[mutator] Make It Snappy! v1.12

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Abba Zabba
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Re: [mutator] Make It Snappy! v1.07

Post by Abba Zabba »

Wow, excellent mod. I have to say it's another homerun. However; I made a few Sbar modifications that I personally found to be better (mostly repositioning stats on the left side of the screen for the normal hud) and wanted to share it here in case anyone else wanted to try it.

To clarify:

*Changed CEL and SHL abbreviations for the HUD to green and red, respectively.
*Moved the skull icon, health bonus and armor bonus icons to the right more so that they fit snuggly on-screen.
*Repositioned the live counter to the right of the health counter.

I'm thinking about tweaking it some more and adding in arms numbers.

EDIT: Liking 1.07, except for one thing; the shotgun. I'm not enjoying how the firing sound gets cut off after only half of it plays, and I also think the reload speed is a little over powered. In contrast though, I like the honeycomb spread. I'd modify my version to behave like the old one, but all older versions are unavailable.

EDIT EDIT: What text editor do you primarily use, Vaecrius? I notice that a lot of your work comes in a layout that window's defualt text editor kind of smushes it into one massive wall of text.
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sbarinfo.snappy.txt
Just plop this in snappy to replace the old one
(5.13 KiB) Downloaded 58 times
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Matt
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Re: [mutator] Make It Snappy! v1.07

Post by Matt »

I'm using Leafpad and sometimes Geany. If I have to do anything in Windows, Notepad2.

I've noticed a few carriage return issues before, most notably sometimes I'd save a file then open it only to find everything was "double spaced" because of certain hidden characters from what I was copypasting.

Looking it up apparently this is not an isolated problem.
This thread also has a few possible solutions, though for the time being I have no intention of switching to something less lightweight.


EDIT: Your changes to the placements aren't what I would do, but making the colours more obvious was an excellent idea. Will be in next update.


Now I've got a pretty hefty update coming up but I can't help but wonder what should be done about health and armour bonuses - right now they don't help you go above your ordinary limit like they do in vanilla and allowing that would just give you way too much health overall.

I'm kinda leaning towards, if you've got full health, health going to your armour, and if you've got full armour, then 10 clips, 1 shell, 1 rocket or 10 cells, randomly. Thoughts?
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Re: [mutator] Make It Snappy! v1.07

Post by Abba Zabba »

I've been playing Memento Mori and it's been quite generous in health and armor bonuses. I also like how collecting enough makes that sound effect when it adds a point. Personally, I think they should have a chance of dropping from monsters. I think the bonuses need more love than what they've got in the doom community in general; say a health/armor bonus for every 10 pinkies you kill? This is probability not an actual counter keeping track. Tougher demons = higher chance.

Do you think you can help me out a bit with this code?

Code: Select all

actor SnappyShotgun : Shotgun replaces Shotgun
{
	weapon.slotnumber 3
	decal "BulletChip"
	states
	{
	select:
		SHTG A 0 A_Raise
		SHTG A 1 A_Raise
		loop
	deselect:
		SHTG A 0 A_Lower
		SHTG A 1 A_Lower
		loop
	nofire:
		SHTG A 1 A_WeaponReady(WRF_NOFIRE)
		SHTG A 1 A_Refire
		goto ready
	fire:
		TNT1 A 0 A_JumpIfInventory("SnappyPainFlag",1,"nofire")
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)


		TNT1 A 0 A_FireCustomMissile("SnappyBullet",-1.6,0,0,4,0,0)

		TNT1 A 0 A_FireCustomMissile("SnappyBullet",-1,0,0,4,0,-1)
		TNT1 A 0 A_FireCustomMissile("SnappyBullet",-1,0,0,4,0,1)

		TNT1 A 0 A_FireCustomMissile("SnappyBullet",0,1,0,4,0,0)

		TNT1 A 0 A_FireCustomMissile("SnappyBullet",1,0,0,4,0,1)
		TNT1 A 0 A_FireCustomMissile("SnappyBullet",1,0,0,4,0,-1)

		TNT1 A 1 A_FireCustomMissile("SnappyBullet",1.6,0,0,4,0,0)

              
		SHTG B 8
		SHTG C 6 
		SHTG D 5 A_PlaySound ("weapons/shotgr", CHAN_WEAPON)
		SHTG CB 4
		SHTG A 3
		SHTG A 1 A_ReFire
		goto ready
	flash:
		SHTF A 1 bright A_Light1
		TNT1 A 0 A_ZoomFactor(0.96,3)
		SHTF B 1 bright A_Light2
		TNT1 A 0 A_ZoomFactor(1,3)
		TNT1 A 0 A_SetPitch(pitch-3,0)
		TNT1 A 0 A_SetAngle(angle-0.8)
		goto lightdone
	}
}

I've got the SHTG part (near the end of the fire state) working perfectly, but can't get the muzzle flash to work right. It happens too quickly, and when it does, it doesn't display the gun itself, only the flash.
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Re: [mutator] Make It Snappy! v1.07

Post by Matt »

Code: Select all

TNT1 A 1 A_FireCustomMissile("SnappyBullet",1.6,0,0,4,0,0)
Why is this 1 tic instead of 0? This would make the gun flicker out of view each shot.
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Re: [mutator] Make It Snappy! v1.08

Post by Matt »

