Stellar Weapons G4: SHOW NO MERCY!!!

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Deybar_TECH
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

Doctrine Gamer wrote: Wed Aug 02, 2023 9:09 pm Forgive me for the silly question but how do I change the weapons? I always get pistol and machine gun and even when I get a gun case it doesn't change.

The weapon pickup button is configured.
hmm... you probably mean this:

Image
Maybe you've seen these ammo box ("Gun Case") with pictures of weapons
(since they replace the BFG spawners and sometimes the chainsaw)
and you thought that picking them up with "Special Pickup" would give you the weapon that was drawn.

these are actually "Max Amount" upgrades that increase the maximum capacity of the corresponding ammunition.



Image
these are the real weapons and replace the very rare "Light amplifier goggles / Infrared".
Keep in mind that the weapons you found and picked up in this Gameplay Mod
can be recovered at the start of a game
and that they are also extremely powerful.

That is why they are very rare and difficult to find.




DELTAtheDboi005 wrote: Tue Aug 01, 2023 8:36 am AWESOME!
THANKS!
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Doctrine Gamer
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Doctrine Gamer »

I started to understand, the other weapons are difficult to find, the ammo box does not bring me other weapons but updates the ammo.

The basics of the game are the pistol and the machine gun at first, the other weapons are difficult to find.

"Keep in mind that the weapons you found and picked up in this Gameplay Mod"

Is it necessary to do something special to recover the other weapons?

Do they work between mods, for example I finish TNT and move to Plutonia, do I still have the weapons picked up in TNT?
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Deybar_TECH
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

Doctrine Gamer wrote: Thu Aug 03, 2023 12:59 pm Is it necessary to do something special to recover the other weapons?
Image
All you have to do is complete a level/map and then this Mod
will automatically save your new weapons and ammo.

at least you will have to pick up some other weapons
or ammo improvement "MaxAmount". otherwise,
the game will think you are starting from scratch

(just in case, the Mod will not save your progress if your inventory is worse than the previous one)



then, only at the start of the game,
the Mod will ask you if you want to recover your weapons and ammo.
which you will have to accept by pressing the door opening key: "Use"
Image




Doctrine Gamer wrote: Thu Aug 03, 2023 12:59 pm Do they work between mods, for example I finish TNT and move to Plutonia, do I still have the weapons picked up in TNT?
no problem. :D
you can play almost anything with "Stellar Weapons"
and then switch to other map set or IWAD and still get their weapons back.

I have to mention that only the weapons from this Gameplay Mod "Stellar Weapons" will be recovered.

so if you find Weapons/Pickups from other Gameplay Mods,
Monster packs, Maps with DeHackEd weapons or Total Conversion Projects,
mixed with "Stellar Weapons", those won't be recovered.
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Doctrine Gamer »

Thank you very much for your help and patience in clearing my doubts.

I just say that this system you invented / put to recover weapons between IWADs is incredible.

Something like this I only saw in DOOM RPG, even so the system your mod uses is more simplified.

I will follow the updates.
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »


This 4-Bore Rifle is amazing and I love it!!!
I will definitely include a very similar weapon in a next update,





but.....
It is very probable that update
will take a long time to be available since in the current version 6.0:
Image
I added Automap Icons for the KeyCards that,
although it does not seem to be such an important feature,
but they turned out to be highly unstable and THIS IS VERY WORRYING
since these Automap Icons use the same actor tracking code
that I plan to use in the Weapons and 3D Characters of the Next Generation "G5".

it is essential that all the different 3D pieces recognize and follow
each other so that they can work as a team as if they were a single object. (like in my Flight Simulator)
but these Automap icons FAIL TOO MUCH and randomly lose their Pickup companions.

On "Stellar Weapons" this sync error won't break the game but on "G5",
it will cause horrible visual glitches on the 3D characters' bodies. :shock: :shock: :shock:



there is always hope,
but the solutions are increasingly complex, inefficient and unpredictable results. :bang:

the current "Stellar Weapons" has several patches inside it
and it would be best to restart it from scratch.
now, that reboot I want it to have 3D Models.
but having to make it continue to be a GameplayMod
compatible with the millions of community maps and Zandronum's Multiplayer modes,
is slowing down a lot the development of the new generation.

It seems that the right path is for "G5" to be a:
"Total Conversion" Project for GZDoom
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Carrotear »

I get what you mean with the intentional Gun Bonsai incompatibility, but it should just be an option, give people the choice. I like adding elements and upping the fire rate to my weapons.
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

Carrotear wrote: Fri Aug 11, 2023 1:57 pm I get what you mean with the intentional Gun Bonsai incompatibility, but it should just be an option, give people the choice. I like adding elements and upping the fire rate to my weapons.
I'm really sorry, but that won't happen.

There is a way to fix that but
please, I hope you respect my decision.
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Carrotear »

It's totally fine. I'm not gonna tell you how to construct your mod. Just a little small nitpick I have is all.
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

This morning I registered at
"The Sentinel's Playground"
to open an online multiplayer server
for the latest Stallar_Weapons.

The server name is "[TSPG] DT:StellarWeapons"
and it is active right now.

The purpose of this is to test
Stellar Weapons in a Multiplayer
environment to see how it reacts.

And I must say that I encountered several errors.
So an update for Online modes will arrive soon.



