Accessories to Murder (ww-doomnukem): on Github
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Cardboard Marty
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Re: Accessories to Murder (ww-doomnukem)
It's possible everyone is confused because the first post states it was updated on the 6th, when the hotfix was uploaded on the 8th.
- Captain J
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Re: Accessories to Murder (ww-doomnukem)
understood, but at least i always see the first post for something new, or few peoples does that.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)
Yes, that confused me a bit tbhMarty Kirra wrote:It's possible everyone is confused because the first post states it was updated on the 6th, when the hotfix was uploaded on the 8th.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)
Another "How did you do that?" question;
how did you make the Spectres completely invisible but making them slowly appear?
how did you make the Spectres completely invisible but making them slowly appear?
-
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Re: Accessories to Murder (ww-doomnukem)
By using the [wiki=Actor_flags#STEALTH]STEALTH[/wiki] flag.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)
ThanksBlue Shadow wrote:By using the [wiki=Actor_flags#STEALTH]STEALTH[/wiki] flag.
- Captain J
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Re: Accessories to Murder (ww-doomnukem)
open with slade, find out where mech demon's actor and search the flag named [wiki=Actor_flags#STEALTH]STEALTH[/wiki].
EDIT: hell it was too fast. oh also, another question from me. how REACTIONTIME does? it does effects on STEALTH flag? or attackings?
EDIT: hell it was too fast. oh also, another question from me. how REACTIONTIME does? it does effects on STEALTH flag? or attackings?
- Patriot1776
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Re: Accessories to Murder (ww-doomnukem)
Got my 5+1 reloading change working on the pump shotgun. Now, with these changes, when I'm playing, DURING RELOADING, the only time the pump shotgun is pumped is if it is completely empty. As long there is at least one shell still in the 'clip', the clip is only 'topped off' when reloading. This gives the player now six rounds total before needing to completely reload: 5 in the magazine tube + 1 in the chamber. This actually is more akin to real-life tactical usage of a pump shotgun. And, as long as you keep one shell always loaded during a game, actually makes the pump shotgun a teeny bit faster since the player will not be pumping it except when firing, but when you do need to, you've got an extra, sixth shell to unload into something nasty before its time to really retreat to fully reload. This was one thing I really, really liked about the shotgun from GZDA Advanced Weapons and now I've learned quite a bit more about DECORATE coding in getting this to work.
Here's my changes for Mr. WildWeasel to view:
New dummy inventory item:
Revised Reloading Code:
The only thing now IMO this mod is lacking is a 'QuickKick-style' melee attack. 
EDIT: Sorry about the comments on my post here. I added them after my initial post. Trying to fix them.
EDIT2: There we go, comments look a whole lot better. Still not perfect though, the 'code' poster is very finicky...
EDIT3: BTW, something else I wanna point out. This reloading system, IMO, does not completely make the Sawed-Off useless. Remember how the Sawed-Off only loads two shells that can be reloaded in a snap. What that means is that if you've just completely emptied the pump-shotgun and can't really retreat to load it back up, but still want to chuck buckshot at baddies, you whip out the Sawed-Off and go to using it until you've either gotten yourself outta danger to reload the pump at your leisure or decide to use another weapon to get outta danger.
EDIT4: Clarified my comments at top of post. Shotgun STILL PUMPS in the course of normal firing.
Here's my changes for Mr. WildWeasel to view:
New dummy inventory item:
Code: Select all
ACTOR ShotgunChamberLoading: Inventory //Marker for if we are loading the first shell into an empty gun, and to 'pump' that shell into chamber to give
{ //us a sixth round of ammunition per 'clip'.
inventory.maxamount 1
}
Code: Select all
Reload:
SHTG A 0 A_ClearRefire
SHTG A 0 A_JumpIfInventory("ShotgunSighting", 1, "ReloadZoom")
SHTG A 0 A_JumpIfInventory("ShotgunClip",6,3)
SHTG A 0 A_JumpIfInventory("NewShell",1,"ProperReload")
SHTG A 0 A_GiveInventory("ShotgunReloading",1)
SHTG A 1 A_WeaponReady(WRF_NOFIRE)
Goto Ready
ProperReload:
TNT1 A 0 A_GiveInventory("ShotgunReloading",1)
SHTG A 1 Offset(-1,33)
SHTG B 1 Offset(-1,34)
SHTG C 1 Offset(-2,34)
SHTG D 1 Offset(-2,35)
SHTG E 1 Offset(-3,35)
SHTG F 1 Offset(-3,36)
SHTG G 1 Offset(-4,40)
SHTG H 1 Offset(-4,43)
SSHR A 1 Offset(-3,42)
SSHR A 1 Offset(-2,41)
SSHR A 1 Offset(-1,40)
SSHR A 1 Offset(1,39)
SSHR A 1 Offset(1,38)
SSHR A 1 Offset(1,37)
SSHR A 1 Offset(1,36)
ReloadWork1:
SSHR A 0 A_JumpIfInventory("ShotgunClip",1,"ReloadWork2") //If still at least one shell still in the gun we won't be working the pump, only
SSHR A 0 A_GiveInventory("ShotgunChamberLoading",1) // loading more shells. Otherwise, we set our marker that tells us we are
ReloadWork2: // loading only the first one, then will 'pump'.
SSHR A 0 A_TakeInventory("NewShell",1,TIF_NOTAKEINFINITE)
SSHR A 0 A_GiveInventory("ShotgunClip",1)
SSHR B 1 Offset(-8,38) A_PlayWeaponSound("Weapons/Shotgun/Load")
SSHR C 1 Offset(-7,42)
SSHR D 1 Offset(-6,44)
SSHR E 1 Offset(-4,45)
SSHR F 1 Offset(-2,46) A_Jump(128,2)
SSHR G 1 Offset(-1,44)
SSHR H 1 Offset(-2,42) A_Jump(128,2)
SSHR I 1 Offset(-3,41) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,38) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,32) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-4,33) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-5,34) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 1 Offset(-7,36) A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)
SSHR A 0 A_JumpIfInventory("ShotgunClip",6,"ReloadFinish")
SSHR A 0 A_JumpIfInventory("ShotgunChamberLoading",1,"ReloadPump") //First shell into a completely empty gun? If so, we 'pump' the gun to chamber
SSHR A 0 A_JumpIfInventory("NewShell",1,"ReloadWork2") //that shell. If not, we simply load more shells without 'pumping'.
Goto ReloadFinish
ReloadPump:
SHTG F 1 Offset(-3,36) A_PlaySound("Weapons/Shotgun/Pump", 5)
SHTG G 1 Offset(-4,40)
SHTG H 1 Offset(-4,43)
SHTG I 1 Offset(-5,45)
SHTG J 1 Offset(-5,44)
SHTG K 1 Offset(-4,41)
SHTG L 1 Offset(-4,40)
SHTG M 1 Offset(-3,38)
SHTG M 1 Offset(-2,36)
SHTG L 1 Offset(-2,36)
SHTG K 1 Offset(-2,36)
SHTG J 1 Offset(-2,36)
SHTG I 1 Offset(-2,36)
SHTG H 1 A_TakeInventory ("ShotgunChamberLoading",1) //We've now chambered the first shell of the reload, so clear 'first shell' marker and just
Goto ReloadWork2 // fill the mag tube.
ReloadFinish:
SHTG H 1 Offset(-2,36)
SHTG G 1 Offset(-2,36)
SHTG F 1 Offset(-2,36)
SHTG E 1 Offset(-2,36)
SHTG D 1 Offset(-2,36)
SHTG C 1 Offset(-2,36)
SHTG B 1 Offset(-2,36)
SHTG A 1 Offset(-2,36) A_TakeInventory("ShotgunReloading",1)
Goto Ready

