Ral Weapons Bob Test v.2 [Released]

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Davidos
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Re: Ral Weapons Bob Test [Released]

Post by Davidos »

You should also improve the fact that when you simply walk or slowly slide to a halt your hands keep swinging like a MOOOOWROONNNN. It generally ticks me off at some point when the movement either distracts me or blocks my view from an instant rail-gunned killshot >.<;
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DoomRater
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Re: Ral Weapons Bob Test [Released]

Post by DoomRater »

I think he said he's got a fix for it.
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WORrior
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Re: Ral Weapons Bob Test [Released]

Post by WORrior »

That mod is really awesome! It adds a taste of realism alongside with some great action movie attitude (like chaingun being fired from the hip and animation of walking with shotgun). It came to my autoload almost constantly :-)

There are few things that bother me, though:
1) I don't think that changing monsters "dropitem" was a good idea. Authors of WADs sometimes place shotgunguys/chaingunners on purpose, just to give player the ability of getting new weapons. Yeah, I know: on the other hand they sometimes wish player had to fight more powerful zombies without fat reward, but since id decided otherwise, i think it would be better left unchanged...
2) You can't hold fire button to shoot supershotgun constantly, you have to press "fire" over and over again. Did you program it that way on purpose or it's gonna be changed in final version?
3) Just wishfull thinking: maybe decorate the chaingun sprite with a right hand gripping the belt of ammo (the way chaingunner do?) That would have been awesome!
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Ral22
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Re: Ral Weapons Bob Test [Released]

Post by Ral22 »

As I might have stated, I don't entirely remember, I don't think I will continue this Wad, as it was just a test. But, I do have plans on making a full weapons mod using this premise. I do thank you for your comments. :)
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DoomRater
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Re: Ral Weapons Bob Test [Released]

Post by DoomRater »

I'm taking heed of everyone's comments here because I have a few ideas I want to implement myself now. A few things I'd like to change and some SMW-inspired auxiliary attacks for the altfire...
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Ral22
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Re: Ral Weapons Bob Test [Released]

Post by Ral22 »

I have the new bob system, now dependent on ACS instead of Decorate, finished. If anyone is interested in this version, post a reply to this and I'll release the new version.
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TheMistress
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Re: Ral Weapons Bob Test [Released]

Post by TheMistress »

Ral22 wrote:I have the new bob system, now dependent on ACS instead of Decorate, finished. If anyone is interested in this version, post a reply to this and I'll release the new version.
;o! I sure am mister!
I remember seeing someone named Ral somewhere else, asked if it was you sadly it weren't, i really liked the first version of this Weapon bob test ;).
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Ral22
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Re: Ral Weapons Bob Test [Released]

Post by Ral22 »

Well, here it is. All this update includes is the new ACS system.

http://files.drdteam.org/index.php/file ... testv2.zip

My next step is to have the system have eight different run types, depending on which of the eight directions you're goin'. I'll probably do some other odds and ends, but the point of this wad is the new bobbing system, not the monsters or items.
bwc153
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Re: Ral Weapons Bob Test [Released]

Post by bwc153 »

Davidos wrote:You should also improve the fact that when you simply walk or slowly slide to a halt your hands keep swinging like a MOOOOWROONNNN. It generally ticks me off at some point when the movement either distracts me or blocks my view from an instant rail-gunned killshot >.<;
That is because I presume the fact that when you stop, and look at your character in Third person, your feet are still moving (when you are standing still)
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Ral22
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Re: Ral Weapons Bob Test v.2 [Released]

Post by Ral22 »

There's a simple way to remove that "feet keep moving" thing. In the player's See (The movement state), set the end of it to "Goto Spawn" instead of "Loop".
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