Personal Gameplay Mod (WoS rework, 11 Apr)

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LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Post by LedIris »

jimbob wrote:Man, using the shotgun is like cheating. Can you increase the spread for it, maybe make it an option? Otherwise it's fun, and it is interesting to see another mod based on WOS.
Yeah, that can be done quite easily. :) I was thinking of adding a look down sight for the rifle, but I feel like it would ruin the gameplay a bit.
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patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Post by patrik »

Contrary to mass spread belief by media, real shotguns are quite precise even at longer ranges. So I find it refreshing to see somebody break this myth. Could there be other ways to balance it out? Maybe slower rate of fire or reload?
But I wouldnt mind more pronounced spread for SSG. I mean now, even when you fire both barrels at same, it still has smaller spread than shotgun.

I somehow couldnt notice any other visual change in monster projectiles in last update except imp fireball.
Oh, that pesky clipbox. I am beginning to be convinced that most simple and sure way would be just to make it spawn nato rounds next to it. Because now you pick up clipbox even when you have maximum of both bullets and rounds.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Post by LedIris »

patrik wrote:Contrary to mass spread belief by media, real shotguns are quite precise even at longer ranges. So I find it refreshing to see somebody break this myth. Could there be other ways to balance it out? Maybe slower rate of fire or reload?
But I wouldnt mind more pronounced spread for SSG. I mean now, even when you fire both barrels at same, it still has smaller spread than shotgun.

I somehow couldnt notice any other visual change in monster projectiles in last update except imp fireball.
Oh, that pesky clipbox. I am beginning to be convinced that most simple and sure way would be just to make it spawn nato rounds next to it. Because now you pick up clipbox even when you have maximum of both bullets and rounds.
Does that clipbox thing still happen? wow... I'll try and fix it if I can, it's beginning to be a real problem. There isn't much visual change to the projectiles except the Imp's, they just have small idle sounds, I can't really find many good projectiles (other than the EDGE mod)
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Wivicer
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Graphics Processor: nVidia (Modern GZDoom)
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Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Post by Wivicer »

I went in and changed the offsets for the super shotgun to my tastes, not only for the double shot, but also for the single shot. Here's what I did:

Code: Select all

Fire:
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 2, "FireRight")
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
	Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",1,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_PlaySound("weapons/single", CHAN_AUTO)
		TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-0.5,4.0),0,0,0,0,frandom(-2.0,2.0))
		LFTF A 1 Bright A_Light1
		TNT1 A 0 A_SetPitch (pitch+0.6)
		LFTF B 1 Bright A_AlertMonsters
		TNT1 A 0 A_SetPitch (pitch-0.6)
		SHT2 A 1 A_Light0
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
	FireRight:
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
		Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",1,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_PlaySound("weapons/single", CHAN_AUTO)
        TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-4.0,0.5),0,0,0,0,frandom(-2.0,2.0))
		RHTF A 1 Bright A_Light1
		TNT1 A 0 A_SetPitch (pitch+0.6)
		RHTF B 1 Bright A_AlertMonsters
		TNT1 A 0 A_Light0
		TNT1 A 0 A_SetPitch (pitch-0.6)
		SHT2 A 1
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
	AltFire:
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 2, "FireDouble")
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 1, "Fire")
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 0, "Dryfire")
	FireDouble:
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
		Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",2,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("weapons/kapow", CHAN_AUTO)
		TNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-5.0,5.0),0,0,0,0,frandom(-2.5,2.5))
		TNT1 A 0 A_SetPitch (pitch+1.3)
		SHT2 A 1 A_AlertMonsters
		TNT1 A 0 A_SetPitch (pitch-1.3)
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
I literally did nothing but widen the spread and make it so that the individual barrels shot their tracers from their side of the screen.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 8 Apr)

Post by LedIris »

Wivicer wrote:I went in and changed the offsets for the super shotgun to my tastes, not only for the double shot, but also for the single shot. Here's what I did:

