[UPDATED 5/1] Modes of Destruction 0.4.1
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Abba Zabba
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Re: [UPDATED 4/26] Modes of Destruction 0.4
I doubt it would have became heated in any way, but whatever.
Perhaps do what Demonsteele does and offer slower pump reloading as an option?
Perhaps do what Demonsteele does and offer slower pump reloading as an option?
- Woolie Wool
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Status bar version of the standard HUD. the lights on either side of the mugshot have the same functionality as the ones on the fullscreen HUD--they act as health/armor bars with three layers (a dark "turned off" layer at the bottom for an empty bar, a normal middle layer for the regular bar, and a very bright outer layer for the over-100 bar) and glow yellow in god mode. The right-side light on the fullscreen HUD has also been redone to use BTSX E2's much brighter shade of orange so it looks better.
- Sgt. Shivers
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Re: [UPDATED 4/26] Modes of Destruction 0.4
Wait why does he have two right hands when he reloads the SMG?

It bugged me enough to make this, would you be interested in using this?

It bugged me enough to make this, would you be interested in using this?
- Abba Zabba
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Re: [UPDATED 4/26] Modes of Destruction 0.4
Damn, that's a nice animation.
- Woolie Wool
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Re: [UPDATED 4/26] Modes of Destruction 0.4
That was actually supposed to be his left hand, with his arms crossing at the forearms, but obviously I didn't pay enough attention.Sgt. Shivers wrote:Wait why does he have two right hands when he reloads the SMG?
It bugged me enough to make this, would you be interested in using this?
E: Implemented the new animation. Thanks!
Last edited by Woolie Wool on Thu Apr 30, 2015 6:18 pm, edited 1 time in total.
Re: [UPDATED 4/26] Modes of Destruction 0.4
Uhm, what happened to the rocket launcher? I need eight rockets to kill a mancubus. With the double shotgun i just need three dual shoots.
- Woolie Wool
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Re: [UPDATED 4/26] Modes of Destruction 0.4
Use heat seeking rockets to kill big enemies. They resist HE rockets. The stronger the monster, the more they resist the HE mode. Three heat seekers will kill a mancubus.
Re: [UPDATED 4/26] Modes of Destruction 0.4
Hehe, thanks. I did not know that.Woolie Wool wrote:Use heat seeking rockets to kill big enemies. They resist HE rockets. The stronger the monster, the more they resist the HE mode. Three heat seekers will kill a mancubus.
- Woolie Wool
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Finally, a BFG alternate mode. This fires an expanding wall of 40 (56 in this screenshot, but I removed the top and bottom rows) bouncing, ripping green balls of doom.
- Woolie Wool
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
Modes of Destruction has been updated to version 0.4.1. Check the OP for the new download. The ACS scripts have been changed and this update will break saved games from earlier versions.
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
yo
you can reload the ssg when it has 1 shell in and you got no reserve ammo
its not a bug, its a feature!
also you cant switch firemodes if you have less than 2 reserve ammo, regardless of shells loaded into the gun
oh shit, forgot the nitpick!
the shotguns hammer should propably stay forward until its pumped again
a few more things:
heat seekers are in a desperate need of +screenseeker
if you fire while reloading the launcher, it stays at the bottom of the screen
the pistols laser sight isnt visible if you switch to it while its on, until you shoot
theres also some frame skipping in the reload when the laser is on
also the bfg deaths could use some visual spice, solid green blobs fading away pales in comparison to splatter and plasma deaths
last note before bed: is the miniguns standby mode supposed to have 6 shot "chain tapping"?
you can reload the ssg when it has 1 shell in and you got no reserve ammo
its not a bug, its a feature!
also you cant switch firemodes if you have less than 2 reserve ammo, regardless of shells loaded into the gun
oh shit, forgot the nitpick!
the shotguns hammer should propably stay forward until its pumped again
a few more things:
heat seekers are in a desperate need of +screenseeker
if you fire while reloading the launcher, it stays at the bottom of the screen
the pistols laser sight isnt visible if you switch to it while its on, until you shoot
theres also some frame skipping in the reload when the laser is on
also the bfg deaths could use some visual spice, solid green blobs fading away pales in comparison to splatter and plasma deaths
last note before bed: is the miniguns standby mode supposed to have 6 shot "chain tapping"?
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
wait, got a few more
jump target "laserdryfire" not found in altnewpistol
jump target "dryfire" not found in altnewplasmarifle (arc mode only)
and your ammo turns into "99" when you die
one more: the pistol can load in 12 shots regardless if you dont have that much reserve ammo
last one, i swear: bfg cant change modes without reserve ammo either
jump target "laserdryfire" not found in altnewpistol
jump target "dryfire" not found in altnewplasmarifle (arc mode only)
and your ammo turns into "99" when you die
one more: the pistol can load in 12 shots regardless if you dont have that much reserve ammo
last one, i swear: bfg cant change modes without reserve ammo either
- Woolie Wool
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
All of those should be fixed in my current build except for the "ammo turns to 99" bit--when you die with reloading disabled you apparently lose the no-reload token that tells the game to render the HUD differently.
Well that and the "visual spice" thing because I don't have any dedicated vaporization sprites for the non-humanoid monsters.
Well that and the "visual spice" thing because I don't have any dedicated vaporization sprites for the non-humanoid monsters.
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
As far as I'm aware, the player only loses powerups on death. So if your token(s) is a powerup, then you might want to change it to an Inventory, instead.
- Woolie Wool
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Re: [UPDATED 5/1] Modes of Destruction 0.4.1
The alt token is indeed a weaponlevel2 powerup, but the powerup nature of it is what makes the entire system work.