A Christmas present for ZDoom

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wildweasel
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Post by wildweasel »

Those of us who want to change the STYLE of the weapons would want Decorate so we're not limited by the number of projectiles and codepointers. To make a half-decent Magnum handgun, one would either A) make the pistol shoot five times and have the ammo counter be confusing, or B) use Decorate to make the pistol fire five times with only one ammo cost. As you can see, B would be preferable.

And what about being able to make "secondary" attacks for the Tome of Power? That's only available for Heretic weapons right now, and why be limited by just Heretic weapons?
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Chris
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Post by Chris »

To make a half-decent Magnum handgun
Which goes to my point about breaking ammo and weapon balance in maps since they aren't designed for it.
And what about being able to make "secondary" attacks for the Tome of Power? That's only available for Heretic weapons right now, and why be limited by just Heretic weapons?
And how would you use the secondary power-up attacks without a level that has the item to power it up with?
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Post by wildweasel »

Chris wrote:Which goes to my point about breaking ammo and weapon balance in maps since they aren't designed for it.
That is why weapon modders test their mods with several levels and adjust the ammo pickups accordingly.
And how would you use the secondary power-up attacks without a level that has the item to power it up with?
Make a Decorate monster drop the item and give it the same Thing number as an existing monster.
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Graf Zahl
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Post by Graf Zahl »

wildweasel wrote:. I mean, compared to other games, Doom's arsenal seems uninteresting and is not very fun to play with.


Huh?????

I play Doom for the exact opposite reason: I think of all the shooters out there it still has by far the best set of weapons - and the best balance.

Weapon mods are - and always will be - for a very small minority. The real goal for new weapons should be the same as with the Monster pack: To create a set of resources that can be used by mappers to enhance their work.
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Post by wildweasel »

So few mappers wish to have specialized weapons in their levels, though. If more people wanted new weapons, people like Xaser and myself would likely jump at the opportunity to help out.
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Post by Graf Zahl »

wildweasel wrote:So few mappers wish to have specialized weapons in their levels, though.

The reasons for that are obvious, aren't they? It's no fun replacing weapons if you can't do anything interesting...
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Post by Chris »

That is why weapon modders test their mods with several levels and adjust the ammo pickups accordingly.
So you'd create a mod to change the weapons behavior, only to turn around and try to get them to match the originals? :?
Make a Decorate monster drop the item and give it the same Thing number as an existing monster.
Which invites yet more problems...

I kinda agree with Graf. I like Doom's weapon set, both in look and behavior. However, I also have no problems with weapons sets like as seen in UT2K4. The problem is, if you're going to change the weapons, the leves need to be (re)designed for it.
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Post by Anakin S. »

Can't we just agree to disagree?
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Post by Cutmanmike »

Never

Edit: Graf, I know you say this is of no use to weapon modders, but if you added a "pickup" property for DECORATE it would be possible, right?
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Post by BetaSword »

Questions about the new weapon possibilities...

First, is it possible to create a melee weapon that one can combo with? As in, attack, then attack again, then attack again, creating three different attacks in succesion, depending on the timing of the attacks.

Second, is it possible to create weapons that can be charged to release a different/more poswerful attack? As in, press fire, it fires. Hold fire, it charges, release fire, it fires a more powerful/different attack.

That's all.
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Post by Graf Zahl »

cutmanmike wrote:Never

Edit: Graf, I know you say this is of no use to weapon modders, but if you added a "pickup" property for DECORATE it would be possible, right?

Inventory items can be picked up by default. There is nothing to add.
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Graf Zahl
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Post by Graf Zahl »

BetaSword wrote:Questions about the new weapon possibilities...

First, is it possible to create a melee weapon that one can combo with? As in, attack, then attack again, then attack again, creating three different attacks
in succesion, depending on the timing of the attacks.
In combination with ACS, yes (except for the timing factor.) It could be done without it if there was an A_GiveInventory code pointer. Maybe it should be added... ;)
Second, is it possible to create weapons that can be charged to release a different/more poswerful attack? As in, press fire, it fires. Hold fire, it charges, release fire, it fires a more powerful/different attack.

That's all.
No. There is no defined state for release of the firing button which would be necessary to do this
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Post by Risen »

Graf Zahl wrote:
BetaSword wrote: Second, is it possible to create weapons that can be charged to release a different/more poswerful attack? As in, press fire, it fires. Hold fire, it charges, release fire, it fires a more powerful/different attack.
No. There is no defined state for release of the firing button which would be necessary to do this
There was an A_JumpIfFiring pointer suggested a while back. It would be sufficient for this. I'm hoping it gets implemented for this exact reason.

Hmm.. can jump functions take negative values for the number of frames?
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Graf Zahl
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Post by Graf Zahl »

Risen wrote:
Graf Zahl wrote:
BetaSword wrote: Second, is it possible to create weapons that can be charged to release a different/more poswerful attack? As in, press fire, it fires. Hold fire, it charges, release fire, it fires a more powerful/different attack.
No. There is no defined state for release of the firing button which would be necessary to do this
There was an A_JumpIfFiring pointer suggested a while back. It would be sufficient for this. I'm hoping it gets implemented for this exact reason.
It still wouldn't help because it can't properly detect release events. You'd need a separate state for this.
Hmm.. can jump functions take negative values for the number of frames?
No. It wasn't in the original because I only had a byte for the jump offset. This has changed though in the code here so it might be added later. The best solution would be to use custom labels instead though.
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Post by Chris »

It still wouldn't help because it can't properly detect release events. You'd need a separate state for this.
You wouldn't be able to do something like:

Code: Select all

Fire:
  ACS_Execute something to "charge up"
  A_Refire
  ACS_Execute shoot
?
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