A Christmas present for ZDoom
Moderator: GZDoom Developers
- wildweasel
- Posts: 21707
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
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?
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?
- Chris
- Posts: 3002
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Which goes to my point about breaking ammo and weapon balance in maps since they aren't designed for it.To make a half-decent Magnum handgun
And how would you use the secondary power-up attacks without a level that has the item to power it up with?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?
- wildweasel
- Posts: 21707
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
That is why weapon modders test their mods with several levels and adjust the ammo pickups accordingly.Chris wrote:Which goes to my point about breaking ammo and weapon balance in maps since they aren't designed for it.
Make a Decorate monster drop the item and give it the same Thing number as an existing monster.And how would you use the secondary power-up attacks without a level that has the item to power it up with?
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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.
- wildweasel
- Posts: 21707
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
- Chris
- Posts: 3002
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
So you'd create a mod to change the weapons behavior, only to turn around and try to get them to match the originals?That is why weapon modders test their mods with several levels and adjust the ammo pickups accordingly.
Which invites yet more problems...Make a Decorate monster drop the item and give it the same Thing number as an existing monster.
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.
- Cutmanmike
- Posts: 11355
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
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.
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.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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...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.
No. There is no defined state for release of the firing button which would be necessary to do thisSecond, 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.
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.Graf Zahl wrote:No. There is no defined state for release of the firing button which would be necessary to do thisBetaSword 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.
Hmm.. can jump functions take negative values for the number of frames?
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
It still wouldn't help because it can't properly detect release events. You'd need a separate state for this.Risen wrote: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.Graf Zahl wrote:No. There is no defined state for release of the firing button which would be necessary to do thisBetaSword 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. 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.Hmm.. can jump functions take negative values for the number of frames?
- Chris
- Posts: 3002
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
You wouldn't be able to do something like:It still wouldn't help because it can't properly detect release events. You'd need a separate state for this.
Code: Select all
Fire:
ACS_Execute something to "charge up"
A_Refire
ACS_Execute shoot