Anyone should be able to log into the server now.
But unfortunately I can't go in to play right now
but it is very possible that I will do so tomorrow.

As a final fact, the server requires my XDM audio package.
So prepare to Laugh!!!
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

version 7.0 available in: The Sentinel's Playground

This update finally adds the massive 4-Bore Rifle which will DESTROY
anything it hits. This rifle is not finished yet but you can try it if you wish.

this v7.0 fixes bugs in the interface when playing online
and adds a new difficulty that makes it easier to obtain weapons
at the cost of not being able to obtain them forever.



"[TSPG] DT:StellarWeapons-7.0" is the name of the online server and anyone can connect now.

Unfortunately I can't stay in the game, But the server will do it. :wink:
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Re: Stellar Weapons v6.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

updated server, now XD-M is not required.
Plus, SlaughterFest2012 turned out to be more overwhelming than I thought.
Additionally, some doors seem to lock forever, leaving players trapped.

Now I am using "tarakans.wad" because as far as I played it, it is not as infested with enemies but it is more difficult in general.

I was planning to upload version 7.1
but I would like to improve the "GC-82 Siege" minigun since it has become vastly useless.

Apart from that it makes me very sad that the Bots are suffering and dying for hours and hours.
so maybe they implement a system that allows them to defend themselves.

I am also going to experiment with flags "CLIENTSIDE" and "SXF_CLIENTSIDE" since in online mode
there are several quite strange visual anomalies........ :o
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Re: Stellar Weapons v8.0: SHOW NO MERCY!!!

Post by Deybar_TECH »


new update 8.0 available!


  • The Minigun "(GC-82) Siege" was finally improved and is now very devastating!!!
  • Now it also has the ability to disintegrate the corpses of enemies.
  • The "(GC-48) Zeliska" revolver now fires red beams that do not consume ammunition.
  • Also, if you press the trigger quickly, the revolver fires faster.
  • The "(GC-74) Sukhoi" assault rifle also fires the same red beams when changing firing modes.
  • various adjustments to reduce visual anomalies in online.
  • Weapon Pickups will not disappear in Multiplayer mode.
  • Weapon Pickups reload small amount of ammunition in Multiplayer.
  • Weapons now have an icon on the map.
  • "TeleportDest" are now marked by particle sources.
  • This, apart from pointing out the destinations,
  • serves as a warning since the player can be Telefagged if they do not have armor.
  • (unfortunately this does not work in GZDoom since it rename actor names that try to replace the native actor class)
I am also preparing a set of maps dedicated to this Mod.
Its maps are not going to be the most special or the most original
but this will serve as practice for the next Fifth Generation maps.
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Re: Stellar Weapons v8.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

I'm sorry. "smax.wad" was an error.
When I got home I tried it with a little more time and discovered late
that it smax block and has a lot of lag.

I will use "Speed of Doom/SODfinal.wad" on the server.
I hope this doesn't cause so many problems...


Now, I don't use more conventional maps on the server (such as: AV.wad - SpainRCFinal.wad)
because I don't understand the obsession of the mappers:

"restrict the player's progress with many Skull/Key closed doors
with the objective of having the player go from
one corner of the map to another
looking for those keys or remote door switches"


This isn't necessarily a bad thing, but having every single one of the 32 maps
in these Megawads follow this tedious philosophy is very annoying for me. :x :blergh:



That is why this Mod is intended to be used preferably in SlaughterMaps.
Because many times like in "Okuplok", there is only one way to follow and the only obstacle is the enemies.

Unfortunately the SlaughterMaps I selected for the server
was turned out to be full of enemies and worse, they crash and trap the player forever.

In Singleplayer this did not happen but when playing them with Bots,
many doors or elevators began to fail and never open.


All this motivates me more to publish in the future my own map set in which
I do not stop testing my Mod, doing practices, doing Speedruns or Recording videos.

very different from SlaughterMaps, which after "overcoming the challenge" I rarely try them again,
not to mention conventional maps. When he saw a lot of key locked doors/switches, I abandoned them immediately.
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Deybar_TECH
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Re: Stellar Weapons v8.0: SHOW NO MERCY!!!

Post by Deybar_TECH »

These days I've been building a "Texture Pack" for my future own Megawad.

Since there is a lack of variety
and the way the textures they are organized in DoomBuilder,
does not intuitive for me.


now, the goal of my Megawad is to have completely "free" maps.
Without obstacles, without invisible walls,
without too claustrophobic environments and.....
WITHOUT SEARCHING KEYS TO COMPLETE THE MISSION!!!

to achieve that, I will only use "3D Floors" to build the walls.
Allowing the player to walk on top of the roof of space bases or any other construction.
like the levels were a GTA. 8-)


I want most of the levels to be very open and Slaughter.

Although experimenting with these Brightmap textures,
the idea to build "my vision"
of a dark and closed levels is very tempting.

Image

Image



now, moving on to another matter, the StellarWeapons server died automatically.
I will try to open a new one from my phone.
(I don't know if it would work)
64palm
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Re: Stellar Weapons v8.0: SHOW NO MERCY!!!

Post by 64palm »

how to change weapon ??

note : i accidentaly found a weapon in berserk pack location.
now i decided to use summon berserk for spawning weapon.

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