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shucks, no eardrum busting heavy metal themed musics for newer quake series but q2, then. pretty shame.
but i pretty like those sounds because they're now outta the future and less metalic sounds what quake's timelines are pretend to. but since they're not metal themed, what's the point.
Loving demonsteele to death so far! It's been great with Memento Mori.
One thing though, as much as I like the Omen hammer, it feels clumsy to use, especially after I finally get used to the Kharon's reach. I would appreciate it if you gave the Omen the same melee reach as the Kharon. Unless it already does reach that far and I am inattentive.
Another suggestion would be for a powerup that causes the Kharon to hit multiple enemies with a regular swing, something to replace the Berserk Pack perhaps? Not that the chili pepper is bad.
submerge wrote:One thing though, as much as I like the Omen hammer, it feels clumsy to use, especially after I finally get used to the Kharon's reach. I would appreciate it if you gave the Omen the same melee reach as the Kharon. Unless it already does reach that far and I am inattentive.
asd.PNG (1.11 KiB) Viewed 1044 times
if term intentionally made omen short like this, i don't think so.
i forgot to mention this, but i got some kind of message on the console that an item called StimpakSomething, the something part being something i don't remember, wouldn't come out of the XaserBarrel, that is the explosive nukage barrel. leftover code from something?
Viscra Maelstrom wrote:i forgot to mention this, but i got some kind of message on the console that an item called StimpakSomething, the something part being something i don't remember, wouldn't come out of the XaserBarrel, that is the explosive nukage barrel. leftover code from something?
From what I understand it, it's your standard error. He's fixed it in the most up-to-date verson on Git, I believe.
Good to hear that some of my modifications are legit enough to make it in thanks for considering them!
Feel free to close the pull requests that you won't be directly merging. It sounds like you'll need to manually cherry pick bits of the code if you want it to support both double-tap and a dedicated button for specials, so you might want to close that one too. It's worth noting that the double-tap item checks were moved into the idle weapon states in that branch, so if you want it to handle both you'll to create a separate set of double-tap inventory items to distinguish between the different types of special activation, as well as adding the jump checks back into the charge states.
In terms of the individual bits:
TerminusEst13 wrote:* The gravity, jump, and dash changes, on the other hand...are just right out, I'm sorry. It's very difficult to actually control things now, and offline it was extremely difficult for me to maneuver around at speeds like before. Online, anyone with a ping higher than 70 weren't able to keep track of their movement--even just simple jumping became a chore, with the ACS trying to keep up with player inputs. Launching enemies into the air became an exercise in frustration, as enemies would hit the ground before anyone could even get up to them, and for high-ping players it basically wasn't worth doing it at all.
* Aerial movement being affected with guns and sword-slashing, however, is VERY much right out. This was easily the most disasterous part of our netplay testing, as any z-variation at all would trigger an instant stop and hover. Going down stairs quickly became a chore, Hexen-style sprite bridges became a nightmare, and everyone with high ping had to tread extremely carefully across slopes, steps, and even minor raises and lowers in terrains. And this isn't even getting into how some people (YHOLLLLLL! YOU BIRD-BRAINED BASTARD!) would actually be able to [url=https://www.youtube.com/watch?v=QCKQh3_1Jcw]attack fast enough to friggin' fly across large gaps.
I figured that these might turn out to be sticking points, and that's fair enough. Between being balanced around unlagged single player and being nicked directly from games that aren't designed around a base speed of 80Mph, it's reasonable to say they don't quite fit in as universal mechanics. Running server-side probably does them no favours either.
I do think that hover-extended air combos are still an idea worth pursing, but probably as more of a context-sensitive mechanic that plays well with the low enemy gravity. Something like a launcher-initiated lock-on that lets you teleport up to an enemy and lock in place until you drop combo/go out of range/they die/etc. Like this:
Spoiler:
Someone in the YT comments also suggested only hoverstopping on hit, but iirc it's non-trivial to detect missile hits in the context of "if( <player> hit <enemy> ) { do_the_cool_thing( <player>, <enemy> ); }".
Also, the demo video is glorious. I'm honoured to have inspired such a thing
TerminusEst13 wrote:* The gunsouls cvar is a genius idea that I love and am totally nicking. Not much else to say, it's a beautiful idea for people who prefer more gunplay to actually slashing--though I'll probably never turn it on, giving more options to the player to let them play how they want is never a bad idea in my book.
Good stuff, glad to hear we share the same view on options I wanted to try playing through TUTnT with this, so I have a couple more cvar branches in the works for balance compatibility with level wads that are focused around the old doom health and ammo systems, so you'll probably be seeing those when I finish fixing the requisite merge conflicts. ("Classic Health'n'Powerups (Where Applicable)" and "Zombies Drop Ammo", respectively)
TerminusEst13 wrote:* The "Increased damage hitbox size for standard slashes + launcher", however, has me scratching my head. I'm not really able to see any difference? Even looking at the code directly, it looks like it's still height/radius 1/1 for normal attacks and 2/2 for the launcher. Am I missing things?
Oops, I think that change may have gotten lost when I was splitting all the code out into different branches. I think the standard slashes were around 16/2 (so the hitbox takes up about 1/3 of the middle of the screen) and the launcher was around 16/24 (to pick up dudes mid-jump), but those are rough guesses at best. I imagine you get the idea though.
Last edited by ShiftyAxel on Tue Dec 23, 2014 2:15 pm, edited 2 times in total.
submerge wrote:One thing though, as much as I like the Omen hammer, it feels clumsy to use, especially after I finally get used to the Kharon's reach. I would appreciate it if you gave the Omen the same melee reach as the Kharon. Unless it already does reach that far and I am inattentive.
asd.PNG
if term intentionally made omen short like this, i don't think so.