Re: Faspons - Now with 10% more GitLab
Posted: Tue Mar 22, 2016 2:34 pm
This was nochance.wad.
But when I run on Doom 2 the key icons are still buggy.
But when I run on Doom 2 the key icons are still buggy.
Discussion about ZDoom
https://forum.zdoom.org/
Would you be able to provide me your GZDoom settings .INI file? I am seeing some other issues in your screenshot like the left/right ends of the bars. Some things look odd and I am wondering if I am missing a setting to recreate that.Baconator wrote:This was nochance.wad.
But when I run on Doom 2 the key icons are still buggy.
Not sure if you saw the edit above. It looks to be an issue with the texture format selection in GZDOOM. Change it to RGBAB.Baconator wrote:http://s000.tinyupload.com/index.php?fi ... 7071959111
Lol, don't worry, not your bad at all. I am not even sure why that would make a difference for the sprites compared to other options.Baconator wrote:Oops! My bad. Changed it and it worked.
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v 1.0.0 (March 22, 2016)
- Added changelog to GitLab
- Modified shotgun and SSG offsets
- Fixed classic shotgun mode damage buff when reload is disabled
- Buffed classic shotgun damage from 10% to 15%
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Script warning, "Faspons-OldRifle.pk3:actors/weapons/combatrifle.txt" line 224:
Unknown class name 'BeserkKickAttack'
Script warning, "Faspons-RPG.pk3:actors/weapons/rpg.txt" line 158:
Unknown class name 'BeserkKickAttack'
Just throwing in my 2 cents since you're asking. I like it because they provide free private repos and provide a open-source "roll your own" self-hosted option. There's also been some internal corporate strife at GitHub which makes me uneasy. This article is what originally got me looking into them as an alternative to my GitHub repo: https://www.b.agilob.net/choose-gitlab- ... t-project/patrik wrote:I see that you migrated to GitLabs. So how is it?
Fixed the smoke issue. It was because I pushed a CVAR scope change from SERVER to USER which broke the functionality. I have reverted those changes and pushed it to the release branch. I still don't know how these damn things work half the time.patrik wrote:I see that you migrated to GitLabs. So how is it?
I tried latest release build 2f6de4fa and I noticed that even when fancy smoke is disabled, shots from plasma rifle and bfg upon impact produce smoke so as their ejected used cell clips.
EDIT: Actually, it looks like this toggle got somewhat borked, because now it affects only smoke coming from weapons, everything other seems unaffected.
Also not sure if intentional or not, but it feels inconsistent to me how bfg uses 25 energy for lowest charge, but still allows last shot with only 10 remaining energy.
While playing Smooth Doom I became big fan of its gibbable SSG. I just think it makes it look even more badass and maybe encourages players to use it more often. So could there be place for another optional toggle?
Also just little detail, but wouldnt it look better if minigun casings had different sprites from rifle ones?
BTW thanks for changing zoom out effect for minigun. I know it was only very slight detail, but it just didnt feel right before. And I surely dont mind another slight buff to classic shotty.
EDIT2: Most propably harmless things, but when latest build is run in conjuction with SingleReloadRPG and OldCombatRifle addons, at startup console mentions 2 warnings:Code: Select all
Script warning, "Faspons-OldRifle.pk3:actors/weapons/combatrifle.txt" line 224: Unknown class name 'BeserkKickAttack' Script warning, "Faspons-RPG.pk3:actors/weapons/rpg.txt" line 158: Unknown class name 'BeserkKickAttack'
Added. Download the DEV branch and let me know if the blood looks okay.Neccronixis wrote:If you wanted to add blood and or gore to this mod, then I would do it very similar to the way Smooth Doom does its gore. Use the default blood sprite; have it spray out in a similar fashion and if you wanted to have blood pools, then just use some default gore sprites from Doom. It's a nicer alternative than the default blood where it just falls of an enemy and then disappears on the floor.
@Neccronixis, so to expand on "fall naturally to the ground", do you mean just fade into invisible with no blood pools (essentially like vanilla doom).Neccronixis wrote:What I would do with the blood is instead of using the pool sprites, just use the same sprites for the blood that sprays out after shooting an enemy, and allow those sprites to fall naturally onto the ground. When enemies have been gibbed however, you should add more gore sprites just like the ones in Smooth Doom, to your discretion. I would also add an option for the player to disable floor based blood effects; maybe give an option to 'fade out after 60 seconds', 'don't fade' or disable all together.
@Baconator, well, that's why this is DEVBaconator wrote:From my personal view the new blood effect is a bit too much.
One bullet does not create streams of blood. There is already Ketchup for that.
I recommend to make them only appear on death or when chainsawing. And one bullet or pellet should create just small spills of blood under sprite.
Maybe add growing blood pools for fresh corpses?
Holy f***! Tried your Ketchup version. It felt like Spanish tomato festival. SSG-d a little impy and it flew all over the place.![]()
Reasonable amounts of gore fits well, but I hope you don´t overdo it. Or make it toggleable.