scalliano's 667 Shuffle! - IT'S BACK!!

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Vader
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by Vader »

I haven't kept track of the developement here, so I don't know if this is a new issue or if this has been this way all along;
but what really bothers me is that at least in the latest version you can't drop the Quadshotgun without messing up all the other weapons.
The problem is, that once you drop the shotgun, the raise/lower states of the other guns gets ignored. If you switch from one weapon to another, the new HUD sprite just appears, instead of that the former one lowers and the new selected gun raises from the bottom of the screen!
Actually this gives you an advantage, but it just doesn't look and feel right!

Another thing concerning the Quadshotgun:
Is the annoyingly long raise and lower animation really necessary? I really like the weapon, but the fact that the gun takes ages to raise once selected (because the players thumb performs a strange action) makes it more annoying that usefull IMO. This is especially the case if you're just trying to switch your arms via mousewheel during a fight and accidently end up on this weapon!
Another big flaw in my eyes is that the gun doesn't automatically reload once you fired it empty.
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scalliano
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by scalliano »

That one passed me by completely, but straight away I can tell you that the two issues are related. The quad shotgun raise and lower states are as they are in LoS i.e. fully animated - the regular raise/lower states are temporarily disabled while the weapon is selected. Dropping it prevents them from being enabled again. I'm planning on doing something about that as it is the only weapon which raises/lowers that way. I'll say grin and bear it for now, but it will be sorted out.

As for the reloading, I should be able to fix that too.

EDIT: Nailed on both counts 8-)
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scalliano
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by scalliano »

Another bugfix/tweak release:

- The Quad Shotgun now selects/deselects like all other weapons. This prevents all of the other weapons from screwing up when it is dropped by the player. It also now reloads from the primary fire button when empty.
- The Quad Shotgun Zombie wasn't dropping anything - fixed
- As promised ages ago, the zip file now contains a comprehensive list of everything in the mod, along with full credits and a short description. WARNING: contains spoilers ;)

This should be it for a while. I already have a few ideas for the next version, but that's on the back-burner for now. Feedback is appreciated, as always, so if there's anything else needs fixing, please let me know.
Funky Gnoll
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by Funky Gnoll »

A few bugs/nitpicks:

-The Channeler shows a shotgun guy in the corner when it "recoils" after firing.

-The Pulse Rifle and Bio Pipe Bomb Launcher's primary fire modes light up the surrounding area, but it does not go dark again until another weapon is fired. The L-Chaingun doesn't light up the area at all--shouldn't it?

-Akimbo Pistols have perfect accuracy. :?:

-The Sniper Rifle uses two bullets when you shoot it; one for firing, and another when the empty casing is ejected.

-Mancubus Arm(s), the Plasma Beam, and the Knife are easily outclassed by similar weapons... :?

-...like the Double Chainsaw. Wow... just, wow. :shock:
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scalliano
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by scalliano »

Cheers for the feedback, that stuff is useful.

- Channeler frames are now fixed. Turns out they were clashing with one of the zombies.
- The Pulse Rifle and Bio Launcher both had an issue with their A_GunFlash call where the light wasn't being turned off - fixed
- The L-Chaingun is like that - in LoS it uses an ACS script to make the screen shake. I might add a flash in though at some point.
- Removed the ejected bullet casing from the Sniper Rifle. This is a temporary measure until I have time to sort it out properly as it will probably involve a rewrite of the Fire state.
- Gave the dual pistols a bit more of a spread, hopefully not too much. ZDoom's action pointers for the stock weapons don't give away too many clues, so this is total trial and error.
- As for the weapon strengths, I've had this mentioned a few times now and I'm not fussed on the idea of souping them up. Question is; if I do that, where do I draw the line?

I'll upload these fixes later tonight.

EDIT: Uploaded.
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by atar »

Kudos for your work scalliano 667! Really nice mod indeed and the most important "doomish flavored".Please keep it updated and keep amaze us!
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scalliano
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Re: scalliano's 667 Shuffle! - MAJOR UPDATE

Post by scalliano »

Thanks for the props, atar! Incidentally there's an update on the way in a few weeks, so stay frosty! 8-)
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Re: scalliano's 667 Shuffle!

