The WIP Thread
- Arctangent
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- DoomKrakken
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Re: The WIP Thread
What would this be? Were you working on adding the "tomed" effects of the Heretic weapons as an alt-fire function to those weapons?
- Arctangent
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Re: The WIP Thread
That's both kind of accurate and not remotely accurate in the slightest. Though the video wasn't focusing on that part; pay attention to how the projectiles operate compared to the vanilla tomed rod.
Re: The WIP Thread
Seeing what it is you're doing here, that's super cool. How's it work? A_Warp trickery?
- Arctangent
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Re: The WIP Thread
Yep. Did it a pretty lazy way where it's just a string of frames constantly calling A_Warp with increasing distance since I didn't feel like scripting a main loop-esque system for the projectile.
I'm not sure how I feel about not updating the pitch, though; on one hand, it's inconsistent with the rest of the behavior, but on the other hand I kind of like how you can flail around up and down to create a really thing forward barrier.
Still needs a bit of polish and I'll probably have to change it into a main loop-esque thing because currently it doesn't respect view height adjustment at all, which is one thing for crouching ( not everyone uses it ) but considering fake deep water is a pretty core part of Heretic ...
I'm not sure how I feel about not updating the pitch, though; on one hand, it's inconsistent with the rest of the behavior, but on the other hand I kind of like how you can flail around up and down to create a really thing forward barrier.
Still needs a bit of polish and I'll probably have to change it into a main loop-esque thing because currently it doesn't respect view height adjustment at all, which is one thing for crouching ( not everyone uses it ) but considering fake deep water is a pretty core part of Heretic ...
Re: The WIP Thread
So the intention is to make a flamethrower where you can't outrun your flames? It's a shame A_FireCustomMissile doesn't let you add player velocity to projectiles to avoid that.
- Arctangent
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Re: The WIP Thread
Honestly, I found just adding player velocity ( via A_SpawnItemEx ) wasn't very satisfactory, although that's just sort of my opinion I guess. I dunno, it was kind of funky to see some flames go with you while older flames continued in their path; that more organic approach would probably fit a more realistic flamethrower, but the line of fire method the Phoenix Rod uses just looks kind of weird with just sharing player velocity.
One think I'll probably do upon main looping the flames will be that if you let go of the fire button, the flames become non-warping projectiles with velocity based on your current velocity. The current effect looks pretty weird when it stops being a stream, especially if you only fire for a few tics so you're only firing a few projectiles.
One think I'll probably do upon main looping the flames will be that if you let go of the fire button, the flames become non-warping projectiles with velocity based on your current velocity. The current effect looks pretty weird when it stops being a stream, especially if you only fire for a few tics so you're only firing a few projectiles.
- DoomKrakken
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Re: The WIP Thread
Ever heard of this Boss Battles mod? http://forum.zdoom.org/viewtopic.php?f=19&t=32157Arctangent wrote:Yep. Did it a pretty lazy way where it's just a string of frames constantly calling A_Warp with increasing distance since I didn't feel like scripting a main loop-esque system for the projectile.
I'm not sure how I feel about not updating the pitch, though; on one hand, it's inconsistent with the rest of the behavior, but on the other hand I kind of like how you can flail around up and down to create a really thing forward barrier.
Still needs a bit of polish and I'll probably have to change it into a main loop-esque thing because currently it doesn't respect view height adjustment at all, which is one thing for crouching ( not everyone uses it ) but considering fake deep water is a pretty core part of Heretic ...
It successfully did that with all of the Hexen/Heretic derived weapons it incorporated. Also created additional colors of mana that these weapons run on.
- Galaxy_Stranger
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Re: The WIP Thread
Can I get feedback on this rocket launcher? Is there anything that needs to be fixed/improved?
http://www.mediafire.com/download/bqfrq ... .03.23.pk3
http://www.mediafire.com/download/bqfrq ... .03.23.pk3
- Viscra Maelstrom
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Re: The WIP Thread
i screwed up the progression of the Sign of Evil remix, so i fixed it.
- Captain J
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Re: The WIP Thread
nothing's bad but it don't have the decal, and needs some detailed shading including it's launcher.Galaxy_Stranger wrote:Can I get feedback on this rocket launcher? Is there anything that needs to be fixed/improved?
anyway, what is squishy grey ball thing that coming from a pistol?
- Tormentor667
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Re: The WIP Thread
Last edited by wildweasel on Tue Mar 24, 2015 11:15 am, edited 1 time in total.
Reason: Your massive screenshots have been rehosted and converted into clickable thumbnails. WATCH YOUR IMAGE SIZE.
Reason: Your massive screenshots have been rehosted and converted into clickable thumbnails. WATCH YOUR IMAGE SIZE.
- Captain J
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Re: The WIP Thread
huh, these screenshots are reminds me of Operation: arctic wolf. is it intentional?Tormentor667 wrote:Random Blade of Agony screenshot rageSpoiler:
and btw, put those screenshots into a spoiler or make them into a large thumbnails. it's not a hardest thing to do but wasting the thread's space.
Re: The WIP Thread
Torm: is it just me or does it look like the JPEG compression is giving the mod a film-like look? Or did you actually put film filters in the actual mod? :O
- Zanieon
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Re: The WIP Thread
It's your impression Nash, JPEG really can make any screenie looks like something if was a movie recorded with a camera, in a nutshell,it isn't the film grain shader like Left 4 Dead have