Page 11 of 16

Re: CustomDoom v1.5

Posted: Tue Jun 28, 2016 3:49 pm
by Accensus
Phantom Allies wrote:I have another suggestion.

What about something to modify the friction that you deal with? Something to make it more grip-infused, but can be altered to be more slippery like Ice?
Entirely possible. Will add.

Re: CustomDoom v1.5

Posted: Wed Jun 29, 2016 8:59 am
by Phantom Allies
I can only imagine what 1.6 will look like. I'm looking forward to it.

Re: CustomDoom v1.5

Posted: Wed Jun 29, 2016 9:17 am
by Accensus
I'm sure you'll like it. Currently encountering some issues with friction control but I'm determined to implement it one way or another.

EDIT: Friction has been added.

Re: CustomDoom v1.5

Posted: Wed Jun 29, 2016 10:57 pm
by Phantom Allies
Joy. No more slipping and following.

Re: CustomDoom v1.5

Posted: Thu Jun 30, 2016 1:15 am
by Phantom Allies
Would there be a possibility as to tweak the amount of how much ammo you regenerate with the Ammo Regeneration or no?

Re: CustomDoom v1.5

Posted: Thu Jun 30, 2016 1:17 am
by Accensus
There is, but won't give you much control over each type of ammo since the ammo regen basically works by giving you a backpack. I'll add a slider to change the amount of backpacks given.
EDIT: Added. Need to test.

EDIT 2: Removed the option. It does not work as expected. It always keeps giving just 1 backpack and ignores the user amount. Sorry about that.

Re: CustomDoom v1.5

Posted: Thu Jun 30, 2016 4:03 am
by Phantom Allies
What a shame. It was worth a try.

Re: CustomDoom v1.5

Posted: Thu Jun 30, 2016 4:30 am
by Accensus
Yeah, things don't always happen the way you want them in ZDoom. However, I just got a brainstorm so I'll try a workaround when I get home.

EDIT: Brainstorm worked. I've added an amount for how much ammo to regenerate by modifying the amount of backpacks given. Gotta love 'for' loops.

Re: CustomDoom v1.5

Posted: Thu Jun 30, 2016 5:51 pm
by Phantom Allies
Good thing that worked out. It makes the next build more satisfying whenever it's released.

Re: CustomDoom v1.6

Posted: Fri Jul 01, 2016 3:12 am
by Accensus
v1.6 is out. Enjoy! Feedback is always appreciated. Especially now, with the menu redesign.

I will improve the menu further once the newer devbuilds are out. I plan on making the description lines have a separate color for better readability.

Re: CustomDoom v1.6

Posted: Fri Jul 01, 2016 10:21 pm
by Phantom Allies
Well, Friction Multiplier wasn't what I thought it would be. I had no idea it messed with the initial acceleration and running speed of your player.

Perhaps I should have researched more into physics.

Also when you try to punch in a Cap amount for the armor regeneration, it just disappears. It will regenerate the amount you put in, but after that one regeneration, that's it.

So, it's broken. I even wiped out my .ini file and set up everything from scratch again.

Re: CustomDoom v1.6.1

Posted: Sat Jul 02, 2016 1:14 am
by Accensus
Yeah, my bad. Fixed it now. Just a typo in MENUDEF. It was applying changes to a non-existing CVAR.

Also, I'm left with the impression that you misunderstood what the cap is for.
Cap amount is the upper regeneration limit. If your armor amount is more than what you've specified, you won't regenerate until it drops below it. The min amount is the exact opposite - you won't regenerate if you don't have at least <amount> armor. Everything else in Armor regen works as expected, I've tested numerous times.

Re: CustomDoom v1.6.1

Posted: Sat Jul 02, 2016 4:04 am
by comet1337
if you wan't a friction script, i can whip one up for you
normal movement, less slippery stops

Re: CustomDoom v1.6.1

Posted: Sat Jul 02, 2016 5:47 am
by Accensus
Thanks, but no need for now. I appreciate it, though.

Re: CustomDoom v1.6.1

Posted: Mon Jul 04, 2016 5:24 pm
by Doctrine Gamer
Every new update your mod becomes more amazing than it already is .
There will come a point that I will not have words to describe how your mod is important, small in size but incredible content. :)