1.08 is now up, complete with a variant of the max-out-get-ammo-instead-of-usual-bonus mechanic.
- bugfix: archvile fire would screw up kill count when healing.
- bugfix: *really* got rid of the landing grunt.
- added +weapon.noautoaim to all ranged weapons.
- feature creep time! cacos now come in big 2-packs that split when shot!
- reduced player mass to 30.
- moved the shotgun racking to another channel.
- shotgun firing rate a bit slower.
- some tweaks to super shotgun animation.
- reduced the chaingun slowdown a bit.
- now when your health is maxed out and you pick up too many health bonuses, your armour goes up; when your armour is maxed out and you pick up too many armour bonuses, you get 50 clips.
- megaspheres give ammo if both health and armour are maxed out.
- when you respawn with a soulsphere, you gain all ammo in the amount of half a large box rounded down.
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Re: [mutator] Make It Snappy! v1.08

Post by Abba Zabba »

Still trying to figure out how to add arms...but tweaked it a bit more.

*RKT is now dark brown
*Health counter is listed darkest to brightest now like armor
*Raised counters on what is now the normal HUD (used to be fullscreen) so that the map name is visible
*Corrected the position of the life counter and skull

EDIT: Bug I found: something the imps do can lead to their killers (or whoever is pissed off at them, I'm not sure) to keep attacking their corpse; making it fly into the air again and again. May or may not have been a barrel involved, though I doubt it; however, of the two incidents, imps were having their corpses attacked.

Coincidence?
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sbarinfo.snappy.txt
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Re: [mutator] Make It Snappy! v1.08

Post by Matt »

I've seen critters attack each other constantly in this mod who would normally never infight (and in the case of mancubi they can get stuck attacking each other forever doing no damage) and I've yet to isolate any particular cause.

I'm sure one will eventually be found.
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Re: [mutator] Make It Snappy! v1.09

Post by Matt »

1.09 is a very small update:
- used A_Countdown for the rocket detonation instead of forcing it to collide with another actor.
- added replacements for scripted marines.
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Re: [mutator] Make It Snappy! v1.10

Post by Matt »

1.10 is a slightly less small update:
- augmented the plasma altfire for significantly higher DPS in exchange for greater vulnerability and loss of accuracy. This functionality is also limited to when you have the 20 cells; if not, altfire does the same thing as fire. Let me know if this is overpowered because this doesn't suit my playstyle at all.
- shooting plasma now slows you down a little.
- you can now shoot very short bursts of the plasma rifle without having to point it up after you let go.
- increased the zombies' shooting lag.
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Re: [mutator] Make It Snappy! v1.10

Post by Eric_ »

Seems like the barons either don't inherit from the originals or they don't call A_BossDeath when they die. Whichever is the case, the walls on E1M8 don't lower when they die.

Also, I'm not really complaining, but it is really hard to die at the end of E1M8. Between having to noclip out of the baron room, the slow damage from the room the teleporter brings you to, and the extra lives, it took longer to actually reach the ending screen than it did to kill the barons.

Other than that, it's a very fun mod and I've greatly enjoyed what I've played of it so far.
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Re: [mutator] Make It Snappy! v1.10a hotfix

Post by Matt »

Crap! Fixed.

No idea how to work around the E1M8 problem though. Maybe there's some way to override the temp invulnerability when it's one of those sectors? EDIT: Heh, and of course the soulsphere teleports you out of the room and you have to start all over again...
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Re: [mutator] Make It Snappy! v1.10a hotfix

Post by Abba Zabba »

Minor thing to recap...

Projectile origin while crouched. Not too big of a deal, but considering the stream of steamy lead that comes out of the gun isn't just for show, do you think it would be possible to add this in? Something like "IfCrouched origin of ShotgunPellet = x" That way I can shoot through little gaps by my feet in cages and whatnot. Plutonia surprisingly has a lot of opportunities for this.

Also, this is (in my opinion) the perfect example of a coffee break mod; fast, quick gameplay with various features that don't take much time to warm up to. Awesome job man!
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Re: [mutator] Make It Snappy! v1.10a hotfix

Post by Matt »

Unfortunately they really aren't for show - they're 1x1 fastprojectiles, which means they are big enough to be stopped where a hitscan would not.

Then again, so are the bullets in Hideous Destructor, so in theory anything you can hit with the rifle in HD you should be able to hit with the pistol in Snappy under the same circumstances.
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Re: [mutator] Make It Snappy! v1.10a hotfix

Post by Abba Zabba »

Lava Grunt wrote:but considering the stream of steamy lead that comes out of the gun isn't just for show
And to clarify I mean the spawn point of the fast projectiles isn't lowered to match crouch height when you crouch. Suspended in Dusk has a few spots like this where chaingunners could hit me through the smallest gaps and I couldn't hit them back due to the default projectile height.

Also, 8 bonuses = 1 point of health/armor?
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Re: [mutator] Make It Snappy! v1.10a hotfix

Post by Matt »

The aimpoint definitely changes depending on your crouch, just the view seems to change ever so slightly faster. With more accurate weapons the result looks like what my view would suggest, but with the chaingun I can see some difference between crouch and not but the spread's wide enough that I can't tell for sure.

I can only suggest using the pistol for precision work.

And I think it's either 8 or 12 bonuses for a gain.
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