Post by atar »

That's great news! I'm looking forward to it!
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scalliano
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Re: scalliano's 667 Shuffle!

Post by scalliano »

Yup, just when you thought there was hope that I could be taken seriously as a mod author I go and ruin it all by posting another update to Shuffle!

It's been a while, so there have been quite a few improvements, particularly in the hardware department. There are LOTS of new toys to play with, and a slew of new enemies, too.

The main improvement is experimental DM support - the .ZIP now contains a patch to compensate for the spawners breaking the -nomonsters parameter. However, that's not all, there arer several bugfixes and tweaks to a lot of the stuff included.

Link is in first post. Have fun, and hit me up with the feedback as always!
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scalliano
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by scalliano »

Mod has been reuploaded with the DM support integrated into the main files, no need for a third .pk3 anymore. Also contains the correct documentation.
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ShadesMaster
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by ShadesMaster »

Nice! Just one thing I noticed so far; there's an inventory item that looks like a silver rocket that says UAC on the side and it spawns marines. It isn't properly aligned in the inventory, it's way OFF the hud altogether! Otherwise, this is a really nice DooM-only style randomizer... though one of the railguns looks out of place and is redundant next to the one that looks IN place.
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scalliano
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by scalliano »

Ah, the ST Railgun vs. Sonic Railgun debate. As has been mentioned before in this thread, you've got those two, and the the powered-up Unmaker which stomps all over both of them (and it effectively has infinite ammo). When you have as many weapons as this mod has, there are always going to be weapons which are better than others. My advice is the same as would be said for AEoD, if a weapon doesn't do it for you, ditch it and grab another :)

As for the Beacon inventory sprite, I missed that as I tend to play with the alt HUD where all the inventory items show up fine. Grin and bear it for now, I'll fix it for the next update.
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scalliano
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by scalliano »

New version with a couple of bugfixes:

- Hierophant has had his HP reduced to better fit the Baron class
- Removed some residual code from ToP which caused the Cyber Prototype to kill all remaining enemies in the level upon death
- Also fixed the Guardian Cubes dropping shitloads of rocket and plasma ammo (???)

Check first post as always.
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Cyanosis
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by Cyanosis »

Mind the little rant (and slight bump) but I don't want to dedicate a thread to it:

Although I haven't tried this shuffle mod out yet, I want to note that I too had been working on a randomizer mod myself called Modern Doom for Skulltag, which not only does enemies and replaces the weapons with "updated" versions, it also adds new effects and other stuff. Let's just say in short, it pretty much replaces everything to be a more up-to-date Doom while retaining Doom gameplay, hence the name of the mod. The project started off as a simple randomizer back in May using Skulltag resources, amused at playing around with XWE and messing with stuff, then it quickly grew more complicated as the months went by. Starting from as little as 5MB to 22MB as of the last update.

The problem is in the end through many, many revisionings (I swear I update the damn thing more than Valve updates TF2) it's become quite cluttered with some unused content inside the PK3 so for anyone digging inside it looks messy. But that can pass, because the worst part for many people? I have nobody and nothing credited! That's because originally it was suppose to be a personal mod, my own little alpha & omega to use with the game and "touch everything up". I wasn't planning to give it out and if I did I'd have to go through a list of figuring out who does what and frankly it's too much to list as it's ultimately a mishmash of everything I liked from other mods.

Although if I ever did give it to anyone I wouldn't feel comfortable posting it on public forums for fear of not crediting the creators of the content and general criticism of these randomizer mods. But I'd also dare not claim (or do what Aenima did with his Super Skulltag project and lock stuff that isn't his) any of the content as mine, you can easily open the PK3 up and modify anything in minutes.

I will only give this mod to whoever wants to have fun with it. I wouldn't of made it in the first place if it weren't for my passion for Doom and the stuff that the community has created for it.
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SoulCrow
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by SoulCrow »

If scalliano doesn't want the above post in this topic (because it doesn't actually deal with his mod) I can move it to the "What did you last do" thread, but otherwise I'll just leave it here.
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