GVHv2 - Beta 7 Released!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Cutmanmike
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Re: GVHv2 - Beta 3 released
I never thought about that actually! Sounds good to me, and should keep people from going apeshit with fire arrows (it happens).
- FuzzballFox
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Re: GVHv2 - Beta 3 released
Also if you haven't already thought about (even though I think I have mentioned in the blog) is to bring back the sounds that the Hunter makes when he changes magic type.
If they spam it then they shouldn't be pissing about with their weapon, plus it gives them away more easily, so they shouldn't be doing it anyway. Plus as far as I know, no one really complained about it in games anyway.
Spotting a Hunter is now a greater threat for a Ghoul because you don't know they are changing and can't plan decent moves- kind of related to the above post about the fire arrows, but if one is being shot at with say...Lighting, and they miss, you could rush in to kill, but you may then get Ice, or Fire in your face without knowing it...taking away the "OH SHIT FIRE GET AWAY" factor for the creeper.
Same with Sjas, you spot a Hunter and it's good to know that when they see you know how to react depending on their weapon but without the sound effects that knowledge is useless until they fire, and even then they could suddenly change ammo again.
As for Jitterskull, making the desicion to risk a face (Skull?) full of ice or dodge lightning to nom your enemy is now even harder relying on judgement and guess work.
If they spam it then they shouldn't be pissing about with their weapon, plus it gives them away more easily, so they shouldn't be doing it anyway. Plus as far as I know, no one really complained about it in games anyway.
Spotting a Hunter is now a greater threat for a Ghoul because you don't know they are changing and can't plan decent moves- kind of related to the above post about the fire arrows, but if one is being shot at with say...Lighting, and they miss, you could rush in to kill, but you may then get Ice, or Fire in your face without knowing it...taking away the "OH SHIT FIRE GET AWAY" factor for the creeper.
Same with Sjas, you spot a Hunter and it's good to know that when they see you know how to react depending on their weapon but without the sound effects that knowledge is useless until they fire, and even then they could suddenly change ammo again.
As for Jitterskull, making the desicion to risk a face (Skull?) full of ice or dodge lightning to nom your enemy is now even harder relying on judgement and guess work.
- Cutmanmike
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Re: GVHv2 - Beta 3 released
I've had several people mention that. Will add it to my list.
- CaptainBighead
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Re: GVHv2 - Beta 3 released
Okay, I have this request that has been asked several times before. It may be pointless, it may be just me... but Im just so bothered that when Jitterskull moves, his mouth starts to BOB. So here I am, asking if you could consider changing the jitterskull mouth Ready sprites to jitter just like he does for his skin.
- Cutmanmike
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Re: GVHv2 - Beta 3 released
I could do that, but how do I detect if he's moving so I can animate it? He's stationary when he moves, so A_Jumpif with momx won't work until he actually "jitters".
- CaptainBighead
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Re: GVHv2 - Beta 3 released
doesnt he move like 0.00001 tho, thats moving right? I was just hoping you could just have it move when it was still 
Anyways there is a kinda hacky way to do it, but its alot of work for just some little effect, but if you want to know:
A_GiveInventory("Jitter", 1) in SeeState
A_TakeInventory("Jitter", 1) in SpawnState
A_JumpIfInventory("Jitter", 1, "Jitterin") in the Weapon Ready state
and the Jitterin state is the one that makes it move.
Its alot of extra stuff, but that bobbing REALLY bothers me.
Anyways there is a kinda hacky way to do it, but its alot of work for just some little effect, but if you want to know:
A_GiveInventory("Jitter", 1) in SeeState
A_TakeInventory("Jitter", 1) in SpawnState
A_JumpIfInventory("Jitter", 1, "Jitterin") in the Weapon Ready state
and the Jitterin state is the one that makes it move.
Its alot of extra stuff, but that bobbing REALLY bothers me.
- Cutmanmike
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Re: GVHv2 - Beta 3 released
I could put nobob on it but it would look pretty aids
- Cutmanmike
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Re: GVHv2 - Beta 3 released
Hmm... These changes seem quite good. Hopefully people will have a bit more class variation when the hunter is a tad less spammable.
Altrough i dont get the removing of the initial fire arrow damage, what does that exactly do, only give an explosion damage, and no extra damage from an direct hit?
And a tiny bit more usefull ghostbuster seems interesting (as long as his weapons wont match up to the hunter's, preferabaly). Altrough his traps are probaly fine, his beam attack isnt very usefull as proper damager, thus not really popular. :P
Now i remember, there possibily was still some typo's in the obituaries, perhaps.
And i found one, "You picked an arrow" i think you forgot to put in the word up. :P
Altrough i dont get the removing of the initial fire arrow damage, what does that exactly do, only give an explosion damage, and no extra damage from an direct hit?
And a tiny bit more usefull ghostbuster seems interesting (as long as his weapons wont match up to the hunter's, preferabaly). Altrough his traps are probaly fine, his beam attack isnt very usefull as proper damager, thus not really popular. :P
Now i remember, there possibily was still some typo's in the obituaries, perhaps.
And i found one, "You picked an arrow" i think you forgot to put in the word up. :P
- Cutmanmike
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Re: GVHv2 - Beta 3 released
His proton pack damage will remain the same. That's all I'm sayingCarThief wrote:And a tiny bit more usefull ghostbuster seems interesting (as long as his weapons wont match up to the hunter's, preferabaly). Altrough his traps are probaly fine, his beam attack isnt very usefull as proper damager, thus not really popular.
Grr I keep forgettingCarThief wrote:Now i remember, there possibily was still some typo's in the obituaries, perhaps.
And i found one, "You picked an arrow" i think you forgot to put in the word up.
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Scuba Steve
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Re: GVHv2 - Beta 3 released
Expect entirely new proton pack artwork coming soon.
Re: GVHv2 - Beta 3 released
Can we expect GB2Doom to be completed with these new graphics as well?Scuba Steve wrote:Expect entirely new proton pack artwork coming soon.
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Scuba Steve
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Re: GVHv2 - Beta 3 released
rofl, good one.
- Cutmanmike
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Re: GVHv2 - Beta 3 released
No but there's a reason for the new graphics, which should please those who wanted to master the Ghostbuster but couldn't because he was too weak and too much like the cyborg.Eriance wrote:Can we expect GB2Doom to be completed with these new graphics as well?Scuba Steve wrote:Expect entirely new proton pack artwork coming soon.
... Okay that's not as exciting as GB2Doom revival but oh well
Re: GVHv2 - Beta 3 released
Scuba Steve wrote:rofl, good one.