[Gamma] Zero Tolerance

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Macil
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Post by Macil »

What's A_SpawnItemEx? It's not in the wiki as far as I see.
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Ryan Cordell
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Post by Ryan Cordell »

Found from nativeclasses and 'cleaned up' by me, it goes as follows:

Code: Select all

A_SpawnItemEx(string ACTOR, float XOffset, float YOffset, float ZOffset, float XMomentum, float YMomentum, float ZMomentum, float ANGLE, int FLAGS, int CHANCE)
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Jimmy
 
 
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Post by Jimmy »

If there was a Zen Dynamics II, these weapons would definitely be in it. :)
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Matt
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Post by Matt »

Question about A_SpawnItemEx: Are XOffset, YOffset and Angle relative to the originating actor or are they absolute?
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Setzer
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Post by Setzer »

Wow. And I wondered why I hadn't gotten much feedback before. :surprise:

Firstly, I thank you for all your comments, compliments, and even flames. I've noticed a few things I never would have on my own, and it's great to see that many of you are enjoying it just the same. ;)

-Regarding the Photon Pistol: This weapon has gone through many phases and I think I've gotten it to a level where I'm happy with it. While it's powerful, yes, it's not the greatest in terms of projectile speed or accuracy. I rather like the little splash damage as well, if only because it deters players from using it to "plow through" enemies at point-blank range like you can with so many other weapons of its type. I still say a bit more balancing is in order before the final release, so I *will* keep everyone's suggestions in mind.

-Regarding the Flak Cannon: Odd, I never noticed this problem until now, but Tom is right. Hellknights and Cacodemons are still strawberry-flavored when shredded by flak, instead of retaining their original lime and wild blue coconut varieties. I wonder, if I were to have the Flak's death states spawn the individual blood splat instead, would it still take into account the monster's blood color at all? This has to be fixable *somehow*, but...

-Regarding the XanRifle: It may seem weaker than normal, but keep in mind its special capabilities. It *bounces*. You can use this to easily pound away at enemies around corners without much impunity. It's designed for maximum speed as well, not accuracy, so don't be surprised when you try and snipe enemies from a football field's length away. After all, that's where the Prophets come in, right?

-Regarding the super weapon: Yes, I would *love* to have the alt-attack suck in the enemies, but the Implosion effect is proving to be quite unpopular. Speaking of which, the little bug that appears with "give all" isn't easily fixed due to the nature of the effect. Unless... hmm, I may have an idea after all.

-On the subject of the HUD: This baffles me completely. It works fine for me on two completely seperate systems and Xaser has reported no trouble on his end. I'm not sure exactly what may be causing the overlapping errors, but it's safe to assume that any resolutions larger than 800x600 will look strange and anything lower will not work at all. Sorry, folks.

-@Rone : Strangely enough, the "3D-ripped" weapons you refer to were drawn from scratch by good ol' NMN, though his style resembles such origins that it's no big deal. Considering that I made the animations for most of them myself (including that ever-popular Photon Pistol) from a single frame or two, it's not just a straight rip. The big exception is the Cluster Bomb cannon, which is a rip from *somewhere*. Still, animations. Either way, thanks for the feedback, and it's good to see you're still enjoying it the same. In this case, it's just a simple matter of opinion, it seems. ;)

Finally, the Heretic screenshot is quite amusing, really. I wonder how those Sabreclaws like a razor-sharp Chainsaw in their face. ;)

Thanks for the feedback. Keep it coming!
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The NUtcracker
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Post by The NUtcracker »

As far as the give all problem goes, I already fixed it on the last page. http://www.sendspace.com/file/uqm073
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TheDarkArchon
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Post by TheDarkArchon »

Zero: You should see Infinity in the govenors offices in Strife once the alarms are set off. Can you say mass elimination of Acolytes? :P
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Setzer
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Re: [Gamma] Zero Tolerance

Post by Setzer »

And a half-year later,


Here I am. The mod's still not perfect but I'm ready to release it soon. Time passes while dust collects : aside from tiny tweaks I haven't touched this lately. The HUD and Lasersight still aren't great but I can always make revisions later when breakthroughs occur. I notice it's been getting quite a bit of attention somehow : no sense in keeping it silent.

Any final suggestions for improvement before I apply the gift-wrap and fatefully send ZEROT off to its new /idgames home?


P.S. : Actually-working Gamma Release link (Xaser, please update) -- Download from Megaupload
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Shadelight
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Re: [Gamma] Zero Tolerance

Post by Shadelight »

No suggestions here, although I think you should lower that one imp's fireball damage down..(the one that shoots the fireball that becomes five)
Also, the flare gun is pretty overpowered. DX
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Unknown_Assassin
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Re: [Gamma] Zero Tolerance

Post by Unknown_Assassin »

Sorry to bring this back, but the Prometheus still doesn't work for me when I press '8' on the keyboard. What I find unusual is that with the mouse, I can take out the weapon, but when I try to press that keyboard button, it wouldn't work (I didn't realize this during my previous discussion). To explain a little more thoroughly: by summoning the prometheus, I know that I automatically switch to that weapon, but when I switch to a weapon like the flaregun and then switch back to prometheus based on keyboard, it won't work. Mouse works with this, but keyboard doesn't. The other weapons seem to work perfectly with the keyboard. :?
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TheDarkArchon
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Re: [Gamma] Zero Tolerance

Post by TheDarkArchon »

Unknown_Assassin wrote:Sorry to bring this back, but the Prometheus still doesn't work for me when I press '8' on the keyboard. What I find unusual is that with the mouse, I can take out the weapon, but when I try to press that keyboard button, it wouldn't work (I didn't realize this during my previous discussion). To explain a little more thoroughly: by summoning the prometheus, I know that I automatically switch to that weapon, but when I switch to a weapon like the flaregun and then switch back to prometheus based on keyboard, it won't work. Mouse works with this, but keyboard doesn't. The other weapons seem to work perfectly with the keyboard. :?
What does the console say when you enter "setslot"?
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Unknown_Assassin
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Re: [Gamma] Zero Tolerance

Post by Unknown_Assassin »

TheDarkArchon wrote: What does the console say when you enter "setslot"?
Slot 0: ZeroInfinity
Slot 1: FlareGun OverSaw
Slot 2: ProphetPistol DualProphets
Slot 3: SusanPistol
Slot 4: RaidenRifle
Slot 5: FlakCannon
Slot 6: XanRifle
Slot 7: BouncerHMG
Slot 8: Prometheus
Slot 9: ClusterBomb
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wildweasel
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Re: [Gamma] Zero Tolerance

Post by wildweasel »

Did your number 8 key get unbound by something? Try "Bind 8" at the console - it should be bound to "slot 8", and if it isn't, it should be.
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Unknown_Assassin
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Re: [Gamma] Zero Tolerance

Post by Unknown_Assassin »

wildweasel wrote:Did your number 8 key get unbound by something? Try "Bind 8" at the console - it should be bound to "slot 8", and if it isn't, it should be.
That works! :D Thanks, Weasel. The console stated that "8"="", no wonder it didn't work.

I don't know how my 8 key got unbound; I never typed anything to unbind the key. :? What's more confusing is that in other wads like ZWRW, the 8 key works just fine. :?
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Xaser
 
 
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Re: [Gamma] Zero Tolerance

Post by Xaser »

Ah, thanks for the move, mods!

Zero's informed me that this is actually getting dangerously close to completion -- thanks to Randy my little projectile enhancement is done so now I don't have to worry about it any more. Well, we'll just have to hurry up and wait, then.
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