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Somagu wrote:
While I love 1911s and revolvers, I feel like pistol ammo is already actually pretty uncommon as it is, so I feel like an alternate pistol type in the same way as bolts or battle rifle ammo would be ridiculously uncommon. I'd be OK with this if it was something like a really kicky revolver that did about as much damage as a shotgun shell.
The other problem we run into is resources. Also, weapon bloat.
I'd be all for more pistol ammo, but I kind of get why he didn't incorporate pistol ammo into the clip/bullet box pickups and instead made the mooks carry it around; it has little stopping power against the bigger monsters, not just in base damage, but it's armor/hide penetrative capabilities aren't much to be desired. However, the pistol is still exceptional for run n' gunning, emergencies, and supplementing your primary and yada yada yada, so the odd bullet box spawn being replaced with a few pistol mags and maybe a pistol every now and then wouldn't hurt.
They do (especially the chaingunners, each one is like a mini Christmas), but many maps drop them off in the later levels, leaving most munitions up to the level designer.
This map is mostly pathenically easy, but for some reason I kept failing the most ridiculous ways possible. I mean, what was that? Did that cacodemon shoot me through a wall? How? What? Blerchg.
The only real toughie in this map is the sudden imp ambush in the brick room(which you are completely not obligated to do in any shape or form). Everything else is trivial compared to my previous HD experiences due to map's generous offering of cover. And BFG.
You know, maybe I should lay off the BFG. The ammo for it is comparatively cheap(esp. with recharging) and it feels kinda boring to just use it to power through everything. Though the mancubus situation wouldn't really change much, the imp, baron and cacodemon rooms could become substantially more interesting.
I notice the game decided to give me some Brontornis bolts. Not sure if taunting because I am STILL unable to obtain the Brontornis itself.
This was recorded before the great SMG patch and whatnot. Now, off we go to cheating my inventory back at a new save and hoping that map13 actually does contain zombiemen and that one of them will drop me a SMG.
Spoiler: map13
ATTEMPTS FAILED: 15
Nop, no zombiemen!
Thankfully, the next map has a dozen of them. And if that fails, the next-next one has four dozens.
This map took some time and nerves. Most of it is simple enough, but the outside is noticeably difficult due to oneshot arachnotrons and oneshot cacodemons(some of which apparently learned to shoot off a charged shot WITHOUT ANY WARNING WHATSOEVER, as evidienced in one of the death scenes). Things, however, suddenly became substantially easier as soon as I was hit with a bright idea to actually use that invulnerability sphere.
Pardon me for fumbling around the map uselessely for some time, my memory of it is really hazy.
Used IDDT to detect last five monsters. Then spent a few minutes chasing them around the map. What? Why?! Why do you run away from me? What reason you have to run from a guy who has a backpack so filled with guns that it takes more space than the body itself, who has been offended by your kin on multiple occassions and has slaughtered your kin en masse, and is now looking at you with an evil grin, bloodfrenzied eyes and pointing a scary gun that shoots lightning...
...yeah, in hindsight, you may have a point there.
Did I just... use the SKY itself as a focus point of thunder buster? Whoa. Trippy.
Though not as trippy as arachnotrons using the absolute nothingness a bit to the right of me as a focus point of their thunderbuster. Seriously, what.
Falling from great heights while having a vulcanette selected is quite weird too.
BFG continues to become incredibly OP in my eyes. Not only it has a very powerful attack, it essentially uses up only one cell, and is a cell making machine iteslf.
I notice that every few levels or so, I lose all my SMG mags. Seems like they're getting converted back into pistol mags, but it happens even if I'm already full. Is this intentional? Because it's really annoying and costing me more 9mm ammo than actually using the guns would.
I've cleaned up some of the code for that for next release, but I have no idea if it addresses that.
The way it works now (at least after the change) is:
1. Consolidate all pistol ammo into mags, leaving SMG and SMG mags alone.
2. Consolidate all remaining SMG ammo and any and all loose pistol rounds, as follows:
a) Put all SMG mags and loose rounds into a big pool.
b) Fill up the SMG first. (31 rounds)
c) Divide what's left into mags and dump the remainder into the loose pistol round pool.
One consequence of this is that if you exit the map with 0 loose, 2 mags and a completely empty gun, that means you've got exactly 60 rounds for the SMG. Take out 31 for the gun and you're left with 29 spare rounds - not enough for a mag. That means you enter the next map with a full gun, no mags, and maxed out loose rounds which will shortly be converted into one pistol mag and 14 loose rounds if you've got space.
(This is also how the Liberator works, but it's less noticeable because you start off with loose rounds in your inventory and you can carry up to like 50 of them, and you don't share ammo with another weapon that gets priority in the process)
I could automate this process to err in favour of cannibalizing pistol ammo to avoid this awkwardness, but it will have to wait until there is also a way to convert SMG mags to pistol ammo.
