ZDoom project ideas you have
- DoomRater
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Re: ZDoom project ideas you have
The trick is to use Textures or offsets to get smooth results.
- chronoteeth
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Re: ZDoom project ideas you have
None of that. That feels like a cheap way to enhance it. No textures, thats a simple way of making it look good.
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Re: ZDoom project ideas you have
Count me out then- I'm not making something look cheesy or stupid when there is a simple and VERY effective way of increasing the visibility of a weapons project while using minimal frames. And a method that is underused enough as is!
- chronoteeth
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Re: ZDoom project ideas you have
Well it can't be too bad then. You cant apply textures to stuff like projectile frames, so I guess textures could be given a go.
- Zhs2
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Re: ZDoom project ideas you have
With the Offset property, you technically could for "wiggling" the sprite about in a prone position and things... 
- chronoteeth
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Re: ZDoom project ideas you have
Man, zdoom takes the challenge out of anything these days. :/
- DoomRater
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Re: ZDoom project ideas you have
Uh, the fact is the TEXTURES lump is underused and it's not that straightforward to use either, because the numbers when using offsets within DECORATE aren't the same as the offsets you'd use in a custom TEXTURES lump.
But things it happens to be perfect for is taking four frames of a pistol and still allowing it to reload smoothly as well as dual wield. It's not about challenge, it's about some elbow grease. And frankly anything that lets you use elbow grease instead of thinking up ways to keep a handful of frames from looking like a DeHackEd patch is doing its job.
But things it happens to be perfect for is taking four frames of a pistol and still allowing it to reload smoothly as well as dual wield. It's not about challenge, it's about some elbow grease. And frankly anything that lets you use elbow grease instead of thinking up ways to keep a handful of frames from looking like a DeHackEd patch is doing its job.
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Re: ZDoom project ideas you have
Actually I'm pissed off enough to say something about this, too: I'm one of those people whose biggest challenge is actually finishing a large project, so I find it quite insulting to hear that simply because I have all the tools I need to make nearly whatever weapon I want that it's not challenging. For anyone who lacks even a tad bit of direction, ZDoom is a platform with an awful lot of open ends and that makes it difficult to find the sweet spot between "sick of working on it" and "works like a charm".chronoteeth wrote:Man, zdoom takes the challenge out of anything these days. :/
Re: ZDoom project ideas you have
That's just about the best explanation I've ever heard on modding.DoomRater wrote:ZDoom is a platform with an awful lot of open ends and that makes it difficult to find the sweet spot between "sick of working on it" and "works like a charm".
Re: ZDoom project ideas you have
I think the best way to do it would be to have a single gun that you can 'equip' ammo to, each accessible with the left & right mouse buttons, and then have a Quick Select menu that would pop down and let you change ammos on the fly. The cursor would appear inside it, guided by the mouse. You'd then hover over one of the ammo types, and then hit the left or right mouse button to equip that ammo to the appropriate button. You could have two different ammo types equipped, or two of the same for rapid fire (at the expense of more ammo drained). I took the ammo types from that wiki you linked me.NiGHTMARE wrote:Speaking of the Lawgiver, I'd love to see that in a ZDoom mod, but I can imagine a gun with six different types of bullets would be tricky to implemented properly.
INC - Incendiary
Targets hit with these rounds will burn over time, causing supplemental damage.
H-S - Heat Seeker
Round will home in on a targeted enemy.
RIC - Ricochet
Rounds will bounce off walls until they hit an enemy. Excellent for hitting enemies around corners.
STD - Standard
No special properties.
EXO - Exorcist
Excellent against undead enemies, but less effective against the living.
A-P - Armor Piercing
A-P rounds do peircing damage, ignoring the effect of armor.
H-E - High-Explosive
A round packed with a potent explosive. Excellent against crowds.
ELE - Electric Shock
Fires a wide spread of parylyzing electricity. Instead of ammo, Electric Shock drains power from an onboard rechargeable battery. After all charges are used, the battery will slowly recharge (killing enemies will increase the rate at which it recharges). Once full, the Shock function will again be available for use.
EDIT: The ricocheting bullets could definitely be done; I just remembered Zen Dynamics has an energy weapon of some sort for which the rounds bounce off walls. The Nightmare Omega (from the Psychic mod) also shows off use of the +BOUNCE flag.
EDIT 2: http://forum.zdoom.org/viewtopic.php?f=3&t=23791 has a lot of useful info on making homing weapons.
Last edited by amv2k9 on Thu Jan 28, 2010 4:07 pm, edited 3 times in total.
- XutaWoo
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Re: ZDoom project ideas you have
...or you could just have a different slot for each and make them switch instantly. 
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Re: ZDoom project ideas you have
To get the ammo to appear correctly you could do either thanks to the new SBARINFO. But to do it without multiple weapon types you'd HAVE to use special ammo displays or SBARINFO.
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Re: ZDoom project ideas you have
TEMPLE TC. That is all.
Re: ZDoom project ideas you have
Not really ZDoom-specific, but...
What always ground my gears about Strife is that it has three weapons that it treats as two weapons each, due to having a second ammo type/different attack: The Crossbow has Poison & Electric Bolts, the Grenade Launcher has Phosphor & HiEx Grenades, and the Mauler has a shotgun-like spread and a BFG-like blast. How about a simple little mod that puts one attack on Primary Fire, the other on Secondary? Then remove the second version of each weapon so you have less to scroll through, and make it so both kinds of ammo are visible for the Crossbow & Grenade Launcher. I suppose a delay between firing different modes would be needed, so the player can't be cheap and just rapidly tap Primary-Secondary-Primary-Secondary.
What always ground my gears about Strife is that it has three weapons that it treats as two weapons each, due to having a second ammo type/different attack: The Crossbow has Poison & Electric Bolts, the Grenade Launcher has Phosphor & HiEx Grenades, and the Mauler has a shotgun-like spread and a BFG-like blast. How about a simple little mod that puts one attack on Primary Fire, the other on Secondary? Then remove the second version of each weapon so you have less to scroll through, and make it so both kinds of ammo are visible for the Crossbow & Grenade Launcher. I suppose a delay between firing different modes would be needed, so the player can't be cheap and just rapidly tap Primary-Secondary-Primary-Secondary.
Last edited by amv2k9 on Sat Jan 23, 2010 4:02 pm, edited 2 times in total.
- Siggi
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Re: ZDoom project ideas you have
I'm going to guess it's because there is no secondary fire in vanilla Strife.