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Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 1:48 pm
by Shadow Hog
Well, clearly we need to make the HUD sprites blue, then.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 1:58 pm
by Project Shadowcat
Shadow Hog wrote:Well, clearly we need to make the HUD sprites blue, then.
Please no.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 2:00 pm
by Silentdarkness12
I think it'd be best if the Flamethrower sprites were left as they were.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 3:10 pm
by Death Egg
I suggested this back when the mod was in development but I think it was around when term was losing interest, but I've found two mods that adds smooth weapons animations to the chex warrior:

http://www.chexquest.org/index.php?topic=3971.0
http://www.chexquest.org/index.php?topic=5335.0

I've only checked out the first mod so I don't know the quality of the second one. The first had nice animations for the lesser weapons but the more powerful ones could use work.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 8:27 pm
by ijon
leileilol wrote:Quake never had real recoil; it was simply view punching. The aim is never affected
this is exactly why the nailgun, super nailgun, and thunderbolt have such jerky recoil - because zdoom has no concept of camera-only pitching, the intention was for it to reset back to neutral by the time another shot came out (when I was testing it, I just noticed the recoil always went back to neutral right before the next shot came out), and in my testing back in zandronum... 1.1 days?... it actually did always reset to neutral, save when you had a rage rune

I also don't know why it'd be fucking up exclusively online, since each script keeps track of its own pitch delta rather than saving the player's pitch, also to make sure it always goes back to neutral, and with fixed points, there shouldn't be any precision errors from simply adding and subtracting

as a workaround, you could always bind a key to centerview

(also as an aside, the reason why I thought rockets and nails went so fast was because I had 150 fov when testing, so that's that mystery solved)

(and as another aside, I still believe the best thing for samsara would be a full rewrite)

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 9:25 pm
by Untitled
ijon wrote:
leileilol wrote:Quake never had real recoil; it was simply view punching. The aim is never affected
this is exactly why the nailgun, super nailgun, and thunderbolt have such jerky recoil - because zdoom has no concept of camera-only pitching, the intention was for it to reset back to neutral by the time another shot came out (when I was testing it, I just noticed the recoil always went back to neutral right before the next shot came out), and in my testing back in zandronum... 1.1 days?... it actually did always reset to neutral, save when you had a rage rune

I also don't know why it'd be fucking up exclusively online, since each script keeps track of its own pitch delta rather than saving the player's pitch, also to make sure it always goes back to neutral, and with fixed points, there shouldn't be any precision errors from simply adding and subtracting

as a workaround, you could always bind a key to centerview

(also as an aside, the reason why I thought rockets and nails went so fast was because I had 150 fov when testing, so that's that mystery solved)

(and as another aside, I still believe the best thing for samsara would be a full rewrite)
The issue isn't that the aiming gets off - it's still aiming correctly, IIRC, the issue is that for some reason the camera completely spazzes out effectively blinding the player - aim isn't affected.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 10:33 pm
by ijon
Untitled wrote:The issue isn't that the aiming gets off - it's still aiming correctly, IIRC, the issue is that for some reason the camera completely spazzes out effectively blinding the player - aim isn't affected.
... wait a minute

I KNOW WHAT THAT IS

the ACS call size optimizations has a bug where it sent any clientside script argument in the range [-128, 127] as an unsigned byte! it has nothing to do with the ACS, it was a genuine bug in zandronum.

then recoil script uses negative numbers to signify smaller recoil increments: -4 becomes 0.4 and -15 become 1.5, for example. that's getting sent to the client as 256 + the argument (eg: -4 becomes 252, -15 becomes 241), which is positive and therefore is taken at face value.

nothing needs to be done on the samsara side, and it's fixed in the zandronum 3.0 bitbucket repository.


... actually I think it was -4 --> 0.04 and -150 --> 1.5, but the point is the same.

Re: Samsara - 0.333 - Décès à Trois

Posted: Fri May 06, 2016 11:03 pm
by Kinsie
Image

In other news,
Image

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 12:40 am
by RikohZX
Devastating, and great work.

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 5:28 am
by leileilol
those scorches look like dropshadows for the explosion sprite

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 5:49 am
by Silentdarkness12
Yay

Better Devastator explosions

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 6:24 am
by leileilol
better is subjective. like my version of better wouldn't have scorches nor dynamic lights. and nothing wouldn't be suddenly additive and the duke bulletholes would be a decal and then his sbarface would be based on his cgi head sprites even if it means colorzing the green holographic head :P

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 6:32 am
by Silentdarkness12
but

but

muh smol explosions

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 6:56 am
by Kinsie
leileilol wrote:nor dynamic lights
ImageImage

Re: Samsara - 0.333 - Décès à Trois

Posted: Sat May 07, 2016 7:13 am
by Silentdarkness12
Heh. Go Kinsie go : D

You know what's up