Police Brutality (Weasel Presents: Terrorists!): Update!

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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Thu Oct 16, 2014 12:37 am

Quoting because new page:
wildweasel wrote:A new version has been uploaded. Get it here.

Changelog:
  • Most of Ed the Bat's fixes are mainlined. This includes, primarily, changes to code formatting, but also includes many new entries in the options.
  • Terrorists! Options menu added.
  • New option: Toggle weapon experience gains on/off.
  • New option: Recoil multiplier slider. Ranges from 0 (no recoil) to 20 (20x normal). Default is 1.0. I don't recommend going above 5x, but it's up to you...
  • New sliders relating to weapon experience gains. Several "default" options are available as well; I recommend the 1x Default setting for short map packs, 4x for megawads, and 0.5x for single level wads.
  • New option: Shell casing lifetime. Useful for large maps. Previous default is 1000 (in tics).
  • Civilians no longer attract autoaim.
  • Bombers will very rarely drop packs of grenade parts that will upgrade your grenades.

Things that haven't been changed yet: I haven't fixed the Magnum sprites yet.


I've got a handful of little fixes that have been waiting in Pull Request for a few days now. Just sayin'.

Also, I was wondering: do you have any thoughts about merging in that assault rifle you released before as an add-on? It could use a little updating to keep its code in line with all these revisions; maybe it might also be rolled into the main package while we're at it?
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 12:47 am

Ah, shit. Really need to get in the habit of checking GitHub's website before I bother with these releases. The other assault rifle...hmm, if I can find a way to implement it as a server cvar, perhaps, but I'd want to mess with the balancing on it again if I added it to the mainline.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Thu Oct 16, 2014 12:48 am

I was thinking cvar, yeah. Might take a little bit of ACS hacking on the spawning actor(s), but I imagine it could be done fairly easily.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 12:52 am

Update: in a few minutes, the public file should be updated with all of Ed's fixes.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby -Ghost- » Thu Oct 16, 2014 12:56 am

Getting the other AR merged in would be cool, it was satisfying to use.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 1:07 am

So, time to think aloud...if I were to mainline the AR:
  • Suppressor (level 4 upgrade) needs to be toggleable.
  • Maybe increase damage slightly beyond level 1.
  • Any more interesting upgrades than just boosting accuracy/reducing recoil? Maybe wait until level 2 to give the "no more jamming" upgrade? Maybe level 1 only reduces jam rate instead of eliminating it entirely?
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Captain J » Thu Oct 16, 2014 1:23 am

Maybe fast reloading(bundled magazine.) or alternate multiple burst fire could works, Just like what ar series does.
Last edited by Captain J on Thu Oct 16, 2014 1:24 am, edited 1 time in total.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 1:24 am

Captain J wrote:Maybe alternate multiple burst fire could works, Just like what ar series does.

I don't like adding a burst-fire mode to the weapon; there's no real practical difference between that and just having a little trigger discipline on the full-auto setting.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Thu Oct 16, 2014 1:25 am

That's how I felt about the 9mm pistol once it reaches max level. My trigger finger is my select-fire.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Captain J » Thu Oct 16, 2014 1:31 am

Well, since ak-47-esq assault rifle does have the alt weapon that uses grenade, just like that, how about adding the masterkey shotgun to ar? But it would be more confuse to code because it's a whole shotgun attached to a gun. Otherwise, it has magazine to feel with. So single or double barreled, maybe?

Other than that, i have no idea at all but bundled magazines or scope.
Last edited by Captain J on Thu Oct 16, 2014 1:58 am, edited 1 time in total.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Thu Oct 16, 2014 1:49 am

That might take more graphics, but I don't see why it would be any tougher to code compared to the grenade launcher. Reminds me of the underbarrel shotty attachment in Aliens: Colonial Marines. Terrible game...
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Captain J » Thu Oct 16, 2014 2:03 am

Well, about the masterkey sprite, I'll try to find something useful to attach. But let's wait for the agreement, first.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 2:04 am

Masterkey sounds useful. If you can find graphics that'll attach nicely to the current rifle, I'll see about perhaps making that the level 4 upgrade and moving the suppressor to level 3 instead (possibly doing away with the damage/fire rate penalty to make up for it not being removable).
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby -Ghost- » Thu Oct 16, 2014 2:09 am

Maybe a special ammo type that adds penetration? Could go for increased penetration but slightly reduced damage or something.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Big C » Thu Oct 16, 2014 3:13 am

Recoil seems to have stopped working all of a sudden, despite having it enabled.

Also, with the AR-10, I'm having glitches where A) you can reload with a full mag and it will make a bullet vanish from your reserve pool, and B) you can fire infinitely with an empty mag. No idea what is causing either of these.
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