High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Tesculpture
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Tesculpture »

insightguy wrote:This mod with any decent map pack can basically be COWBOYS IN (Insert setting here). Gotta love the zdoom community
High Noon Drifter + Ancient Aliens = Cowboys And Aliens

High Noon Drifter + Back To Saturn X = Return Of The Space Cowboy

High Noon Drifter + Sunlust = Riding Off Into The Sunset

I can't think of any more offhand but there have got to be more.


In other news, I just played through Tower Of Chaos with High Noon Drifter...I now totally ship Basilissa and Korax.

"Hey baby, wanna kill all the humans?"

"Nice try buster; It's just you and your six hands tonight."
Rander1776
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Joined: Thu Feb 22, 2018 7:13 pm

Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Rander1776 »

I made an account just to tell you there is a better way to do the whip code (in my opinion).

Code: Select all

class CowboyWeapon : Weapon
{
	action void A_Whip(int bone)
	{
		if (bone = 1)
		{
			A_FireProjectile("BoneWhipAttack",0,0,0,0,0,0);
			A_FireProjectile("WhipGuardReflective",-24,0,24,0,FPF_NOAUTOAIM);
			A_FireProjectile("WhipGuardReflective",0,0,0,0,FPF_NOAUTOAIM);
			A_FireProjectile("WhipGuardReflective",24,0,-24,0,FPF_NOAUTOAIM);
		}
		else
		{
			A_FireProjectile("WhipAttack",0,0,0,0,0,0);
			A_FireProjectile("WhipGuard",-24,0,24,0,FPF_NOAUTOAIM);
			A_FireProjectile("WhipGuard",0,0,0,0,FPF_NOAUTOAIM);
			A_FireProjectile("WhipGuard",24,0,-24,0,FPF_NOAUTOAIM);
		}
	}
	Default
	{
		+WEAPON.AMMO_OPTIONAL
		+WEAPON.NOAUTOFIRE
		+WEAPON.NOALERT
		+INVENTORY.UNTOSSABLE
		Weapon.Kickback 40;
		Weapon.AmmoUse 1;
		Weapon.BobRangeX 0.9;
		Weapon.BobRangeY 0.45;
		Weapon.BobSpeed 1.1;
		Weapon.BobStyle "Alpha";
		Scale 0.75;
	}
	States
	{
	WhipIt:
		TNT1 A 0
		{
			A_TakeInventory("ImIdle",1);
			A_TakeInventory("IsFanning",1);
			if (CountInv("BoneWhipPower") == 0)
			{
				A_PlaySound("whip/swing",6);
				if (CountInv("WhipSequence") == 0){A_Overlay(2,"WhipAnim1");}
				if (CountInv("WhipSequence") == 1){A_Overlay(2,"WhipAnim2");}
			}
			if (CountInv("BoneWhipPower") == 1)
			{
				A_PlaySound("whipbone/swing",6);
				if (CountInv("WhipSequence") == 0){A_Overlay(2,"WhipAnim3");}
				if (CountInv("WhipSequence") == 1){A_Overlay(2,"WhipAnim4");}
			}
		}
		TNT1 A 8 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH);
		TNT1 A 20 A_WeaponReady(WRF_NOSWITCH | WRF_ALLOWRELOAD);
		TNT1 A 0 A_TakeInventory("WhipSequence",1);
		TNT1 A 0 A_TakeInventory("IsWhipping",1);
		TNT1 A 1 A_Jump(255, "Steady");
		Stop;
	WhipAnim1:
		WHPL AB 1 ;
		WHPL C 1 A_Whip(0);
		WHPL D 1 ;
		WHPL E 1 A_GiveInventory("WhipSequence",1);
		stop;
	WhipAnim2:
		WHPL FG 1 ;
		WHPL H 1 A_Whip(0);
		WHPL I 1 ;
		WHPL J 1 A_TakeInventory("WhipSequence",1);
		stop;
	WhipAnim3:
		WHPB AB 1 ;
		WHPB C 1 A_Whip(0);
		WHPB D 1 ;
		WHPB E 1 A_GiveInventory("WhipSequence",1);
		stop;
	WhipAnim4:
		WHPB FG 1 ;
		WHPB H 1 A_Whip(0);
		WHPB I 1 ;
		WHPB J 1 A_TakeInventory("WhipSequence",1);
		stop;
	}
}
When it is done this way, weapons should inherit "CowboyWeapon" instead of "Weapon" and should have a state named "Steady" just before "Ready" that does the animation for bringing a weapon back onto the screen after the whipping. This code, if you choose to implement it, would remove mass redundancy in weapon code, allowing for more streamlined editing. All the whip states could be removed entirely, leaving just this:
AltFire:
TNT1 A 0 A_TakeInventory("ImIdle",1);
TNT1 A 0
{
A_Light(0);
if (CountInv("IsWhipping") == 1) { return ResolveState("WhipIt"); }
A_TakeInventory("IsFanning",1);
A_GiveInventory("IsWhipping",1);
return ResolveState(null);
}
REVL ABC 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH);
goto WhipIt;
If you want to use this, or any part of this, I would be honored.
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Doomenator
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Doomenator »

