playing without a crosshair harder. Crosshair, in my opinion, is a step away from the charm of Doom.
- Zen-II Handgun feels weak. The looks, the fire sound... Even with the same damage as the original chaingun, Zen-II seems inferior.
- Shots and shell casings hit the liquid flats like the solid surface. Maybe adding some splashes would improve the feel.
- Slade doesn't recognize the ZIP compression method used in the pk3. That may make exploring and experimenting with RRWM harder for some folks.
- Laser sight of the pistol is slightly below the target point. Maybe it's intentional, though.
- Ammo pickups are small and sometimes hard to see. They look more compact and realistic.
- The weakest point of the mod are the weapon sprites. Weapons don't have the general theme, and because of that the mod doesn't get an identity of its own. We programmers often value function over looks, but I think it's worth investing time in finding weapon graphics that fit together better.
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Re: RRWM [ver. 1.3.0] [2020-11-13]

Postby Player701 » Sun Nov 22, 2020 5:04 am

Thank you very much for the feedback! Let me address some of your points:

m8f wrote:What I like the most is the balance. Despite reloading changing the pace and the fire rate in the long term, it doesn't make the gameplay slow or unfair. The timing and magazine capacities are just right. The other weapon mod with reloading that I played a lot, Weapons of Saturn, leans to the side of being too powerful. RRWM keeps the challenge.

Now this is surprising, since in our playtesting sessions we've always found the game to be slightly harder compared to vanilla. This is even addressed in the readme. But I'm sure as hell not going to change anything in this regard, at least not in the near future :P

BTW, I recently played through Speed of Doom with this mod and was able to complete it entirely from start to finish on UV. A couple fights are mostly luck-based though (in particular MAP32, the final part of MAP20, and of course MAP30), but I didn't have a lot of trouble. It most certainly is hard, but not unfairly hard, even with RRWM.

Spoiler: Side note for those who want to play Speed of Doom with RRWM



m8f wrote:Shots and shell casings hit the liquid flats like the solid surface. Maybe adding some splashes would improve the feel.

The problem with splashes is that sometimes PWADs can replace existing liquid textures or add new ones. This will result in inconsistencies regarding how various liquid flats behave. If you know of a mini-mod that implements terrain splashes, you can combine it with RRWM, and they should be perfectly compatible. If that isn't the case, please report a bug.


m8f wrote:Slade doesn't recognize the ZIP compression method used in the pk3. That may make exploring and experimenting with RRWM harder for some folks.

Huh? Weird. I don't use Slade for development, and since GZDoom itself has always been able to load the PK3 just fine, I never bothered to check the compression options. Thanks for pointing it out, I'll see if I can fix this in newer versions.


m8f wrote:Laser sight of the pistol is slightly below the target point. Maybe it's intentional, though.

Intentional, since the laser is located slightly below the barrel after all.


m8f wrote:Ammo pickups are small and sometimes hard to see. They look more compact and realistic.

This was an intentional design decision, the original ones always seemed way too large to me. Maybe I could slightly bump the scale and potentially introduce an option for that. Not sure yet. Thanks for pointing it out anyway.


m8f wrote:- The weakest point of the mod are the weapon sprites. Weapons don't have the general theme, and because of that the mod doesn't get an identity of its own. We programmers often value function over looks, but I think it's worth investing time in finding weapon graphics that fit together better.
- All weapons except one are angled, and this makes playing without a crosshair harder. Crosshair, in my opinion, is a step away from the charm of Doom.
- Zen-II Handgun feels weak. The looks, the fire sound... Even with the same damage as the original chaingun, Zen-II seems inferior.

Quite right, unfortunately. I have only so much free time on my hands that I can spend either to fix bugs and implement new features, or to endlessly search for replacement weapon sprites instead. Most of the time, I have to choose the former, for obvious reasons.

As for the handgun, I really wish it were an assault rifle instead. However, I'm not sure if sourcing new sprites from other third-party mods is going to make the situation any better, especially regarding "identity". For truly unique identity, the sprites have to be unique too. If only I had a sprite artist on the team, this would probably be a non-issue then.
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