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TheDarkArchon
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Post by TheDarkArchon »

>_<

The casings teach me not to slack of when making mods in the future: I was using almost the exact same method of spawning them.
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Enjay
 
 
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Post by Enjay »

The weapons all seem to be working great now. The casings look really good - possibly the best of that kind of effect I've seen.

I'm not so keen on the puffs though, for a number of reasons:

1 They are too big - just too much attention being drawn to them.

2 They are too bright. Same reason as above but also, when did a bunch of fairly slow moving lead pellets (from a shotgun) make big glowing sparks like that?

3 They are far too loud. Fire a shotgun or SSG near a wall and you can hardly hear the weapon go bang for all the puff noises. It makes the weapons sound like they are making a curious high pitched noise and not the very satisfying sounds that you have picked out for them. The sound itself is strange anyway. IMO, the sounds should be quieter, more ricochet-like and only happen occasionally and randomly. In particular, the whole effect should be severely toned down for the shotguns anyway.

All IMO, of course. ;)
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wildweasel
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Post by wildweasel »

Regarding the puffs: you should modify SNDINFO so that the $random misc/puff refers to a series of blank sounds in addition to your puff sounds. The SNDINFO from ww-stranger.wad:

Code: Select all

$random puff/ric {puff/ric1 puff/ric2 puff/ric3 puff/ric4 puff/ric5 puff/ric6 puff/ric7 puff/ric8 puff/ric9 puff/ric0 puff/rica puff/ricb puff/ricc puff/ricd puff/rice puff/ricf}
puff/ric1				dspuff1
puff/ric2				dspuff2
puff/ric3				dspuff3
puff/ric4				dspuff4
puff/ric5				dsnull
puff/ric6				dsnull
puff/ric7				dsnull
puff/ric8				dsnull
puff/ric9				dsnull
puff/ric0				dsnull
puff/rica				dsnull
puff/ricb				dsnull
puff/ricc				dsnull
puff/ricd				dsnull
puff/rice				dsnull
puff/ricf				dsnull
This reduces the chance of ricochet sounds being played on a single puff, and hence makes the impact sound much quieter when you shoot at walls with the shotguns.
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DoomRater
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Post by DoomRater »

Only a chance of playing it 1 out of 4 times? Sounds pretty low to me. I'd rather have a ratio of more like 1 to 2.
PhAyzoN
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Post by PhAyzoN »

Enjay wrote:The weapons all seem to be working great now. The casings look really good - possibly the best of that kind of effect I've seen.

I'm not so keen on the puffs though, for a number of reasons:

1 They are too big - just too much attention being drawn to them.

2 They are too bright. Same reason as above but also, when did a bunch of fairly slow moving lead pellets (from a shotgun) make big glowing sparks like that?

3 They are far too loud. Fire a shotgun or SSG near a wall and you can hardly hear the weapon go bang for all the puff noises. It makes the weapons sound like they are making a curious high pitched noise and not the very satisfying sounds that you have picked out for them. The sound itself is strange anyway. IMO, the sounds should be quieter, more ricochet-like and only happen occasionally and randomly. In particular, the whole effect should be severely toned down for the shotguns anyway.

All IMO, of course. ;)
I think the same thing.

In addition to that. The Plasma Rifle; When are you making a new projectile for it? Using the standard plasmaball and havinga slower rate of fire kinda sucks, IMO.

EDIT: Forgot one thing. Chainsaw. I think Alt. Fire should toggle on off, and normal fire should either have it be a chainsaw when its on, or just point it forward (and do nothing, or act like a punch?) when its off.
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eliw00d
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Post by eliw00d »

Enjay wrote:The weapons all seem to be working great now. The casings look really good - possibly the best of that kind of effect I've seen.

I'm not so keen on the puffs though, for a number of reasons:

1 They are too big - just too much attention being drawn to them.

2 They are too bright. Same reason as above but also, when did a bunch of fairly slow moving lead pellets (from a shotgun) make big glowing sparks like that?

3 They are far too loud. Fire a shotgun or SSG near a wall and you can hardly hear the weapon go bang for all the puff noises. It makes the weapons sound like they are making a curious high pitched noise and not the very satisfying sounds that you have picked out for them. The sound itself is strange anyway. IMO, the sounds should be quieter, more ricochet-like and only happen occasionally and randomly. In particular, the whole effect should be severely toned down for the shotguns anyway.

All IMO, of course. ;)
completely understandable, and i agree. i just wanted to throw it in as an experiment. i haven't tampered with it a bit, just borrowed it straight from zen dynamics to see what it would be like. i'm not too keen on the sparks. i'll play around with it a little more, i would like some kind of impact sound when shooting non-fleshy objects however. ;)

edit: also, out of curiosity, are the dynamic lights for the puffs working for everyone else? they don't seem to be working for me.

i'm having a hard time understanding the xy_ofs in custommissile, it seems no matter what value i give it, it does not do anything to its position. i was able to get them for the most part where i wanted them to be, but i'm a perfectionist. :P

and about the plasma rifle, i haven't come up with any ideas on how to change it yet. or the rocket launcher. i know i said it would be changed in the next version, but i haven't come up with a solution. i might change the animation so that it's the same speed as the regular plasma rifle, or make the plasma bolts more powerful. one idea i have for the rocket launcher is make an inconsistent path of travel, like real rockets/missiles, with a LOT of smoke, but not enough to kill your computer. i'll mess around with that idea a little bit.

thanks for the input, i intend to keep everyone happy. :)
PhAyzoN
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Post by PhAyzoN »

Try this

Fires slightly faster, idle anim is slower (so you can see it better), and the projectile does 1 more damage

Spoiler:
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eliw00d
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Post by eliw00d »

having some trouble with my plasma rifle script. i'm trying something new with my animation, so that it makes it seem as though the rifle is out of charge. it works great EXCEPT when you press/hold down the alt fire key. if there is no ammo in reserve and you hit reload, it starts up the ready state like normal and seems to ignore the noammo check. it's rather annoying because it otherwise works great and i would like to use it with the handgun (as if the slide/breach remains open upon last shot). any help would be appreciated. if i can get this to work, the bfg will have a reload too.
Spoiler:
PhAyzoN
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Post by PhAyzoN »

On a side note, will the Rocket Launcher have a reload too? Since this post is rather empty, I guess I'll ask if the chaingun will aswell.
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eliw00d
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Post by eliw00d »

PhAyzoN wrote:On a side note, will the Rocket Launcher have a reload too? Since this post is rather empty, I guess I'll ask if the chaingun will aswell.
working on them as we speak, but came across the problem noted above.
PhAyzoN
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Post by PhAyzoN »

Im interesting in seeing how the chaingun will load :D
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eliw00d
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Post by eliw00d »

PhAyzoN wrote:Im interesting in seeing how the chaingun will load :D
well, i don't have any reloading frames unfortunately, so for now i will have to do the ol' goldeneye reloading trick. :/
PhAyzoN
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Post by PhAyzoN »

I love goldeneye's reload; Pistol, Machine Guns, Sniper, or Rocket Launcher. Doesnt matter, all have the same load time :) . Do you have load frames for the RL, Plasma, and BFG? Or are they GE style aswell?
Cptschrodinger
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Post by Cptschrodinger »

I actually think the chaingun should not reload, or if it does it needs a HUGE clip.
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eliw00d
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Post by eliw00d »

Sniper joe wrote:I actually think the chaingun should not reload, or if it does it needs a HUGE clip.
200 round belts. so far so good, i like the reload animations so far for the minigun. :)
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