Spoiler:
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

Rander1776 wrote:I made an account just to tell you there is a better way to do the whip code (in my opinion).
[snip]
This is really interesting to read through and I'm going to have a lot of fun experimenting with this.
I've actually been having a lot of trouble thinking what else I want to do with High Noon Drifter at this point (previously I had Gollgagh's HUD rework, but now that's free for folks to play with, which is probably better while I'm sitting here brainstorming!), but this is certainly going to let me play with a lot more options.
Thank you very much!
Doomenator wrote:
Spoiler:
Wow, this looks absolutely sick. I'm going to have to try this combo, this could be fun with a lot of older 90s mapsets.
Rander1776
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Rander1776 »

I'm so glad you got something from it! Another thing I played around with is the Revolver. That "const RevolverMagSize = 8;" at the beginning of the zscript got me thinking if I could modify the revolver to be a six-shooter, with damage to compensate. If you replace every instance of "8" with "RevolverMagSize" you can just change RevolverMagSize to get however many bullets you want. I would assume the same goes for the quickdraw charges, just make a new constant and replace every "4000" with it. Potentially a new slider in the mod config? Using that A_Overlay function you might be able to have a custom hotkey for throwing grenades, removing the weapon entirely. By the way, any reason you went with grenades instead of dynamite?
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TerminusEst13
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by TerminusEst13 »

Could be interesting to experiment with!

And it's really just because I think those old-fashioned WWI-style grenades are cooler. That's pretty much it, really. ∠( ᐛ 」∠)_
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Zhs2
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Zhs2 »

I previously had quick draw charge count set up to work on a CVar, back when there was only one "charge", per se. I would suppose Terminus has his (balance) reasons for picking and sticking to one number.

"const RevolverMagSize = 8;" happened before I learnt that GetDefaultByType was a native feature. (I.e. the way I should have checked for the revolver's cylinder size was GetDefaultByType("RevolverRound").MaxAmount, removing the need to play around with a constant variable in order to change the property value.) Mixing up the value during gameplay would be a little more effort - you'd need to FindInventory the player's inventory instance of RevolverRound from some manager item or from a WorldTick event handler and then set it to the value of your desired CVar (and optionally reduce the current number of bullets if the new desired size is smaller than the current size...) as well as ensure any checks that might rely on checking that magazine size instead check the current player instance's MaxAmount as well.
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Doomenator
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Doomenator »

TerminusEst13 wrote:And it's really just because I think those old-fashioned WWI-style grenades are cooler. That's pretty much it, really. ∠( ᐛ 」∠)_
I like everything, except the grenades. They look too modern. It would do well to replace for like this.
Spoiler:
Gideon020
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Gideon020 »

I can never find or figure out how to use those texture and skybox replacement mods. :(
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Baconator
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Baconator »

Gollgagh wrote:I'm just gonna drop this here since I am an impatient bastard (and also Term seems to be busy with Booster)

This here's a rework of the HUD code into fullscreen offsets so you can scale any of the HUDs however you please (screenblocks 10 and 11) with some minor tweaks of my own, plus a bonus minimalist HUD with just a health display on screenblocks 12.

Mediafire Dropbox

Load after HND.
Spoiler: Screens
Could you remove rope styled life gauge from this? Nothing against it, just it fits with full original HUD better...
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Gollgagh
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Gollgagh »

Define 'this': there are three huds in the package.

Regardless, you can do it yourself by going into sbarinfo.txt and searching for DrawGem (and the DrawBar on line 195) and deleting all of those lines, also delete the lines with COLTR and COLTL.
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Baconator
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Baconator »

Gollgagh wrote:Define 'this': there are three huds in the package.

Regardless, you can do it yourself by going into sbarinfo.txt and searching for DrawGem (and the DrawBar on line 195) and deleting all of those lines, also delete the lines with COLTR and COLTL.
Thanks!
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Dr_Cosmobyte
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Dr_Cosmobyte »

Seriously though, the weapon selection is exactly what makes the game good! There's no need to change or remove weapons. I think corzo already has more than enough western weapons.
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Doomenator
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Doomenator »

GAA1992 wrote:Seriously though, the weapon selection is exactly what makes the game good! There's no need to change or remove weapons. I think corzo already has more than enough western weapons.
If it is a stone to my garden, than i disagree with you. I believe that modern grenades not fit into the overall range of weapons. If not Western weapons, then I can suggest an alternative. For example, the magical ice balls, with freeze effect . But what I suggested first, it is easiest to implement. Enough to replace a few sprites, sounds and the pin from the grenade. :)
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Captain J
 
 
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Post by Captain J »

GAA1992 said wrote:I think corzo already has more than enough western weapons.
Yeah. Completely Classical, yet bland western style might make the game a bit obvious. So enough is enough and that's that.
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