EDIT: Sorry about the comments on my post here. I added them after my initial post. Trying to fix them.
EDIT2: There we go, comments look a whole lot better. Still not perfect though, the 'code' poster is very finicky...
EDIT3: BTW, something else I wanna point out. This reloading system, IMO, does not completely make the Sawed-Off useless. Remember how the Sawed-Off only loads two shells that can be reloaded in a snap. What that means is that if you've just completely emptied the pump-shotgun and can't really retreat to load it back up, but still want to chuck buckshot at baddies, you whip out the Sawed-Off and go to using it until you've either gotten yourself outta danger to reload the pump at your leisure or decide to use another weapon to get outta danger.
EDIT4: Clarified my comments at top of post. Shotgun STILL PUMPS in the course of normal firing.
- wildweasel
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Re: Accessories to Murder (ww-doomnukem)
Many thanks for the addition, Patriot; I've gone ahead and amended the code with it, because yeah, this is a little more elegant than it used to be.
- Patriot1776
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Re: Accessories to Murder (ww-doomnukem)

I'm probably now going to try and look and see if I can implement this refinement into the copy of the V.19test1 release of Brutal DooM I've got on my system, but I gotta do a lot of poring over Mr. Mark_IV's coding for the shotgun first, and maybe even see if I can do some code streamlining there.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)
I have a question. Is it due to my level of suckiness or do the SSG actually have a lower damage than the shotgun? Because I could take down an Caco with three shots with the shotgun but with the SSG I had to forcefeed another Caco with four shots, point blank before it died...
- wildweasel
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Re: Accessories to Murder (ww-doomnukem)
The Sawed-Off, which replaces the SINGLE shotgun, is intentionally weaker than the Pump Shotgun, which replaces the SUPER shotgun. Here, I made a table to break it down for everybody that's still confused about it:Ghostbreed wrote:I have a question. Is it due to my level of suckiness or do the SSG actually have a lower damage than the shotgun? Because I could take down an Caco with three shots with the shotgun but with the SSG I had to forcefeed another Caco with four shots, point blank before it died...

If that's somehow TL;DR for you, then here it is in bold face:
The Sawed-Off IS NOT THE SUPER SHOTGUN.
- Ghostbreed
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Re: Accessories to Murder (ww-doomnukem)
Oooohh... makes sense now then.
- Captain J
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Re: Accessories to Murder (ww-doomnukem)
guess what? that's pretty make sense. because trench shotgun has a long barrel and got a lot's of parts than sawed off. when i saw this first time, i felt little awkward and thought 'why sawed-off shotgun is can be found easily and too weak to against with barons? i thought double barreled shotgun always strong!
' but i just looked few shotguns and buckshot stuff and played fallout: new vegas. now i changed the mind.
hunting shotgun is now on my specialist, thanks to wildweasel.

hunting shotgun is now on my specialist, thanks to wildweasel.
- Viscra Maelstrom
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Re: Accessories to Murder (ww-doomnukem)
i kind of like the fact that the pump-action shotgun is so powerful compared to the sawed-off. makes the sawed-off's usefulness a tad bit less, though, although that may be because i've played it with WADs such as Epic 2, The Darkening 2, and UAC Ultra. 
