[RELEASE]Doom Expanded Beta 8-5

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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

The crosshair should still work with Expanded no problem (if your having aiming trouble), the resources are based at the normal default Vanilla aim height (I haven't changed it).

I have tried moving up the aim height before to the crosshair, and everything appears higher than it should be. Example: The pistol bullet casings would magically appear above the pistol rather than look like they are coming out of it. In order to fix this problem, it would require me having to increase the height of every actor and resource which is based on that default height, and I honestly wouldn't know where to begin, let alone know how many actors or resources would be truly affected by it, which is why I never bothered with it.

I hope you can understand how much of a burden that would be to have to go back and edit everything like that, especially since the final version's release will be here soon. I can only hope that doesn't turn you away from what I've done with this mod.
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-Ghost-
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Re: [RELEASE]Doom Expanded Beta 8

Post by -Ghost- »

It's okay, I'll get used to it. The quality of the mod more than offsets a little thing like that. :P
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

Good to know. :)

Let me know if there's anything else on your mind with Expanded.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

I think I should mention that I've nominated Doom Expanded for best gameplay mod for the 2012 Cacowards. What are your thoughts, do you think Expanded is good enough to win?
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wildweasel
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Re: [RELEASE]Doom Expanded Beta 8

Post by wildweasel »

BlueFireZ88 wrote:I think I should mention that I've nominated Doom Expanded for best gameplay mod for the 2012 Cacowards. What are your thoughts, do you think Expanded is good enough to win?
Is it allowed to nominate your own mod? =P
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

No clue. No one's said anything yet. No one even really nominated a gameplay mod either, other than Brutal Doom of course. I'll back off though if someone says I can't.

Update: Apparently no self nominations, although they could have at least PM'd me telling me I can't.
sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

You have to update/sort out the Plasma Gun fireing animation because it's not smooth like the rest of the Weapons fireing animations.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

There are more serious issues when it comes to the firing animation on the Plasma Rifle than you realize. It's one thing to have a smooth animation. But it's another when those sprites for the animation are overlapping each other. Take this screenshot for example:
Spoiler:
Notice how the first frame of the pullback animation is overlapped by the firing animation. This is only a minimal example of this and attempts to make a straight animation (one frame after the other) just makes it worse/more obvious.

The beta code looks like this:

Code: Select all

Flash:
		PLSF B 2 Bright A_Light1
		PLSF A 1
		TNT1 A 1
		Goto LightDone
		PLSF D 2 Bright A_Light1
		PLSF C 1
		TNT1 A 1
		Goto LightDone
And a modified code for the development version is this:

Code: Select all

Flash:
		PLSF B 2 Bright A_Light1
		PLSF A 2 Bright
		TNT1 A 1 Bright
		Goto LightDone
		PLSF D 2 Bright A_Light1
		PLSF C 2 Bright
		TNT1 A 1 Bright
		Goto LightDone
Unless you have better way of dealing with this problem, this is the only way I know to address it.
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wildweasel
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Re: [RELEASE]Doom Expanded Beta 8

Post by wildweasel »

This is why I never bother with overlaying animations with Flash states. My Flashes only ever consist of TNT1 frames that set the A_Light levels - I know it doesn't look quite as pretty in the dark, but it saves me a hell of a lot of headache.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

So how would you go about it Weasel? If there's no flash state, then where does the code go?
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wildweasel
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Re: [RELEASE]Doom Expanded Beta 8

Post by wildweasel »

BlueFireZ88 wrote:So how would you go about it Weasel? If there's no flash state, then where does the code go?
What does the rest of the weapon look like? All I see is the Flash state here so I'm not exactly able to judge clearly here.
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

Code: Select all

ACTOR PR : Weapon replaces PlasmaRifle
{
	Game Doom
	SpawnID 30
	Weapon.SelectionOrder 100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 40
	Weapon.AmmoType "Cell"
	Inventory.PickupMessage "$GOTPLASMA"
	Weapon.UpSound "items/plasma"
	Tag "Plasma Rifle"
	States
	{
	Ready:
		PLSG A 1 A_WeaponReady
		Loop
	Deselect:
		PLSG A 1 A_Lower
		Loop
	Select:
		PLSG A 1 A_Raise
		Loop
	Fire:
		PKPL A 3 A_FirePlasma
		PKPL B 1 A_ReFire
		PKPL DEF 1
		PKPL GF 3
		PKPL EDCBA 2
		Goto Ready
	Flash:
		PLSF B 2 Bright A_Light1
		PLSF A 2 Bright
		TNT1 A 1 Bright
		Goto LightDone
		PLSF D 2 Bright A_Light1
		PLSF C 2 Bright
		TNT1 A 1 Bright
		Goto LightDone
	Spawn:
		PLAS A -1
		Stop
	}
}
This is the most up to date code from the development version.
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wildweasel
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Re: [RELEASE]Doom Expanded Beta 8

Post by wildweasel »

Well, first off, I tend to just bake the muzzle flashes into my weapon sprites. It looks, however, like that's what you're already doing. So here's my modified version:

Code: Select all

Fire:
      PLSF A 1 BRIGHT A_FirePlasma
      PLSF BC 1 BRIGHT
      PLSF D 1 BRIGHT A_ReFire
      PKPL BCDEF 1
      PKPL GGGFF 1
      PKPL EEDDCBA 1
      Goto Ready
   Flash:
      TNT1 A 2 Bright A_Light2
      TNT1 A 2 Bright A_Light1
      TNT1 A 2 Bright A_Light0
      Goto LightDone
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BlueFireZ88
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Re: [RELEASE]Doom Expanded Beta 8

Post by BlueFireZ88 »

Works like a charm. :)

The animation is smooth and I see no overlapping of any kind (even on the earliest PR pullback frames). Fire rate is perfectly replicated. And the coding is fairly easy to follow if your following the sprites.

I can't say anything less than thanks a million.
sdk2k9
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Re: [RELEASE]Doom Expanded Beta 8

Post by sdk2k9 »

BlueFireZ88 wrote:Works like a charm. :)

The animation is smooth and I see no overlapping of any kind (even on the earliest PR pullback frames). Fire rate is perfectly replicated. And the coding is fairly easy to follow if your following the sprites.

I can't say anything less than thanks a million.
See I knew you caould fix it.
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