You have no need to be sorry I know you got a life unlike me over here. XDAlphaEnt wrote:Hai, thanks for the comment and sorry for late reply, I was kinda busy being offline for a while and working irl.Mod_till_crash wrote:OOOO YEEEEEEE
this what I ma talking about, fun stuff especially with dusk movement and mounters, (...)
small bugs,
animation for spinning the dual/akimbo shotguns is broken if you spam the spin/reload key, (...)
The zoon for the hunting/sniper rifle is kind of wonky click to zoom in another to come back out instead of hold the click to stay zoomed in unless i missed an option,
funny thing is the cigar of all thing in this mod has the zoom like that (...)
How have I never noticed that in dusk, I ma starting to think I am more stupid than I have had realized. You should probably add that to the post somewhere for stupid people like me out there.- The dual shotgun spinning animation, is often reported as broken, but it actually works as intended.
The same animation thingy happens on dusk actually, so I just ported the animation as is.
Here is a video of the spinning thingy people talk about as seen on Dusk.
Ah so its done so we can actually play multiplayer and not teleport with a billion ping around the map, well thats a sacrifice I am willing to make, I might never get used to it but eh multiplayer is too much fun to pass over.- The hunting rifle zoom different behaviour is a thing i'm aware of.
And mostly, a conscious sacrifice made by the fact that i'm making this mod with several sourceports on mind.
There are some mod's out there that allows you to hold altfire and fire at the same time, but from what i've researched, they use zscript or modern gzdoom, and considering i'm modding for old gzdoom (1.8.6), zandronum 3.0 and d-touch, that's like, a no for me.
In the case of the cigar, since it's a weapon that is only obtainable through cheats and doesn't damage monsters (using altfire zooms, but blocks your fire attacks) the fire block is mostly harmless.
So, my point of view is, the sniper rifle works akin to counter-strike, where you don't hold the altfire. (the same thing i've done for my other mod's like q4rip, blorc and titan)
If there's a way to make player hold both altfire and fire without zscripts and without generating multiplayer lag issues, then i might change that behaviour in the future or make it toggeable, if even possible.
It is very unlikely for it to happen though, considering my sourceport targets, unless you hold altfire and block your fire function, like the cigar does, which would be counter productive for a sniper rifle.
Thanks for clearing things up for me.