Real Guns Hardcore 1.12 Beta 2 - some guy bumped this.

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CommanderZ
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by CommanderZ »

Actually, speaking as someone who has fired real guns, a muzzle flash is nigh invisible in the daylight, and late at night, barely exists for long enough to see it clearly. If the muzzle flash exists for any longer than one tic in-game, then it needs to be shortened, as that might be the problem right there.
Does this apply even when you are firing full auto like a mad man (which is pretty common practice in Doom)?

I will look at shortening it. But I like its current animation (it is really pretty how it dissipates) :P
Just tried this with Heretic, and I have to say it's even better there; you can get more use out of knife attacks, which is nigh on insane to try in most Doom levels.
I would say knife is overpowered in HTic :)

But having no hitscanners to worry about is a nice change.
-No exp gained from Heretic monsters.
This is because the monsters are not yet RGH-enabled.
-The cursor for Heretic's item menu appears above the menu itself.
I have no idea why this happens :(



Also, IMPORTANT:

THERE IS NOW A BUG TRACKER

If you are reasonably sure you found a bug, feel free to post it into the tracker. The tracker has several advantages:

1) I won't miss (or forget) your bug report - it will get to my attention sooner or later.
2) You will know exact outcome of the report (either it was solved, or it was closed for a specific reason)
3) It will reduce clutter in the thread.

Please, look there and if there are any bugs you know of, that are not solved yet, feel free to add them. All you need is Google account (GMail, Google Docs, Google Reader...any of those will do).

Of course if you are not sure that your issue is actually a bug, you can always post it into the thread and I will try to provide you with feedback ASAP (of course there is risk of me missing your post).

For now, please keep feature suggestions out of the tracker (let's see if it works for bugs first).
Xanirus
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Xanirus »

Feature thought, not a bug:
After really playing this mod for a while, the single player portion at least, I have some thoughts of the level up system. Although I haven't played multiplayer that much, I think I've seen enough of it to determine there's no XP, (unless I'm playing the wrong mode, I can't find where to select perks) but given that it's Doom still, (everyone moves so fast) I don't think it's needed anyway. Regarding single player though, I think the rewards should be tweaked somehow, I just don't know how. The thing is the attachments. Adding these to any of the guns is going to make you want to keep that gun for the whole game; it makes little sense to switch them out and provides no opportunity to play with other guns. It's not hard to find another gun of the same type you had, but the attachment you worked so hard to get will be gone. A good idea I think would be to keep the perks of course, but change the attachments to something else...like smaller stat bonuses, I dunno. Instead, the attachments would be dropped randomly by enemies instead, to give more frequent chances of adding attachments.

Then again, what is the max level? I keep going by your level 6/8 in Doom 2 example. I tend to play wads that have particuarly long levels. If it's infinite, then it might not be a problem....if levels would stack that is, so you could "stock up," sort of speak, on attachments.

(EDIT: Ugh, forget I said anything. I didn't know the addons stay on any and all guns you may pick up.)
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

I have concluded something: Either assault rifles are overpowered, Stopping Power is a deliciously broken-ass Perk, or the Intervention is overspecialized and I continually ignore it and keep searching for one of the semi-auto snipers.

Or some combo of the above. You tell me. Because it feels WEIRD taking down Revenants with an assault rifle. 'course, it's a lot harder when other enemies are around. YAY, TOOK OUT THE REVENANT, WATCH AS I GET RAPED BY IMPS WHILE I RELOAD!

Obviously I need to generate harder, more densely populated OBLIGE levels.
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Ethril
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Ethril »

Big C wrote:I have concluded something: Either assault rifles are overpowered, Stopping Power is a deliciously broken-ass Perk, or the Intervention is overspecialized and I continually ignore it and keep searching for one of the semi-auto snipers.

Or some combo of the above. You tell me. Because it feels WEIRD taking down Revenants with an assault rifle. 'course, it's a lot harder when other enemies are around. YAY, TOOK OUT THE REVENANT, WATCH AS I GET RAPED BY IMPS WHILE I RELOAD!

