Weapons Resource WAD

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Hasbo
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Post by Hasbo »

DomRem wrote:Uhh, I have to side with Siggi and TDA here. I cannot figure out what you're trying to say. If you're asking someone to create that, then I have to tell you that this is not a weapon request thread; it's only for other people to submit their weapons. Otherwise, your post seems completely random (and incomprehensible).
It wasn't a request, just saying.

I also remember playing the demo for WRW and not being able to select some weapon with the # keys after getting them, how do i fix this?
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DomRem
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Post by DomRem »

Hasbo wrote:It wasn't a request, just saying.
Umm, ok.....
I also remember playing the demo for WRW and not being able to select some weapon with the # keys after getting them, how do i fix this?
You're probably talking about the Bloodskull. I ran out of KEYCONF slots to place it in, so rather than placing it on a random key and possibly conflicting with someone's bind, I left it as is. It should be fixed in 2.2.
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Hasbo
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Post by Hasbo »

DomRem wrote:
Hasbo wrote:It wasn't a request, just saying.
Umm, ok.....
I also remember playing the demo for WRW and not being able to select some weapon with the # keys after getting them, how do i fix this?
You're probably talking about the Bloodskull. I ran out of KEYCONF slots to place it in, so rather than placing it on a random key and possibly conflicting with someone's bind, I left it as is. It should be fixed in 2.2.
and one of the BFGs too, I think.
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DomRem
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Post by DomRem »

I'm almost shocked TDA hasn't posted this yet, so unless you've found out by some other means, I have an announcement to make.

As of three days ago, I am no longer the DECORATE maintainer for the WRW. Truthfully, I had been considering this for quite some time, but after discussing it with TDA, I decided to give the job to him. I have plenty of mapping projects which need my time, and soon my enjoyment of working in the DECORATE lump ran out.

However, this does not mean my work with the WRW will cease. The only major thing I have given up is the DECORATE mainteinance, so I will continue to be a judge and work with the demo map, among other things. I think that with the new set-up, there will be a lot more released versions within the coming months.

Along these lines, I have set up a mirror of TDA's v2.1 at my site. Wiki page updated, as well.
ggg
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Post by ggg »

Hasbo wrote:and one of the BFGs too, I think.
The BFG 11000 by Wario. Though this was in version 2.0. Not sure if it's been fixed.
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DomRem
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Post by DomRem »

In the version 2.1 I have (works in 96x only) the BFG11000 is set to Slot 8, and I had no problems switching to it. Therefore, unless it was changed in the newer 2.1 release for some bizarre reason, it is an old bug.
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Cardboard Marty
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Post by Cardboard Marty »

Quick question: What happened to the weapons that were present in the beginning of the wad such has the Soul Cube?
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Phobus
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Post by Phobus »

IIRC, the soul cube never even got in, and everything else that was getting in is already in. I remember everything from back in the day (That orange plasma weapon, the insanity plasma rifle, the fire wand...)
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Hasbo
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Post by Hasbo »

DomRem wrote:In the version 2.1 I have (works in 96x only) the BFG11000 is set to Slot 8, and I had no problems switching to it. Therefore, unless it was changed in the newer 2.1 release for some bizarre reason, it is an old bug.
I tried using it for the 96x and it crashed
PhAyzoN
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Post by PhAyzoN »

I tried using 96x (without WRW) and it crashed... :(
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Siggi
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Post by Siggi »

Let's make this clear...
Don't use 96x!!!!
PhAyzoN
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Post by PhAyzoN »

I figured as much.
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DoomRater
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Post by DoomRater »

Zeg-Vok wrote: I honsetly suspect the explosion radius' and explosion damages to be the culperates, although if you make them weaker, Im not sure how "Nukey" it will be.
That's not it. The problem with the weapon is the number of actors created and destroyed at once. There's so much I can't rescue with this, only get it down so it doesn't drop below 1FPS so I can see what it was intended to look like. If I really want to work with this thing, I'll have to rewrite it...
Zeg-Vok wrote:the Invulnerability thing was in case a rocket explodes right next to you
I'll just give the weapon +noradiusdmg and then you'll be invulnerable to rockets while you have the weapon selected. Or maybe I should make it so it does that only when active? Still not quite done tweaking it.
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Zeg-Vok
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Post by Zeg-Vok »

What I would do with the HandFF would when it calls for the shield actor, have the weapon call A_ChangeFlag(noradiusdmg, 1) and then A_ChangeFlag(noradiusdmg, 0) at the endo of every cycle, make both frames that call them last for 0 tics, and there should be no problem, when I made the HandFF originally I dont think A_ChangeFlag was around then.

And the Nuke's slowdown isnt solely because of the actors being spawned, or at least the ones for looks, when I originally made the nuke, it was only the smaller single explosion pieces with A_Mushrooms, and it lagged just as bad (Although it sped up significantly once I hopped over to GZDoom, god bless hardware rendering). The A_Muchrooms being called virtually nonstop spawning decals and spraying all over the place along with the A_Mushrooms' own explosions are about the only constant that has been in my Nuke since day 1, and I've never seen it go off without bogging down my system.

Also, I had another weapon that fired a quick burst of 10 A_Mushrooming projectiles that would actually slow down my computer a bit with the projectiles would explode

EDIT:

I just removed all the normal A_Mushrooms, and while it still locked up, it wasn't even 1/4th as bad as before. Although the Nuke is going to lose out of the general firey look and shape of the mushrooming Manc Fireballs, its worth it
Lord Mattus
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Post by Lord Mattus »

Marty Razor Kirra wrote:Quick question: What happened to the weapons that were present in the beginning of the wad such has the Soul Cube?
Apparently, 10 Versions ago, the soul cube was deleted from the wad. it heavily sucked. and the graphics were really bad.
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