[1.3 WIP] Codename: DEMOLITIONIST
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Re: [1.2.31] Codename: DEMOLITIONIST
The naming of the Deep Impact comes from it being a derivative of the Impact Hammer, but with a "deeper" impact strength.
I don't intend to replace it, as it's still more useful than quick melee by firing much faster and having less start up frames for projectile deflection. It is far more reliable for quickly dispersing rapid projectile barrages than melee as it has a longer and wider range as well. In addition, it pushes enemies away with more force than melee, too. It has its use cases, and it excels at them. It's a utility weapon that has its own little niche (also it lets you "cheat" on maps that disable jumping).
Were I to remove it, I would be removing a signature SWWM weapon, just like the Explodium Gun or the Eviscerator are. This would leave a gap that could only be filled by the hammer (something that's planned to happen in the standalone game).
Maybe I should do it...
I don't intend to replace it, as it's still more useful than quick melee by firing much faster and having less start up frames for projectile deflection. It is far more reliable for quickly dispersing rapid projectile barrages than melee as it has a longer and wider range as well. In addition, it pushes enemies away with more force than melee, too. It has its use cases, and it excels at them. It's a utility weapon that has its own little niche (also it lets you "cheat" on maps that disable jumping).
Were I to remove it, I would be removing a signature SWWM weapon, just like the Explodium Gun or the Eviscerator are. This would leave a gap that could only be filled by the hammer (something that's planned to happen in the standalone game).
Maybe I should do it...
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Re: [1.2.31] Codename: DEMOLITIONIST
A small thing has happened. I've been doing some work alongside the developer of Delta Touch, and the next release might in fact be playable on mobile, provided you use the GLES 3.2 renderer.
This involved a bunch of shader rewriting, and good performance won't be guaranteed. Do look forward to it if you have a sufficiently beefy device, though (seriously, you people are something else, trying to run this on phones).
This involved a bunch of shader rewriting, and good performance won't be guaranteed. Do look forward to it if you have a sufficiently beefy device, though (seriously, you people are something else, trying to run this on phones).
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Re: [1.2.31] Codename: DEMOLITIONIST
GOOD NEWS, EVERYONE!
I'm finally back in action, after a long period of burnout. Last evening I began working on the new weapon models, and guess what, I decided to start with one beast of a gun.
The 14.5mm Sheen HMG will come first. Rather than do all models in one go, and then the individual coding, I'll do all the work for each weapon one at a time. This way, you get to try out new guns as they're made, instead of having to wait even longer for all of them to come out at once.
And what better treat to partake in first than this, a long-awaited Dakka Delivery Device™.
I'm finally back in action, after a long period of burnout. Last evening I began working on the new weapon models, and guess what, I decided to start with one beast of a gun.
The 14.5mm Sheen HMG will come first. Rather than do all models in one go, and then the individual coding, I'll do all the work for each weapon one at a time. This way, you get to try out new guns as they're made, instead of having to wait even longer for all of them to come out at once.
And what better treat to partake in first than this, a long-awaited Dakka Delivery Device™.
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Re: [1.2.31] Codename: DEMOLITIONIST
A Minigun. A fully automatic weapon that presumably don't have to worry about either hurting yourself or spending whole mag within few seconds.
We needed this, Marisa. And i thank you for your heroic generosity!!
We needed this, Marisa. And i thank you for your heroic generosity!!
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Re: [1.2.31] Codename: DEMOLITIONIST
Crazy things really are happening in the development branch lately. Suffice to say, with a supply of new engine features to speed things up, I'll probably have 1.3 ready by the end of the year.
Also for those who can't wait, make sure you fetch yourself a fresh GZDoom devbuild. Right now, the Sheen HMG has been fully implemented, and boy do I love taking that damn beast for a spin (heh) through some slaughtermaps. Satisfaction is guaranteed.
Also for those who can't wait, make sure you fetch yourself a fresh GZDoom devbuild. Right now, the Sheen HMG has been fully implemented, and boy do I love taking that damn beast for a spin (heh) through some slaughtermaps. Satisfaction is guaranteed.
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Re: [1.2.31] Codename: DEMOLITIONIST
Well, this is worrying. The devel and master branches have diverged so much that it's now practically impossible for me to backport fixes back to stable.
