X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

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Swordman
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Swordman »

Hello, I registered in this forum because of your mod. IS AWESOME. But I dont like the last update, because you switched the weapon zoom and alt fire. I dont want you to change it, i want to know if there is a older version link. I'm relly sorry, but i really feel unconfortable the switched buttons.

And I want to know what WAD you reccomend to play it. Because I tried some maps and the difficulty is really unbalanced

Thanks you
PD: sorry for the bad english
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Mechatron
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Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Mechatron »

Hi.

I just registered because I've also been getting the assault rifle script error (Script error, "XWeapon.pk3:actors/weapons/assaultrifle.txt" line 91:
Expected ')', got ','. ) I'm using GZDoom version g1.8.2

I opened the file in SLADE and saw the line as: TNT1 A 0 A_SetAngle(angle+(frandom(-1.6,0.8)),SPF_INTERPOLATE) It looks OK (correct number of parenthesis and all), but I'm not totaly familiar with zdoom DECORATE programming. It's kind of troubling to see this error as there are lots of similar A_SetAngle lines in the file.

Has a corrected version been made yet for download?
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Somagu
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Somagu »

1.8.2 is not the newest version. There's actually a sticky, specifically for this.

With that said, the newer SVNs have been a little buggy lately.

[edit] Maybe someone more knowledgeable would care to correct me, but I believe the reason it happened to begin with was because for 1.8.2, the place where it found a "," is normally where all possible valid arguments for that decorate command would have ended, so it expected a ")"
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DoomKrakken
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by DoomKrakken »

TheRailgunner wrote:
Spoiler:
Anyone care to tell me what mappack these maps belong to? I would love to play them... :D
Last edited by DoomKrakken on Sat Mar 21, 2015 1:40 am, edited 1 time in total.
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Captain J
 
 
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Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Captain J »

i bet the cluster torpedo launcher one is from whispers of satan, but please. put a spoiler on that reply or something.
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TheRailgunner
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by TheRailgunner »

DoomKrakken wrote:
TheRailgunner wrote:
Spoiler:
Anyone care to tell me what mappack these maps belong to? I would love to play them... :D
The first three are from the first map of No Rest For The Living (official 10-map expansion, released with the XBLA version of Doom 2), while the ones after that are from the first map of Whispers of Satan.
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Mechatron
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Mechatron »

Sorry about not getting back sooner, been tying out X-Weapons since updating GZD. Pretty neat, though all those weapons can be confusing, especially since there's no compatible HUD.

I've been using the X-Weapons with Wrathchilde's Sirens (giving a new meaning to "pounding b***ches"), and the X-Monsters with the Mechatron mechsuit mod though I had to do some light editing to get the two working (there was a "flashing" effect between the medpack voxels and the Mechatron medical packs). So far, those monsters have been the only major challenge to Mechatron.

Oh, I did have to do some editing to the barrels to explode properly with the X-Monsters, they were just disappearing with no sprites or sounds but still causing damage). Maybe you should fix that for others not so technically capable.
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skyrish10
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by skyrish10 »

Umm, can you see that date that last posted, you just bumped, mechatron
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Captain J
 
 
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Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by Captain J »

for that matter, you did bumped on this thread, too.
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wildweasel
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Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by wildweasel »

skyrish10 wrote:Umm, can you see that date that last posted, you just bumped, mechatron
Here's the thing though: Mechatron's post contained actual content, and is properly discussing the mod. Your post is only complaining about the bump. His post is fine. Your post would have been shuffled off to the Gallery.
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DoomKrakken
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Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 01-08-15)

Post by DoomKrakken »

Come on guys, seriously? It's just a three month bump. No biggie. :|
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TheRailgunner
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Re: Re: [WIP] X-Weapon: Helsturm (XW: 12-13-14|HS: 02-26-16)

Post by TheRailgunner »

So, I've been experimenting with Helsturm a good bit in the past few weeks, and I'm starting to like what I see - hence, I offer this experimental version of Helsturm, with the following changes:

*Assault Rifles have entirely new and simplified recoil effects; angle and pitch adjustments are now more straightforwardly predictable.
*Assault Rifle upgrades function somewhat differently.
*Low-level enemies now spawn in packs, with chances to spawn elite or champion-grade monsters.
*Difficulty alters the amount of ammo, health, and armor the player can have and gain per pickup.
*M81 given AK-based sprites, M81A3 given M16-based sprites, Kaiserli 61 replaced with the Ayanami-S Carbine (has no reload animation!).
*Nightmare+ has not been updated with enemy-specific changes, and duplicate WorfCounter actors exist - be ready for red errors, nothing actually effecting gameplay.

If you're foolhardy and don't mind playing an incompletely updated mod...?
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Somagu
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 02-26-16 UPDATE)

Post by Somagu »

Cool. Looking forward to future updates of this, especially since it actually runs in Zand now. This has long been one of my favorite tough mods. Enemies in packs though, ouch!
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TheBadHustlex
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 02-26-16 UPDATE)

Post by TheBadHustlex »

The recoil reminds me of CS:GO. I kinda like it, actually.
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Carbine Dioxide
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 02-26-16 UPDATE)

Post by Carbine Dioxide »

Something has been bothering me for a while about Helsturm. Why haven't you removed the centered X-weapon guns from the Helsturm build?
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