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Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Tue Feb 02, 2010 3:21 pm
by TheDarkArchon
hitmanx wrote:Not to echo wildweasel but the animations need a lot of work and good thing you shrinked it, the m4 took up the whole screen when reloading. Also the desert eagle sometimes fires blanks? like i used the whole 8 round clip and 3 bullets hit their target at point blank range. I then tested against a wall and it left 3 holes out of 8 shots.
I had a check. ALL weapons do this and it's very much deliberate.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Tue Feb 02, 2010 4:56 pm
by DoomRater
TheDarkArchon wrote:I had a check. ALL weapons do this and it's very much deliberate.
A_JumpIf(85,7)

Wat.

Also Why.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Tue Feb 02, 2010 8:09 pm
by SergeantGnarKill
I just noticed the blank thing myself, and that was an accident. Something left over from some testing I was doing. I will fix it.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 1:01 am
by SergeantGnarKill
New update

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 1:15 am
by DoomRater
classic rookie mistake: missing +Ignoreskill on the magazine ammo types. This makes sure they don't double when using easiest and hardest (or other custom difficulties for that matter).

Edit: Don't worry, I catch some of the regulars copying from old code that didn't have the flag sometimes, and I managed to forget about checking it the first time around.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 4:04 pm
by wildweasel
Some new issues have arisen from the most recent version of the mod...
  1. There is still no fallback weapon. What happens if the player's out of ammo?
  2. The shotgun and AGL's reload sequences are rather EDGE-ish - in that it doesn't matter how much ammo you actually used from the magazine, the weapon will always load the maximum number of shells. So firing only one shotgun shell from a full magazine will still result in the player loading 8 more shells when the reload key is pressed. Have a look at the way I did it in WWHC-Diaz with the mini-shotgun.
  3. The AGL has another ammo-related issue: firing it uses one grenade from both the weapon's magazine AND from the ammo pool. Reloading the AGL takes an additional six grenades from the ammo pool, so expending the entire AGL magazine costs twice as many grenades as it would seem to need.
  4. You had previously asked me about the explosion graphics from The Stranger. Did you also take the code?
  5. Good work on attempting to smooth out the animations. Muzzle flashes do still need some work, though...the Shotgun's muzzle flash stays around for a really long time, when it should really only appear for a tiny fraction of a second (I tend to use 1 or 2 tics duration for a muzzle flash). You can pad out the time between the muzzle flash and the reload sequence.
  6. I notice a couple sounds taken from The Stranger that don't have proper credits assigned to them - the Winchester shotgun's firing sound is actually a combination of Counter-Strike's Desert Eagle and Deus Ex's 10mm handgun. The AGL's firing sound is a Flak 88 from Medal of Honor.
  7. Some standard Doom items now no longer appear in the map due to missing/mistyped sprites, namely whatever you've done to replace the Clips, among other things.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 5:14 pm
by SergeantGnarKill
OK, thanks. I will be adding a knife on the next update. Also, I figured out the AGL thing, and I did use the explosion code and sounds. I guess I forgot to put them in my credit txt. My bad.

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 6:40 pm
by SergeantGnarKill
Alright, so I've look at this and tried over and over to get the damn thing to work, but I can't get the AGL to stop firing from the clip and ammo pool. I'm putting the code up so maybe you can show me where I'm going wrong.

I have updated the AGL and shotgun so they reload only as needed. Much thanks to WildWeasel for his help on this.

OK, here's the code.

Code: Select all

//--AGL--           AGL----//

ACTOR  RocketLauncher: DoomWeapon
{														
															
	+AMMO_OPTIONAL													
	Weapon.SelectionOrder 1													
	Inventory.PickupSound "weapons/weappickup"													
	Inventory.PickupMessage	"You got the Automatic Grenade Launcher"												
	Weapon.AmmoType	"AGLAMMO"												
	Weapon.AmmoGive	6												
	Weapon.AmmoUse	1												
	Weapon.Kickback	150												
	Weapon.AmmoType2	"AGLInClip"												
	AttackSound	"weapons/nadefire"												
	States													
	{													
	Spawn:													
		AGLP	A -1											
		Loop												
	Ready:													
		AGLR	AAAAAA 1											
		AGLR	A 1											
														
		AGLR	AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady											
		Goto Ready+7												
	Deselect:													
		AGLR	AAAAAAAAAA 1											
		AGLR	A 1 A_Lower											
	Select:													
		AGLR	A 0 SetPlayerProperty(0,1,2)											
		AGLR	A 0 											
		AGLR	A 1 A_Raise											
		Loop												
	Fire:													
		AGLR	A 0 A_JumpIfInventory(	"AGLInClip"	, 1, 2)									
		AGLR	A 1 											
		goto Ready+7												
	//True Fire:													
		AGLR	A 0 A_GunFlash											
		AGLR	A 0 											
		AGLR	A 0 A_TakeInventory(	"AGLInClip"	,1)									
		AGLR	A 0											
														