I think this is a sign that I should better hurry it up with the 1.3 update.
I think this is a sign that I should better hurry it up with the 1.3 update.
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Re: [1.2.31] Codename: DEMOLITIONIST
Seems it's time to haul ass
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Re: [1.2.31] Codename: DEMOLITIONIST
Is the devel build broken?
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Re: [1.2.31] Codename: DEMOLITIONIST
Are you having problems with it?
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Re: [1.2.31] Codename: DEMOLITIONIST
Yes, My GZdoom spits this out after the startup loading screen:
Script error, "swwmgz_devel_m.pk3:animdefs.misc" line 1:
Bad syntax.
I'm not loading it with anything else.
(Should've posted the error too, oops. Oh well, will remember for next time, but hopefully there won't be a next time)
Script error, "swwmgz_devel_m.pk3:animdefs.misc" line 1:
Bad syntax.
I'm not loading it with anything else.
(Should've posted the error too, oops. Oh well, will remember for next time, but hopefully there won't be a next time)
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Re: [1.2.31] Codename: DEMOLITIONIST
are you using a recent gzdoom devbuild im pretty sure the dev builds of this mod require em. you can get them at https://devbuilds.drdteam.org/gzdoom/
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Re: [1.2.31] Codename: DEMOLITIONIST
GREAT SUCCESS
Thanks a bunch!
Thanks a bunch!
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Re: [1.2.31] Codename: DEMOLITIONIST
The earliest required GZDoom devbuild is listed next to the download link.
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Re: [1.2.31] Codename: DEMOLITIONIST
Hey Marisa, got through a good bout of fun with this mod + Angel Aviary. Though there was a bit of an issue.
The store was missing, I noticed that it gets disabled in certain difficulties. I played on Taxing mainly because it disabled infighting. But didn't realize that it also disabled the store. Even probing the codebase I couldn't really find a way to switch back on so that was a bit of a shame.
Maybe the store being on or off should be part of the options menu?
Anyhow, great mod, just though to bring up that lil kink up.
The store was missing, I noticed that it gets disabled in certain difficulties. I played on Taxing mainly because it disabled infighting. But didn't realize that it also disabled the store. Even probing the codebase I couldn't really find a way to switch back on so that was a bit of a shame.
Maybe the store being on or off should be part of the options menu?
Anyhow, great mod, just though to bring up that lil kink up.
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Re: [1.2.31] Codename: DEMOLITIONIST
Maybe this is something worth mentioning. I've made the decision that, after 1.3, since I'll be re-animating all the base models, I'll also tear down the switchable ammo system for the base weapons in the process. We're talking the crapload of different shell and missile types, that is.
To be honest, with the addition of 10 more weapons, there's some potential redundancy added, not to mention that the current total ammo types counted is 26... For 16 weapons that use ammo. That's A LOT to keep track of.
So, yeah. The likely change here is that I'll stick to just buckshot for the shotties (but keep golden shells for the Spreadgun), which will result in a MAJOR simplification of both code and gameplay mechanics. In regards to the Hellblazer... That one will have just standard missiles, but they will be boosted in damage to compensate.
Last but not least, lead balls are fun, so I don't want to remove them altogether. They'll be repurposed for a timed bomb item that will replace invisibility, because to be quite honest, I'm not big into invisibility powerups in these kinds of games.
(Also I might add a portable sentry item too, just for fun. Kinda like the one I made for Doomreal, but cuter)
To be honest, with the addition of 10 more weapons, there's some potential redundancy added, not to mention that the current total ammo types counted is 26... For 16 weapons that use ammo. That's A LOT to keep track of.
So, yeah. The likely change here is that I'll stick to just buckshot for the shotties (but keep golden shells for the Spreadgun), which will result in a MAJOR simplification of both code and gameplay mechanics. In regards to the Hellblazer... That one will have just standard missiles, but they will be boosted in damage to compensate.
Last but not least, lead balls are fun, so I don't want to remove them altogether. They'll be repurposed for a timed bomb item that will replace invisibility, because to be quite honest, I'm not big into invisibility powerups in these kinds of games.
(Also I might add a portable sentry item too, just for fun. Kinda like the one I made for Doomreal, but cuter)