Re: Pan's fairly generic gameplay mod
Posted: Sat Nov 29, 2014 4:41 pm
This is FUN! LOVE the gun that shoots out mini turrents. I shoot out a lot of them and run and let them do the dirty work hehe.
Picked up a medikit that you REALLY need!
http://forum.zdoom.org/
Code: Select all
Spawn:
TNT1 A 0 NoDelay A_PlaySound("Plasma/Loop",CHAN_WEAPON,1.0,1)Code: Select all
Spawn:
TNT1 A 2
SpawnLoop:
PLAS AB 2 BRIGHT
LoopNah, please tell me any bugs or off things you encounter. The turrets invincibility I am aware of but I have no idea whats causing it. They only seem to be killable via melee attacks. I know Barons can kill them pretty quickly if they get close enough.Oh, sorry for annoying, but i found some bug/feathure...
Deployed turrets invincible. Not player and not monsters can't kill them.
It's give some... Disbalance?
Not sure, I think I'm nearing the end phase of this project. It is just a starter mod afterall, I do have a lot of ideas for projects I would like to do afterwards. We'll see.What plans do you have for this later when you have time? I'm looking forward to the next version, you've got a really good base here and it just needs more polish.
Ah, hm. Yeah I was wondering why a few projectiles weren't being spawned at times. The Primo's grenade transparancy might be a leftover from a segment of coding I copy-pasted. I'll definitely look into all of these, thank youamv2k9 wrote:-Some of your actors, like projectiles, call action functions in the first frame of their Spawn state. These won't be run then, but will be if and when the actor returns to that frame a second time. If you need to run an action immediately upon spawn, use the NoDelay keyword:-For weapons that don't feature a second ammo type, it would be best to have the HUD not show the gauge for it.Code: Select all
Spawn: TNT1 A 0 NoDelay A_PlaySound("Plasma/Loop",CHAN_WEAPON,1.0,1)
-The PlasmaRepeater's projectiles seem to come out to the right and behind the barrel. To alleviate this, you can do the following:-The grenade fired by the Primo's altfire is rendered with additive transparency. Deliberate?Code: Select all
Spawn: TNT1 A 2 SpawnLoop: PLAS AB 2 BRIGHT Loop
-When you stand at an acute angle to a wall and fire the turret gun, the turrets tend to not spawn.
Changelog wrote: -Replaced the HUD with something more minimum. Set the screen size to "11" in order for it to work for some reason.
-Added and adjusted better recoil to all weapons.
-Remade the Sawn-Off shotgun's sprites.
-Adjusted the spreads of all the shotguns.
-Auto shotty buffed, recoil lessened greatly.
-DBS nerfed however reload time is now a bit quicker.
-SMG and Pistol buffed slightly. Pistol also shoots much quicker now.
-Combat Rifle buffed.
-Added sounds to monsters that did not have their own SFX before.
-Some enemies nerfed, particularly explosive and plasma firing enemies.
-Mechanical and Armored enemies have "unique" effects to show when bullets aren't working that well.
Thanks! And yeah, I knew I was forgetting something about the weapon zooming. I'll get on that when I've got more time on my hands.This new version is very much improved from the original release; I do still feel that the pistol is far too weak against most enemies that you'd be likely to meet at the beginning of a level, though, and perhaps you should consider making the zoomable weapons stop displaying their sprites (TNT1A0) when zoomed. Aside from those points, I think you're well on your way to making a solid mod.
At the expense of possibly making myself look like an idiot, I've got no idea how to go about fixing this problem. I'm working on a 16:9 1366 X 768 resolution, widescreen, and I'm not having any of the unfriendly issues. Or maybe I might just not be noticing them, what exactly are the symptoms of a sprite being widescreen unfriendly?The rocket launcher and the accelerator are still not widescreen friendly.Otherwise it's a solid thing, it feels "meaty".
Yeah, when I have more time I think I'll just merge the sawn-off with the auto, or just remove the auto from pickup spawns. I'm still unsure what to do with the SMG though, it is supposed to be a bit of a mediator weapon before you get the chaingun or DPG but in many cases it outlives it's usefulness really quickly.The SMG and having 3 shotguns still feel kind of redundant, though they handle better than before. Maybe the shotgun can just merge the pump/auto into one gun and use auto-fire as an alt-fire or something? It could just be that you tend to get the shotguns out of order, too, so you get the double barrel first, then the pump, then a combat rifle and you don't really need the auto shotgun or SMG by then.
The weapon sprites are cut off. They should be placed more to the right to hide that gap/ cut off. I added a screenshot for the rocket launcher. It's not a serious problem, but it's nagging me.Pandut wrote:At the expense of possibly making myself look like an idiot, I've got no idea how to go about fixing this problem. I'm working on a 16:9 1366 X 768 resolution, widescreen, and I'm not having any of the unfriendly issues. Or maybe I might just not be noticing them, what exactly are the symptoms of a sprite being widescreen unfriendly?The rocket launcher and the accelerator are still not widescreen friendly.Otherwise it's a solid thing, it feels "meaty".