Obviously I need to generate harder, more densely populated OBLIGE levels.
pretty sure you can carry more than one gun. use your sidearm(s) against the imps and then reload afterwards.
also the knife.
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

Yeah, that's true. Don't mind me. I think I was sleep-deprived when I wrote that post. :P
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

Forgive the doublepost, but bug report: The orange cacodemon variant doesn't show the last frame or two of its death animation.
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wolf00
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by wolf00 »

aa 12 in your mod is outdated,aa 12 using drum magazines,drum have capacity 20 shotshells,aa 12 have rof 300 shots/60sekonds... see future weapon witch mike.. bereta 93r have single shot & burst,not only burst,famas is able fire in full auto fire,why yours use only bursts ? for fn fal,only british L1A1 have semiautomatic ....
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lizardcommando
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by lizardcommando »

Because that's how they function in Call of Duty: Modern Warfare 2.
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wildweasel
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by wildweasel »

Exactly - go complain to Infinity Ward for coming up with the behavior. =P
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CommanderZ
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by CommanderZ »

I have concluded something: Either assault rifles are overpowered, Stopping Power is a deliciously broken-ass Perk, or the Intervention is overspecialized and I continually ignore it and keep searching for one of the semi-auto snipers.
Intervention is good weapon. Of course semi-auto sniper rifles are easier to use, but also eat ammo much faster.
Or some combo of the above. You tell me. Because it feels WEIRD taking down Revenants with an assault rifle. 'course, it's a lot harder when other enemies are around. YAY, TOOK OUT THE REVENANT, WATCH AS I GET RAPED BY IMPS WHILE I RELOAD!
Ehm...what?
Forgive the doublepost, but bug report: The orange cacodemon variant doesn't show the last frame or two of its death animation.
Thanks, fixed for next version.
aa 12 in your mod is outdated,aa 12 using drum magazines,drum have capacity 20 shotshells,aa 12 have rof 300 shots/60sekonds... see future weapon witch mike.. bereta 93r have single shot & burst,not only burst,famas is able fire in full auto fire,why yours use only bursts ? for fn fal,only british L1A1 have semiautomatic ....
Of course, the original cause it that the weapons are based on MW2.

However I'm open to meaningful changes of the weapons, BUT you must think why IW did balance the weapons the way they did. They had military consultants and everything (the game cost a lot of $$$ to make), but they still made the weapons unrealistic. Why? To bring variety into the weapon selection. There are many automatic assault rifles, so they chose M16 and FAMAS to be burst-fire weapons. The same goes to M93R - there are quite a few other semi-automatic handguns, so they made it fire in bursts.

CoD 1 and 2 used to have full-auto / semi-auto switches on (I'm not use if all, but at least some) weapons. It might fe a nice feature to have, but there are some issues:
- I don't have mode switch sprites (so it would have to be without animation)
- It would be A LOT of work for quite limited benefit
- It could potentially break balance of the game, forcing me to rebalance many of the weapons (=> more work)
- It would introduce further complexity into the gameplay, which I'm not sure is good idea to do. There already many new concepts over the vanilla Doom gameplay and people are already getting confused by the controls of the game.
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wildweasel
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by wildweasel »

One bit of feedback: did you ever consider that the Hellions do way too much damage for the monster type that it's replacing? It's often extremely difficult to get away from their circle of fireballs attack, not to mention that getting hit by even ONE of these fireballs will instantly kill the player.
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wolf00
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by wolf00 »

drum magazine for magazine can be optional choice,spas 12 have 8 rounds & pump action mode,aa-12 have 8 & semiatomatic,for me it is same shotguns dif. only in layout ... bereta 93R & glock18 have upgraded extended magazines,this ok...
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

Ehm...what?
Like I said, pretty sure I was sleep-deprived when I wrote that. :P

Also, sorry I forgot to input the aforementioned bugs into the bug tracker. Is here okay, since you noticed them?

@wolf00: The SPAS also has much saner recoil, though.
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CommanderZ
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by CommanderZ »

I think everything posted in this thread was either added to the tracker or immediately fixed.

I will be releasing 1.10 in a few hours, if something was missed, feel free to either add it to the tracker or remind it to me then.
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Big C
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Re: Real Guns Hardcore 1.9 - Perks in Deathmatch, new class

Post by Big C »

OH! One last bug:

If I select an FN FAL and a PP2000 from my inventory and try to use the akimbo attachment on the PP2000, the PP2000 vanishes from my inventory. Strangely, this ONLY happens when I have the FAL as my primary. I tried the same combo with an Intervention instead and the PP2000 akimbo worked fine.
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