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Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Wed Apr 09, 2014 7:49 pm
by BlueInferno
Ribo Zurai wrote: Also, please. Debuff the stealth demons. Those guys are borderline unfair to fight against.
Yeah.. I rage quit in the second map in zone300.wad because of them. Bad enough they are invisible but that green fire ball laid me out one hit a lot.

Maybe give them a brief delay before firing off? Or make them visible but barely?

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Wed Apr 09, 2014 7:51 pm
by Ribo Zurai
BlueInferno wrote:Maybe give them a brief delay before firing off? Or make them visible but barely?
That's the main problem of the mod. Monsters attack with no warning at all, unlick the original monsters that have a frame of ~8 ticks between attacks. In X-Weapons, you need a milisecond precise attention to dodge.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Wed Apr 09, 2014 8:10 pm
by TheRailgunner
Ribo Zurai wrote:This glitch happens randomly: sometimes when loading a save, you're looking down. Actually so down that I have to move the mouse up two or three times to get Doomguy to look forward again. :?

Also, please. Debuff the stealth demons. Those guys are borderline unfair to fight against.
Noted - in the next update, Spectres will have less health than normal Demons, not more, and will likely slightly less responsive to boot.
Ribo Zurai wrote:
BlueInferno wrote:Maybe give them a brief delay before firing off? Or make them visible but barely?
That's the main problem of the mod. Monsters attack with no warning at all, unlick the original monsters that have a frame of ~8 ticks between attacks. In X-Weapons, you need a milisecond precise attention to dodge.
I'll do what I can to give the player more reaction time, though you will NOT like the two highest difficulties for the exact reasons stated above (basically X-Weapon's lack of response time, but many times worse - they're Nightmare-based).

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Thu Apr 10, 2014 1:53 am
by MisterM
I've been enjoying using the weapons-only version of the mod in conjunction with the version of BDlight you linked to earlier, but I recently bumped into a cyberdemon, and I've found that the game consistently crashes whenever they attack with their rocket launchers. I get the following error

Code: C0000005 (Access Violation - tried to read address 0000012E)
Address: 00471D2A
Flags: 00000000

I'm running the game with gzdoom 1-8-04. Is the issue on my end or is this a bug with the custom version of BDlight?

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Fri Apr 11, 2014 3:11 pm
by m4lmaster
any chance we can get a option to also turn off all the new cool ass lookin projectiles? im sure few of us have a PC that dosnt like to push that kinda power

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Fri Apr 11, 2014 8:44 pm
by TheRailgunner
MisterM wrote:I've been enjoying using the weapons-only version of the mod in conjunction with the version of BDlight you linked to earlier, but I recently bumped into a cyberdemon, and I've found that the game consistently crashes whenever they attack with their rocket launchers. I get the following error

Code: C0000005 (Access Violation - tried to read address 0000012E)
Address: 00471D2A
Flags: 00000000

I'm running the game with gzdoom 1-8-04. Is the issue on my end or is this a bug with the custom version of BDlight?
The most recent build of GZDoom is 1.9 prerelease build 536, which BDLight runs on without errors on, including the Cyberdemon and his rockets (X-Weapon is also built to run on this version).
m4lmaster wrote:any chance we can get a option to also turn off all the new cool ass lookin projectiles? im sure few of us have a PC that dosnt like to push that kinda power
That's...actually a damn good idea. My computer is pretty beefy for a laptop, and more than a handful of pissed off Imps can kill MY framerate. I'm already working on optimizing the existing effects (the Havok Cannon's FX have been remodeled after the Dual Neutron Disruptor's, but much more conservative on the effect spawns, which will be retroactively applied to all other projectile FX), but adding a "software" set that can be toggled via user CVAR.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Fri Apr 11, 2014 9:15 pm
by m4lmaster
sounds good. i can deal with it in the meantime until a patch is out!

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Sat Apr 12, 2014 12:12 pm
by TheRailgunner
So, an update will come today, and it will have the following attributes (hopefully):

*The effects will be less rough on less powerful computers. I may end up using lower resolution effect sprites if I see gains from it.
*Voxel casings will be updated and rescaled, likely to the same size as Accessories to Murder's casings.
*Bottlenecked casings for the rifles.
*If I can (i.e., obtain permission), I may adapt various visual aspects of AtM's new weapon sprites to adapt some of the more out-of-place weapon sprites to fit in better (for example, the new 10mm pistol sprites adapted as new Bluetail sprites, given that both weapons are intended to be M1911-type handguns).
*There will be a third superweapon, with a uniquely devastating ability unlike anything ever seen in Doom; you could say it's powered by...quantum mechanics.
*If there's time after time traveling to next Monday and watching the new Rick and Morty episode, "software" effects will be included along with a CVAR to control them.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Sat Apr 12, 2014 1:35 pm
by TheBadHustlex
TheRailgunner wrote:So, an update will come today, and it will have the following attributes (hopefully):
*There will be a third superweapon, with a uniquely devastating ability unlike anything ever seen in Doom; you could say it's powered by...quantum mechanics.
I smell something russian.
Does "void" count to quantum mechanics? One of the my personal most powerfull weapons in Doom-Mods works with that.

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Sat Apr 12, 2014 2:17 pm
by TheRailgunner
TheBadHustlex wrote:
TheRailgunner wrote:So, an update will come today, and it will have the following attributes (hopefully):
*There will be a third superweapon, with a uniquely devastating ability unlike anything ever seen in Doom; you could say it's powered by...quantum mechanics.
I smell something russian.
Does "void" count to quantum mechanics? One of the my personal most powerfull weapons in Doom-Mods works with that.
It's better than any mere "void", my friend...

*vodka intensifies*

Re: [WIP] X-Weapon: The Weaponing! (Updated 04-03-14)

Posted: Sat Apr 12, 2014 2:25 pm
by Ribo Zurai
TheRailgunner wrote:
TheBadHustlex wrote:
TheRailgunner wrote:So, an update will come today, and it will have the following attributes (hopefully):
*There will be a third superweapon, with a uniquely devastating ability unlike anything ever seen in Doom; you could say it's powered by...quantum mechanics.
I smell something russian.
Does "void" count to quantum mechanics? One of the my personal most powerfull weapons in Doom-Mods works with that.
It's better than any mere "void", my friend...

*vodka intensifies*
My body is totally ready. Can't wait to see how it's like.

Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Posted: Sat Apr 12, 2014 6:53 pm
by m4lmaster
when can we expect the update?

Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Posted: Sun Apr 13, 2014 2:22 am
by RazzMaTazz007
Thanks for the awesome mod and update :D

also how do i make the hud bigger? it's hard to see the numbers when I'm using my TV as the primary monitor.

Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Posted: Sun Apr 13, 2014 12:31 pm
by TheRailgunner
So, in light of my current work schedule (I go in at 3pm CT), more than likely the BFD update will be pushed to late tonight/tomorrow morning pending further schedule changes, as well as pending further upcoming changes to AtM (we require more minera-erm, graphical resources!). I guarantee, however, that the update will NOT disappoint, no matter how high your hopes, or how much weed your hopes smoked to get that high in the first place.

*crate of vodka intensifies*

Re: [WIP] X-Weapon: Helsturm (Updated 04-03-14)

Posted: Sun Apr 13, 2014 3:19 pm
by Ravick
What about new melee monsters instead od the spectres? Just an ideia (I hate spectres :mrgreen: )