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 3:15 am

Big C wrote:No idea what is causing either of these.

Ed the Bat wrote:It could use a little updating to keep its code in line with all these revisions...


The AR only works with the old version of this project.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Big C » Thu Oct 16, 2014 3:23 am

Ed the Bat wrote:
Big C wrote:No idea what is causing either of these.

Ed the Bat wrote:It could use a little updating to keep its code in line with all these revisions...


The AR only works with the old version of this project.


Oooooh, gotcha!
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Captain J » Thu Oct 16, 2014 10:36 am

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so...i finished up the masterkey somehow, also i fixed some graphical flaws at the br barrel. but the barrel is bit mild rather than metalic. thus, i don't like it. so i posted the polish help from request thread.

the origin is from here.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Thu Oct 16, 2014 10:46 am

It would be much more helpful if I had a separate sprite that I could attach via Textures.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Captain J » Thu Oct 16, 2014 10:58 am

masterkey2.PNG
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alrighty. in case of customizing position, just expanded it little.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby rosfell » Mon Nov 10, 2014 3:25 pm

Nice work with the update Weasel but I have a small bug I would like to report, I was playing this with Doom 2 in name only and then when I started playing with another megawad the weapon xp bar dissappeared... I tried restarting the game and then reloading the mod but for some reason when I killed an enemy the bar couldn't display how many kills I did... I'm not sure what happened... Can you help me with that?
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Mon Nov 10, 2014 4:03 pm

Yes,I know about this problem; it's got to do with the changes I made recently to the experience system, more specifically the options for changing the amount of kills needed to level a weapon. The bars currently can't show the amount of progress because the inventory items that govern this have very high maximum amounts, which means any sane amount isn't large enough to register.

I've been thinking about ways to get around this, but have so far got nothing.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Mon Nov 10, 2014 4:13 pm

The cusom HUD I use for everything, I adapted to show EXP bars in Terrorists, and to handle your new adjustable leveling system, I just abandoned the bars for literal numeric values. Less pretty, maybe, but it gives a clearer idea of how many kills I need. Would you be interested in using a system like that?
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Mon Nov 10, 2014 4:37 pm

Ed the Bat wrote:The cusom HUD I use for everything, I adapted to show EXP bars in Terrorists, and to handle your new adjustable leveling system, I just abandoned the bars for literal numeric values. Less pretty, maybe, but it gives a clearer idea of how many kills I need. Would you be interested in using a system like that?

Well, it's either that, or I come up with some way to convert the kills/for next level to a percentage and store that as an inventory item, which involves...(shudder)...math.

I'll take the raw numbers, probably.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Mon Nov 10, 2014 4:44 pm

Percentages, eh? Not sure I had thought of that, but I suppose it could work. Never considered it for myself; I had to stick to more direct routes on my HUD because it's mired in layers of 'swap this item for that item' to run without warnings or runtime failures (SBARINFO is stupidly finicky about items not being found), and my running scripts were prone to runaway when values were mismatched... ah forget it, it's too pointlessly complex to explain and has no relevance to this.

If you want to go with percentages, that should still allow you to use a bar like before. I'll just need a little time to drum up some formulas for it. Thankfully, the actual arithmetic should be handled automatically by ACS.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby NeuralStunner » Mon Nov 10, 2014 5:14 pm

According to Blzut, it should be possible to extend DrawBar to accept "Item (Max)". He doesn't have the time to do it now, though. I'll still put up a feature suggestion, so anybody can take a stab at it.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby wildweasel » Mon Nov 10, 2014 5:45 pm

That would be more useful to me if I can derive the value of (Max) from a cvar or something like that.
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Ed the Bat » Mon Nov 10, 2014 5:47 pm

We would all be happy if SBARINFO could read CVAR's. I could clean out so many inventory hacks that way...
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby NeuralStunner » Mon Nov 10, 2014 6:49 pm

wildweasel wrote:That would be more useful to me if I can derive the value of (Max) from a cvar or something like that.
I'll keep that in mind, though it may have to wait until a new SBarInfo syntax is built. (It's apparently sort of planned.)
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Re: Police Brutality (Weasel Presents: Terrorists!): Update!

Postby Sgt. Shivers » Wed Jan 28, 2015 2:21 am

Okay, just played through Scythe.wad with this with yholl. Very fun! We tazered many weskers and exploded quite often. Only bug was that the upgrady bar didn't seem to move at all but the upgrades still worked. Veeeerry nice mod here, even if it did choke a bit on map 28 (probably because of the 666 enemies :P ).
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