Been playing this with Happy Time Circus 2 with KEYINFO and the pistol sprites and sound removed, along with the green goodie balloons being tweaked a bit. It's actually been pretty fun, if a bit odd. The small, HD lost soul-sized jumping skulls and evil dead hands are pretty refreshing; instead of the usual difficulty being the monster trying it's damnedest to kill you, the difficulty now is trying to hit the little buggers. The clown ghosts feel right at home with their noclip devil magic, and the variety of balloons found practically everywhere make great target practice. Had to cheat when Daisy appeared, though. Since HTC2 leaves the small arm pickups (shotgun, super shotgun and chaingun) unmodified, a large portion of it is playable with little conversion work. However, the stronger weapons are entirely original, so it's going to be interesting when I get further in with only small weps.
Thinking more of the odd 9MM bullet box replacing the regular bullet box; sometimes has a SMG?
Minor gripe: pickup message for the 4.26mm magazine just says "magazine" instead of 4.26mm. I thought it was odd that the 9mm and 7.76mm had the caliber in the message but the 4.26mm did not.
Heh, that's from way, way back when the ZM66 replaced the pistol and the only detachable mags were for them, and the only concern was to make it say "magazine" rather than "clip".
Lava Grunt wrote:I finally remembered that one crucial thing in HD that really bugged me; Vaecrius, do you think you can allow weapon switching to work while you're holding the sprint button, pretty pretty please? Almost like putting the weapon selected on cue for when you release, as you already have whatever you were holding put away, if anything. There are a few times I got killed since I had to fumble around with a clingy weapon instead of having the one I want selected out when I'm done fleeing from some terrifying creature.
I'm about to revisit this, but it seems it will require a complete overhaul of the sprinting system, possibly requiring brand new states for every weapon.
I'm going to upload this NEW UPDATE! just before I start touching anything here, so that if I break anything I can just download this version and start over (assuming I still want to implement this at that point).
Changes:
Bugfix: Chaingunguys were always shooting at 2100 RPM, which the player's own weapon was never able to achieve. They now alternate between fire modes randomly.
Bugfix?????: Reports that the arachnotrons were falling back on player Thunder Buster obituaries. I was not able to replicate this but I did make a minor change based on pure speculation as to what might have been causing it.
Bugfix???: Reports that every so often all of the player's SMG mags would disappear. I've cleaned up some of the logic in the SMG consolidation code, but I did not see anything in the old code that would have caused this.
Chaingun now uses cell energy to spin! One cell pack provides for 32 continuous minutes of spinning. The gun is also noticeably heftier now.
Chaingun's ROF now defaults to 700 RPM, the same as all other full-auto weapons. This speeds up to 2100 RPM by changing fire modes.
Swapped chaingun ammo management keys. Now loading a cell is bound to the alternate reload key, while zoom unloads an unused mag.
You can now short-stroke the shotgun. To avoid doing this, HOLD the altfire when racking.
Shotgun can now fire in semiauto! Do not mash your fire button too quickly or it WILL jam!
Light amps can now be turned on and off. Picking one up gives you 20 minutes' worth of light amplification; if it runs out, next use you will charge it with your cell ammo for up to 40 minutes' worth.
Slight tweaks to chaingun recoil.
For clarity but including without limitation: shotgun guys can now fire in semiauto.
Minor balancing tweak to the BFG. The effect is randomized but should average out.
Increased pistol spare ammo capacity to 50, matching the Liberator rounds.
If you have the SMG out, you will now consolidate SMG mags while idle, not pistol mags.
You can now convert SMG mags into pistol mags! Both use the zoom key, the same way you cannibalize side saddle ammo between the two shotguns.
SMGs and SMG ammo now have a chance to spawn in place of clipboxes.
Pickup messages no longer treat 4.26mm UAC Standard as an unmarked default not even worth specifying.
Only one thing: the semi-auto option pretty much makes the manual pump obsolete. A rare variant of it I think would balance it out, along with a semi shotgunner. But it would be a one time upgrade so I dunno. Perhaps make the current shotgun have a tighter spread, but with the same velocity as now? The DB would still have a tighter spread AND higher velocity, but this would make the semi auto more of a close combat shotgun and leave the manual pump as slower, more accurate shotgun. You can use short stroking for a cheap semi auto. The DB as of now is practically a hunting rifle more than a shotgun, so I could see this working.
The light amps are still doing that flickering thing when they get towards the end of their normal expiration, even though you can now flick it on and off.
I dunno, I think manual pump is still quite useful. With the fire rate I get out of it semi-auto mode is sure to jam near right away and any hiccup can mean death in a hot situation.