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Lava Grunt wrote:*facepalm* Sorry. I totally missed the second link you posted. xD
And Vaecrius, what is this level-start ability you've given us? I don't see any change whatsoever. Isn't this Elbereth figure supposed to prevent evil from reaching a certain distance of the player or is it supposed to be invincibility? Either way, nothing has changed on my end. Just to let you know.
Just taking a quick look at the ACS, It seems that you get PowerFrightener temporarily on map start from an ENTER script... but then, looking at the Decorate, it's instantly removed by the Playerpawn's Spawn states. Presumably it's supposed to last until you move or shoot.
I tested it out by spawning an imp and not moving or shooting (yes, at level start) and I still took damage.
Regarding Turbo's awesome HD shotgun replacement: So, in short, my problems are:
*it's missing it's own frame for when when the weapon is racked all the way back (frame shown when you hold down the fire button whilst reloading the shotgun; instead it shows HD's sprite, which clashes with the animation). *and it's missing it's world sprite. (by this, I mean the weapon itself just sitting on the ground. And you did include it in the seperate folder, why not just include it in the wad?)
It is truly an awesome sprite set, even though I'm encountering a few problems. I love the blue steel, reminds me of Silent Hill: Homecoming's shotgun (the second one you obtain).
Re Elbereth. You'll still take damage, the goblins are just less eager to inflict it at close range.
Anyway, as for the actual bug.
The odd thing is I see the DECORATE code and see that it shouldn't work, but somehow when I was trying this out on Evilution Map04 the shotgun guys consistently ran away until I did something. o_O
Well, it's blue and there aren't those weird little artifacts around the edges but this wasn't nearly the same qualitative aesthetic improvement the shotty was.
(also letting everyone know well in advance that I hate the d64 chaingun sprites though the excessive vent holes might kindasorta make sense with HD's setting trivia)
I'd still like the first Doom 64 replacement wep, the shotgun, to be fixed, imo. If I know what the problem is I can cut it off at the head; I think I know how to cure the world sprite issue, but what about it's own frame for when the shotgun is racked back? It's either not included with it's own sprite for that frame, or it's not set up properly.
@Vaecrius: I was also kind of skeptical to the ssg, but I still made it in case someone would like it.
@Lava Grunt: I stated in an earlier post that you have to load the sprite replacement file after you have loaded the main mod file (hd.pk7). If that is not the problem, could you post a screenshot of it? I'm not sure what the problem is otherwise.
I've noticed I can't actually equip the SSG for some reason. I can pick it up but can't use it. I tried with and without Turbo's SSG replacement, latest version of HD, still happens. It's weird, cause it worked fine an update or two ago.
Bugfix: Your level-start protection didn't actually work. Like, at all, lololol.
Bugfix: Faulty logic in SSG pickup.
Learned that buckshot is supposed to be supersonic and that sonic booms occur in a continuous stream. Result: you can now hear little sonic booms from passing buckshot. (The bad news is that it makes it pretty plain that all sounds in Doom travel faster than the speed of sound...)
Ditto with rifle bullets which are now fastprojectiles. Surprisingly more satisfying to make long distance shots, but that may be related to the fact that it is now possible to one-shot a zombie with the rifle at its maximum possible power. Please let me know if you are frequently getting anomalies with your shots as I'm pretty sure fastprojectiles were never intended to go at speeds of up to 1200 (3230 ft/s).
Spider mastermind now shoots the same rifle bullets as everyone else, at 1 shot per tic. A side effect of all this, I should note, is that zombies no longer kill each other.
Slowed down the pistol bullets and actually made the shots suppressed.
Sped up the DERP's rate of fire and also allowed it to shoot projectile bullets. The actual bullets spawn much higher than the barrel on the sprite to let it shoot over pickups and whatnot.
Changed the shotgun and pistol damagetypes to reflect the new bullet speeds. Shotguns are now level 1, level 2 at point blank, and pistols are level 1. (Rifles remain level 3 except at extremely long ranges where you'll never see your target under your crosshair anyway.)
Tweaked the armour resistances slightly to ameliorate the increased shotgun lethality.
Changed the SS attack to bursts instead of a slow, steady, unending stream of bullets.
Commented out the SSG-removing script. Sprites are still incomplete. And yes, I know about the turrettes, for the time being just think of HD as Doom2-only. (You can, of course, load doom2.wad as a PWAD to fill in the missing sprites.)
Violently disabled DERPS are no longer crushed by doors. They've also got olive green treads now!
SSG now comes with rounds loaded into side saddles.
Reduced barrel health a bit.
Tweaked the rifle sprite, moving the hand so it's not completely impossible that there's a grenade launcher under the barrel. Also changed the pickup appearance.
Shotguns now come with side saddles full of ammo!
The archvile's "bloody hell" fire attack no longer has that ridiculous max step height.
I'm starting to wonder if I should start grouping these update items thematically again rather than going chronologically like this...
Thank god for the zdoom launcher, it got rid of my problem. And Vaecrius man, you just...well I don't know what to say that I already haven't. Stellar job, as always.
Nice update, everything's feeling pretty balanced now. This mod's actually grown a lot on me, it used to be too hard for me but now I actually prefer it if the maps permit it.