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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Mon Aug 27, 2012 9:47 am
by TheDarkArchon
armymen12002003 wrote:y not try to get this comptible with batman doom?
Take a good look at the Dehacked lump for Batman Doom. Try and decipher it. Realise why that's a huge task with virtually no payoff.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Mon Aug 27, 2012 9:57 am
by Viscra Maelstrom
although there is a decorate patch that was made a few months ago for the mod to be able to play on ZDoom. regardless, though, this is basically a "DIY" situation if you want to make both mods compatible with each other.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Mon Aug 27, 2012 11:50 am
by wildweasel
Do it yourself, I agree. I'm not going to waste tons of effort and time on trying to get my mod to be compatible with that, when it could be better spent on making the mod itself better and more awesome.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Tue Aug 28, 2012 12:37 am
by TheLightBad96
wildweasel wrote:Do it yourself, I agree. I'm not going to waste tons of effort and time on trying to get my mod to be compatible with that, when it could be better spent on making the mod itself better and more awesome.
i agree with that idea too, and why put something awesome like this mod into some full tc that may not be compatible.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Thu Sep 06, 2012 11:48 am
by wildweasel
I've put out another update. I really don't remember all the things I did to this, aside from changing some sounds and messing with the damage numbers on the AMR again. The grenades are still brokenly powerful at max level (to you and the enemies) and I'm not sure I want to mess with it right now.

Unless I can figure out a really good way to do a better end-game casting call (the definitions built into ZDoom are way too limiting and don't support sprite scaling, and also mess up on zero-duration frames), this may not see further updates for a while.

Link's in the usual place.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Thu Sep 06, 2012 12:37 pm
by Enjay
What I do with cast calls if I have an actor that doesn't work well with them is define a cast-call specific version of the actor that displays the frames I want them to. These can be pretty minimalistic - they don't need all the usual stats and pointers - so they are easy to make. Then I define the cast call using the cast-call actor rather than the one you see in game.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Thu Sep 06, 2012 12:40 pm
by Ed the Bat
Enjay wrote:What I do with cast calls if I have an actor that doesn't work well with them is define a cast-call specific version of the actor that displays the frames I want them to. These can be pretty minimalistic - they don't need all the usual stats and pointers - so they are easy to make. Then I define the cast call using the cast-call actor rather than the one you see in game.
And if I'm not mistaken, those can be scaled down via the TEXTURES lump, which though slightly less flexible than scaling the actors, would save a step with having to use an image editor program to do it manually. :)

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 3:04 am
by niculinux
great intro wildweasel! (i just finished trying the beta 6)

of courese, a button to toggle/enable autoreload is mandatory!!! :P

especyally on difficult "die hard" and "the sum of all fears"!!!!! :lol: :lol: :lol:

:wub: :wub:

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 7:27 am
by wildweasel
niculinux wrote:of courese, a button to toggle/enable autoreload is mandatory!!! :P
No it's not. I find that auto-reload gets me killed more often than it actually helps, since getting stuck in a reload when I actually wanted to change weapons can tend to really suck. Just pay more attention to when you need to reload, and if you're in a difficult situation, try changing weapons instead of reloading.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 6:45 pm
by Abba Zabba
wildweasel wrote:No it's not. I find that auto-reload gets me killed more often than it actually helps, since getting stuck in a reload when I actually wanted to change weapons can tend to really suck. Just pay more attention to when you need to reload, and if you're in a difficult situation, try changing weapons instead of reloading.
NO
YOU WILL IMPLEMENT NAO

I really need to give this mod a shot, been busy with other things and RL but still, it's not an excuse to put down a (seemingly well-done) mod made in a tight community! I'll see if I have some time a little later Weas, and report back.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 7:48 pm
by DoomRater
I like how Decision's been doing auto-reload- it still allows a player to switch weapons during reload and it comes back to where the reload left off when you switch back. Then again implementing this in a Doom Mod would likely mean sacrificing reload animations. At least, I wouldn't wanna code the monstrosity that would be interrupting an animation set, as doable as it is.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 8:08 pm
by Ed the Bat
How about giving every frame of the reload animation this action?

Code: Select all

A_WeaponReady(WRF_NOBOB|WRF_NOFIRE)
This way, a player could switch away from the weapon if he starts reloading but didn't want to.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 8:20 pm
by DoomRater
As nice as that is.... well, that also means interrupting the reload and having to start it all over when you reselect the weapon, even if you were in the middle of slamming a clip in it, or potentially quick-reloading the weapon just by switching as soon as the code says there's ammo in it. I'd add a bit more code in there that also keeps track of where it was in the reload so the code can just jump back to it when the weapon is reselected.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 8:22 pm
by Ed the Bat
That does sound like ultimately a more powerful solution, I agree. But it also takes a lot more work to code, and... to a point, I think one could argue that having to throw down a gun before you finished reloading it would reasonably mean you have to start over with reloading it when you pick it back up. Some of today's games even do that.

Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Posted: Sat Sep 08, 2012 8:25 pm
by Kate
And honestly, the latter problem, if it even becomes a problem, can be avoided by simply forcing you to finish the reload once you've actually inserted the clip into the weapon.

And thinking about it, the shotgun already kind of does this - if you're in the middle of a reload, it'll let you switch or fire without having to pump all of the shells in beforehand, so I don't see why the other weapons can't have similar behavior. It's one action function call, it shouldn't be much of a problem to implement.

Well, either way, it feels pretty balanced to me so far, outside of the fact that the max explosion damage plus instant explosion of the cocktails will more often than not just outright immediately kill you. That's why I liked the Ace T3's as max level grenades more, the timer means the max explosion damage won't kill you instantly if you happen to throw it while too close to the enemy.