[Justamod] Shut up and Bleed. (Now in V0.4 flavor)

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Ed the Bat
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Re: [Project port] Shut up and Bleed.

Post by Ed the Bat »

iSpook wrote:I dunno why it's not doing that now. It's fixed now, regardless.
By default in Doom, dropped ammo is cut in half from what it normally would be. This is why, for example, in vanilla Doom, the clip dropped by Zombieman has 5 rounds in it as opposed to the ten's you find on the ground.

But you've made it so that ammo is never directly dropped. Rather, the monster drops some kind of spawner actor that, in turn, produces the ammo at its full amount. There are ways around this, but frankly, I would say it's simplest the way it is (and the pickup messages are accurate as they are, too).
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Zhs2
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Re: [Project port] Shut up and Bleed.

Post by Zhs2 »

[wiki=Actor_properties#Ammo.DropAmount]And if you can't specify DropItem amounts...[/wiki]
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Ed the Bat
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Re: [Project port] Shut up and Bleed.

Post by Ed the Bat »

I've just done a little digging and found that, indeed, just about every "Loose" ammo variant is set to give twice as much as it says it's worth, even still. It wasn't just that gas can. Guess it wasn't my imagination that I had lots of ammo in recent versions. I think we should set that so it gives as much as it says in the pickup messages.
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Mav3rick
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Re: [Project port] Shut up and Bleed.

Post by Mav3rick »

Why no give the player a option to change how much and how rare ammo spawn? or even combinations of ammo and rare types and when i say rare i mean the most important ammo for the strong weapons as example:

1.. plenty ammo and rare ammo spawn 90% (easy)
2.. moderate ammo and rare spawn 50% (normal)
3.. conservative ammo and rare 20% (hard)
4.. almost none ammo and rare 1% (imposible)
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iSpook
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Re: [Project port] Shut up and Bleed.

Post by iSpook »

Ed the Bat wrote:I've just done a little digging and found that, indeed, just about every "Loose" ammo variant is set to give twice as much as it says it's worth, even still. It wasn't just that gas can. Guess it wasn't my imagination that I had lots of ammo in recent versions. I think we should set that so it gives as much as it says in the pickup messages.

Yeah that was the measure I took when I mentioned the dropped ammo issue, it's fixed in the version I have at the moment.
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CorSair
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Re: [Project port] Shut up and Bleed.

Post by CorSair »

Quick bump for small bug:

Minigun's slot should be 8, but it pops on slot 4.
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Re: [Project port] Shut up and Bleed.

Post by Abba Zabba »

Great stuff! Not sure how the Satyr's react exactly, but I think it's every time they flinch they leap? And if I'm not mistaken, allows them to leap even when they're being stunned by the stun knife. If that is how I remember, that should probably be changed.

Starting out in a level that had tons and tons of pinkies (which, obviously, are now satyrs) and a handful of imps left me with quite a substantial amount of 9mm and .22. A bit further in and my .22 was maxed, maybe tone down the amounts a tad?

Lastly, some sprites (mostly casings) sink into the ground quite a bit even with sprite clipping adjustment set to always, though this is a (G)ZDoom problem rather than your mod. Nice job though, gives a solid feel or survival horror.
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iSpook
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Re: [Project port] Shut up and Bleed.

Post by iSpook »

Lava Grunt wrote:Great stuff! Not sure how the Satyr's react exactly, but I think it's every time they flinch they leap? And if I'm not mistaken, allows them to leap even when they're being stunned by the stun knife. If that is how I remember, that should probably be changed.

Starting out in a level that had tons and tons of pinkies (which, obviously, are now satyrs) and a handful of imps left me with quite a substantial amount of 9mm and .22. A bit further in and my .22 was maxed, maybe tone down the amounts a tad?

Lastly, some sprites (mostly casings) sink into the ground quite a bit even with sprite clipping adjustment set to always, though this is a (G)ZDoom problem rather than your mod. Nice job though, gives a solid feel or survival horror.
1.) On normal painstate there's a chance of them charging you, although the stun-knife thing will be looked at.

2.) I've sorta fixed the ammo issue in the current version I have.

3.) thanks.

Speaking of current versions, here's said version: https://copy.com/b3bTzSm7K42YYgfc

I don't remember what's changed because it's been a long while since I've cracked it open via slade, and circumstances involving body issues and other things have made my desire to work on it rather low, but I do know I've sorted out at least the ammo and minigun issues people have brought up.
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JimmyJ
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Re: [Project port] Shut up and Bleed.

Post by JimmyJ »

If I have one out of two rounds loaded in the cattlespark, and a single round of extra ammo in my spare ammo pool, I can't reload it to get two rounds in the gun and 0 in my spare pool.

edit: in fact, it seems if I have no ammo loaded in it and one round in my ammo pool, it won't let me load it.
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Ed the Bat
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Re: [Project port] Shut up and Bleed.

Post by Ed the Bat »

I've fixed that for the Plus Edition and added it to the list of outstanding differences.
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Abba Zabba
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Re: [Project port] Shut up and Bleed.

Post by Abba Zabba »

After playing a bit more, the only suggestion I'd give would be to cut back on other ammo types (predominantly 9mm and .22) and give a little more .38 + P. Great job man.

EDIT: Also, what map placed weapon drops the 9mm burst gun? Chaingun?
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Ed the Bat
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Re: [Project port] Shut up and Bleed.

Post by Ed the Bat »

The 9mm can appear in place of clips or chainsaws.
Echelon5
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Re: [Project port] Shut up and Bleed.

Post by Echelon5 »

I want to like this but there's a few strange design choices that mar it up a bit:

1) Having multiple enemies spawn messes up the balance that any map maker had in place.

2) Button press = action delay. That is, why am I not reloading the moment I press the reload button? Same thing with switching weapons, firing, etc. It makes everything feel sluggish.

3) This is more personal, but the weapon + player hands constantly shaking is kinda strange.
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Patriot1776
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Re: [Project port] Shut up and Bleed.

Post by Patriot1776 »

Slax wrote:More thing. More do.

What mapset is this?
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Viscra Maelstrom
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Re: [Project port] Shut up and Bleed.

Post by Viscra Maelstrom »

looks like Doom 2 The Way iD Did to me.
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