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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Sat Sep 15, 2012 8:27 pm
by -Ghost-
It's okay, I'll get used to it. The quality of the mod more than offsets a little thing like that.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Sat Sep 15, 2012 9:35 pm
by BlueFireZ88
Good to know.
Let me know if there's anything else on your mind with Expanded.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Sun Sep 16, 2012 1:52 pm
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?
Re: [RELEASE]Doom Expanded Beta 8
Posted: Sun Sep 16, 2012 2:07 pm
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
Re: [RELEASE]Doom Expanded Beta 8
Posted: Sun Sep 16, 2012 2:25 pm
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 7:58 am
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 8:48 am
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.
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 10:22 am
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 6:30 pm
by BlueFireZ88
So how would you go about it Weasel? If there's no flash state, then where does the code go?
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 6:34 pm
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.
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 6:51 pm
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:
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
Re: [RELEASE]Doom Expanded Beta 8
Posted: Mon Sep 17, 2012 7:07 pm
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.
Re: [RELEASE]Doom Expanded Beta 8
Posted: Tue Sep 18, 2012 4:37 am
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.