Wivicer wrote:Ooh, nice sprites!
Now for a bug:
Railgun doesn't use ammo in ADS mode.
Toberone wrote:Some quick little bugs I noticed, btw This mod Is totally shaping up keep it up I love the changes.
1. Smg reload animation doesn't seem right, Rachel reach's for the foregrip after inserting the magazine but you can notice her pulling her arm away when she pulls it back to its ready state.
2. The sniper rifle isn't working on the the same ads rules as the other weapons, its the more typical click to ads still.
3. as Wivicer added above, no railgun ammo use on ads. also the tracers seem to be originating above the gun barrel which is noticeable on hipfire.
Yeah first of all - consider fixed the Assault Railgun ADS bug, and the projectile spawn height too, I fixed those earlier today even before checking the thread

And well, as for the M98B ADS method, I already changed that to the Hold to Aim too, as for the SMG reload animation, also consider it fixed (no kidding, it was really easy to fix)
Yebudoom wrote:Feedback time!
I'm curious why you've decided to scrap the new shotgun sprites you had presented earlier? Those were good sprites...
I like the new HUD. Simple yet effective. Fits the mod!
Sliding now works as intended, thank you.
Weapon pickup sprites seem to be of various styles now and look a little inconsistent imo.
As for the specific slots:
1. The new hatchet hit effect looks like fireworks

Too colourful ^^
2. The new MP7 is all right, not better than the old one imo. No complaints.
3. I think the single shotgun sprite would benefit from moving it a little down and to the left. Southwest, so to speak. As is, it's not well aligned with the crosshair, and when using the altfire it becomes even more obvious.
4. New AK... It's cool. No complaints there.
5. The grenade launcher's alt still fires a mysterius ball of light which doesn't dissappear when it hits something and stays where it hits forever. How does it work? Also, iron sights ^^
6. Of all the weapon changes, I think I like this one the most. But the non-ads firing looks weird, the projectile/ray comes from over the weapon itself.
7. I think there were no changes? N/A then.
Oh, and about the black pants. They're cool, but Rachel looks great in crimson/purple, it makes her stand out
Just my two cents ^^
EDIT: Thank you so much for pimping up the barrels! I've just noticed.
Soo, well. first things first, thank you for the compliments! Now to the feedback
I changed the Shotgun sprites for a couple of reasons - for starters, yeah it looked really good, BUT it wasn't my work. it was from Project MSX, and even though I haven't heard about that mod for a while, I couldn't just snag it and slap on my mod, and second, it didn't really fit the overall aesthetic for Hellrider, it was way too sci-fi(ish?) for the overall """""realistic""""" weapon look of the mod, aside from some intended sci-fi weapons.
The weapon pickups are something I'm working on along with the player sprites, some of them I implemented on the mod already (MP7, Shotgun), and more will come as I update the mod, consider the current ones as placeholders
The hatchet hit effect is meant to be rewarding, and I plan to keep it given the fact it feels satisfying to hit enemies with it, having more than a hit sound and blood flying
Believe me or not, I just did that, even before reading this comment. The thing is, I have the bad habit of playing with crosshairs turned off, and when I turned it on today, I saw how upwards it was on screen - In short, will be fixed in 0.8b
The "Mysterious ball of light" is a proximity mine, it will wait until an enemy comes nearby and then detonate, I don't think to make it disappear will make it any more useful, in fact it will probably make it less interesting to use. You can use some strategy to it, i.e a trap for the teleporting shotgunners in Underhalls.
Again, I fixed the hip fire on this particular weapon today, will look way better in 0.8b
There's a big change on the BFG slot

but you'll have to find it
About Rachel's black legs, I made it to match with the upcoming player sprites, her armor will still be in the same Crimsom tone as before
Marisa Kirisame wrote:Oh, how did I not notice this mod? Checking it out immediately.
ooh you noticed me- hope you like it
dawnbreez wrote:Having an issue with a "read from address zero" in GZDoom 4.3.3 on Linux. Not entirely sure what's causing it, but it happens consistently on starting a map, even in regular doom 2.
Hmm...that's really strange, this didn't happen with me, I can't tell why it does to you...
Yebudoom wrote:Also, upon further testing, I'm almost certain 0.8 performs worse than 0.7. Just tested Map01 of Maps of Chaos with both versions and Firefox open in the background. 0.7 is fluid like water in this environment, whereas 0.8 performs noticeably worse. Food for thought, I guess.
Also strange, the performance on my end is just fine (and I have a real potato PC, trust me). Try using LZDoom, see if it helps