Code: Select all

Fire:
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 2, "FireRight")
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
	Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",1,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_PlaySound("weapons/single", CHAN_AUTO)
		TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-0.5,4.0),0,0,0,0,frandom(-2.0,2.0))
		LFTF A 1 Bright A_Light1
		TNT1 A 0 A_SetPitch (pitch+0.6)
		LFTF B 1 Bright A_AlertMonsters
		TNT1 A 0 A_SetPitch (pitch-0.6)
		SHT2 A 1 A_Light0
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
	FireRight:
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
		Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",1,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_PlaySound("weapons/single", CHAN_AUTO)
        TNT1 AAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-4.0,0.5),0,0,0,0,frandom(-2.0,2.0))
		RHTF A 1 Bright A_Light1
		TNT1 A 0 A_SetPitch (pitch+0.6)
		RHTF B 1 Bright A_AlertMonsters
		TNT1 A 0 A_Light0
		TNT1 A 0 A_SetPitch (pitch-0.6)
		SHT2 A 1
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
	AltFire:
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 2, "FireDouble")
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 1, "Fire")
		SHT2 A 0 A_JumpIfInventory("LoadedShells", 0, "Dryfire")
	FireDouble:
		TNT1 A 0 A_JumpIfInventory("LoadedShells",1,1)
		Goto Reload
		TNT1 A 0 A_TakeInventory("LoadedShells",2,TIF_NOTAKEINFINITE)
		SHT2 A 3
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_PlaySound("weapons/kapow", CHAN_AUTO)
		TNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile("PlayerShotgunTracer",frandom(-5.0,5.0),0,0,0,0,frandom(-2.5,2.5))
		TNT1 A 0 A_SetPitch (pitch+1.3)
		SHT2 A 1 A_AlertMonsters
		TNT1 A 0 A_SetPitch (pitch-1.3)
		SHT3 A 1
		SHT2 A 3
		Goto Ready2
I literally did nothing but widen the spread and make it so that the individual barrels shot their tracers from their side of the screen.
Hey, that's good! With your permission, can this be implemented?
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 9 Apr)

Post by LedIris »

Update!
-New SSG spread implemented (thanks Wivicer)
-New monster projectiles added (caco, mancubus, arachnotron, baron of hell & hell knight)
-Should have hopefully fixed clipboxes (nato ammo is spawned along with clipboxes now, you can't pick up clipboxes when your clips are full)
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Wivicer
Posts: 368
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Graphics Processor: nVidia (Modern GZDoom)
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Re: Personal Gameplay Mod (WoS rework, 9 Apr)

Post by Wivicer »

No problem. And you don't need to worry about credit, all I did was go in and change a few numbers.

Edit, because I just thought of it: Is there any particular reason you used A_CustomPunch in the chainsaw? I've noticed it only plays the sound for sawing flesh when it hits a zombieman.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 9 Apr)

Post by LedIris »

Wivicer wrote:No problem. And you don't need to worry about credit, all I did was go in and change a few numbers.

Edit, because I just thought of it: Is there any particular reason you used A_CustomPunch in the chainsaw? I've noticed it only plays the sound for sawing flesh when it hits a zombieman.
I think I used A_CustomPunch as a placeholder while I was working on getting the animations right for the saw, and it's just stayed there since. I suppose I can change it.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 10 Apr)

Post by LedIris »

Update!
-Fixed the Chainsaw not playing the 'sawing flesh' sound
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 11 Apr)

Post by LedIris »

Update!
-Changed some sound effects (very minor change)
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StroggVorbis
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Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: Personal Gameplay Mod (WoS rework, 11 Apr)

Post by StroggVorbis »

I apologize in advance for bumping a two year old thread, but if you take fall damage, it prints P_StartScript: Unknown Script 803 & 830.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: Personal Gameplay Mod (WoS rework, 11 Apr)

Post by LedIris »

DabbingSquidward wrote:I apologize in advance for bumping a two year old thread, but if you take fall damage, it prints P_StartScript: Unknown Script 803 & 830.
Hey, thanks for reporting this, it's been an awfully long time since I've worked on this because I shelved it for this. I think I know where the problem lies though and I don't see any issues removing it. Will release a patch soon 8-)
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