Shadez12 wrote:GMUHMUHFLUH 1.9pre-828
zrrion the insect wrote:I found a bug: hold the altfire of the Tomed sword and when the tome runes out the altfire does not stop until you release the altfire.
Xaser wrote:Okay, this one's baffling me. I don't understand how the weapon is able to get stuck in the powered version of the altfire state, since it's never supposed to do that (and doesn't for any other weapon -- i think?) The state inheritance is a bit ugly in the powered version at the moment, though, since I elected to reuse states from the parent weapon wherever possible. The issue that's causing the either loop is buried somewhere deep or the engine's getting confused by the state mixing somehow and refusing to switch back, but either way, this is one of those insane "this should never happen so why is it happening" cases. O_O
Blue Shadow wrote:The presence of the WRF_NOSWITCH flag in the A_WeaponReady call at the end of the AltFire state is the cause of the problem; it's, unsurprisingly, preventing a weapon switch.
Viscra Maelstrom wrote:yeah, the Soul Reaver is useless when tomed up against either the Cyberdemon or the Spider Mastermind. untomed, it kills a cyber in two shots and a mastermind in one, but tomed, not even two tomed shots killed the cyber. maybe make the tomed projectiles force radius damage if that's what is spooking up?
Viscra Maelstrom wrote:also, the Irebolt has some really fucked up explosion radius. for example, try standing on a ledge, and shooting down at the floor that's just below the ledge. the explosion WILL hit you, regardless of altitude, it seems. on the plus side, that means you can coax out Cacodemons that are way down in a deep crevice, but on the other hand, it's what has killed me the most out of my own weaponry.
Viscra Maelstrom wrote:and speaking of the Irebolt, not having a SSG-equivalent weapon in your arsenal can really hurt you when playing the mod. maybe it's just me, but i find myself running really low on health on Ultra-Violence because i don't have the demonic equivalent of super buckshot to deal with the enemies, particularly Cacodemons, Pain Elementals and Hell Knights, which i haven't really found a good way to shut up at point-blank range. maybe that's just me sucking at Doom, though.
Viscra Maelstrom wrote:also, this isn't about the weapons, but maybe the fullscreen HUD should have a larger Arms panel? considering that there are weapons covering slot 1 to 9, i don't think it should be that much of a problem to make it display all your weapons. it's not a huge issue, but it's what makes me forget i have e.g. the Basilisk in my hands.
mark009 wrote:Help please Script error, "eriguns2.pk3:actors/weapons/blade.txt" line 134:
Expected ')', got ','.
NotSoHazy wrote:Eriguns 2 is such amazing, seriously. Excellent weapon mechanic design and balance. Great work.
Xaser wrote:Please describe the issue -- or provide screenshots. Your post (and PM) are unclear as to what's actually wrong.
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