		AGLR	A 0 											
		AGLF	A 1 BRIGHT A_FireBullets	(4,2,1,200,"NadeAsplode",1)										
		AGLF	B 1 										
		AGLF	BA 1
		AGLR	A 4
		AGLR	A 1 A_Refire											
		AGLR	A 1											
		goto Ready+7												
		
    AltFire:
      AGLR A 0 A_JumpIfInventory("AGLInClip",6,34)
      AGLR A 0 A_JumpIfInventory("AGLAMMO",1,1)
      Goto Ready+7
      AGLR A 1 
      AGLR A 1
      AGLR A 1
      AGLR A 2 
      AGLG DEFGHH 2
      AGLG H 0 A_TakeInventory("AGLAMMO",1)
      AGLG H 0 A_GiveInventory("AGLInClip",1)
      AGLG H 2 A_PlayWeaponSound("weapons/nadein")
      AGLG HHIII 2
      AGLG H 0 A_JumpIfInventory("AGLInClip",6,2)
      AGLG H 0 A_JumpIfInventory("AGLAMMO",1,13)
      AGLG HHHGFED 2
      AGLR A 1
      AGLR A 1 
      AGLR AAA 1
      goto Ready+7
      AGLR A 0
      Goto AltFire+13											
	Flash:													
		TNT1 A 0 BRIGHT A_Light1												
		TNT1 A 1 BRIGHT A_Light2												
		TNT1 A 1 BRIGHT A_Light1												
		TNT1 A 1 BRIGHT A_Light0												
		Stop												
	}													
}														
														
ACTOR	AGLInClip	: Ammo												
{	
													
	Inventory.MaxAmount	6												
	Inventory.Icon NULLA0													
	States													
	{													
	Spawn:													
		TNT1 A 4												
		loop												
	}													
}														
														
ACTOR	AGLAMMO	: Ammo 											
{	
												
	Scale 1													
	Inventory.Amount	48												
	Inventory.MaxAmount	96												
	Ammo.BackpackAmount	48												
	Ammo.BackpackMaxAmount	96												
	Inventory.Icon NULLA0													
	Inventory.PickupMessage "You Got Some Ammo"													
	States													
	{													
	Spawn:													
	NULL A -1													
	}													
}														

Re: [WIP] Sergeant GnarKill's Super Happy Gun Mod (UPDATE)

Posted: Sat Feb 06, 2010 7:03 pm
by DoomRater
Messiest Ready state EVER. I know it's not what you wanted help on but you only need one frame in that Ready state and everything can jump straight to Ready (nothing needs to jump to Ready+7).

Anyway, your problem line is the A_FireBullets. That last 1 should be a 0. Though.... honestly I'm confused why you are firing the alternate ammo out of the primary attack when it's easier to just flip these numbers in SBARINFO.

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sat Feb 06, 2010 11:47 pm
by SergeantGnarKill
New update

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sun Feb 07, 2010 3:25 am
by supergoofy
you should also add animation when changing weapons (withdrawing current weapon and bring up next weapon)

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sun Mar 10, 2013 4:17 am
by Captain J
the download link are dead.
do you mind to re-upload it?

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sun Mar 10, 2013 4:38 am
by Blue Shadow
Ask about a re-upload here.

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sun Mar 10, 2013 5:13 am
by Captain J
Blue Shadow wrote:Ask about a re-upload here.
http://forum.zdoom.org/viewtopic.php?f= ... 00#p673191
it's not a request, talking to owner for fix the link.
and i didn't saw few people got this wad.
also it's a not a old wad at all.
or does wolfman have this?

Re: [WIP] SGT GnarKill's SHGM updated 6 Feb

Posted: Sun Mar 10, 2013 5:22 am
by twinkieman93
Captain J wrote:
Blue Shadow wrote:Ask about a re-upload here.
http://forum.zdoom.org/viewtopic.php?f= ... 00#p673191
it's not a request, talking to owner for fix the link.
and i didn't saw few people got this wad.
also it's a not a old wad at all.
or does wolfman have this?
You still did a three year bump to ask him. You should have PM'd him instead, you probably would have gotten a faster response(if you got one at all, again, the last post in this thread was three years ago so the project is long dead), and you probably would have avoided the all too likely incoming warning from the moderators.