[1.0.1]The Veteran (New trailer, last hurrah!)

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Untitled
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Untitled »

A.Gamma wrote:I actually have been considering to either, power up the Festivity, or add some sort of Super Weapon, what do you guys think? Should I beef up the Festivity, or should I add a Super Weapon?
It's tricky. The Festivity is sort of in-between. If you overdo it, you get a rocket launcher than outclasses everything.

But I've learned superweapon design is anything but easy. It has to be powerful and flashy, but not "EZ Mode". We already got Russian Overkill for weapons that EZ mode the level.

To be honest it's not usually that big a deal

It only really pops up if you play "Ultra-Hard" levels

Most of which I'm not good enough to be playing but find the slaughter fun
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A.Gamma
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Untitled wrote: It's tricky. The Festivity is sort of in-between. If you overdo it, you get a rocket launcher than outclasses everything.

But I've learned superweapon design is anything but easy. It has to be powerful and flashy, but not "EZ Mode". We already got Russian Overkill for weapons that EZ mode the level.

To be honest it's not usually that big a deal

It only really pops up if you play "Ultra-Hard" levels

Most of which I'm not good enough to be playing but find the slaughter fun
Yeah, that's pretty much why I have not change/added it yet. But at the same time, one of my goals with this project was to make it playble with most custom maps without breaking their balance, and the way it is right now definitely breaks the balance on Slaughter maps. And then I go and think that it may be more trouble than it's worth.
Last edited by A.Gamma on Tue Dec 10, 2013 4:19 am, edited 1 time in total.
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Ed the Bat
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

Gamma, while I'm thinking of it; had a small question about the Crowd Mower. I noticed alt-fire, with the greater spread, consumes five rounds of ammo, but only fires four volleys. Is this intentional, to make it less efficient?
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A.Gamma
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Yeah I saw your note on the bug-fixed version, to be honest it is a bug; it was supposed to fire five bullets, but due to an overlook from my part it only fires four. And while it wouldn't be hard to fix it, I decided against it since it feels good the way it is right now. But that might be just me and it doesn't really feels as good as I think, do you think I should fix it?
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

A.Gamma wrote:Yeah I saw your note on the bug-fixed version, to be honest it is a bug; it was supposed to fire five bullets, but due to an overlook from my part it only fires four. And while it wouldn't be hard to fix it, I decided against it since it feels good the way it is right now. But that might be just me and it doesn't really feels as good as I think, do you think I should fix it?
It's totally up to you. However, regardless of what we do about that, I'm having second thoughts about one thing I did to the Crowd Mower... I set it to jump to the reload sequence if the player doesn't have enough rounds ready (needs at least three for primary, and five for secondary), but then it dawned on me that, with an even-numbered magazine size, the player is likely to run down to less than three rounds for the final volley. So, unless the player's been mixing it up with primary/secondary fire, the magazine will never deplete cleanly this way. This can also be an issue if there's no more ammo to load in, and the player hits a 'forced reload' scenario. So, I'm thinking I should go back over that and change it so the gun will simply use up what's available if the player was a little short on ammo (for example, using primary fire with two loaded rounds, the gun will volley two rounds and then cut the sequence short).

I can just drum something up and toss you the raw code for it here on the forum, in a little bit.

EDIT: And here it is! Didn't get a chance to thoroughly test it, but this ought to work.
Spoiler:
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Hmm... I tested it, and it actually produces a very interesting bug, where it will give you the exact amount of rounds you need to keep firing so long as your magazine does not reaches zero.

EDIT:

Code: Select all

Actor CrowdMowerRifle: VeteranWeapon
{
   Decal "BulletChip"
   Inventory.PickupMessage "You got the Crowd Mower Assault Rifle."
   Obituary "%o was mowed %k's Assault Rifle."
   Weapon.AmmoType1 "MowerClip"
   Weapon.AmmoType2 "RifleAmmo"
   Weapon.AmmoGive2 125
   Weapon.SlotNumber 5
   Weapon.Kickback 225
   States
    {
   Spawn:
      PRFL A -1
      Loop
   Ready:
      VRFL A 0 A_JumpIfInventory("MowerClip",0,2)
      VRFL A 0 A_JumpIfInventory("RifleAmmo",1,2)
      VRFL A 1 A_WeaponReady
      Loop
      VRFL A 1 A_WeaponReady(WRF_ALLOWRELOAD)
      Loop
   Deselect:
      VRFL A 1 A_Lower
      loop
   Select:
      VRFL A 1 A_Raise
      VRFL A 1 A_PlaySound("CrowdMower/raise",CHAN_WEAPON)
      VRFL A 1 A_Raise
      Wait
   Fire:
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Reload
      VRFL A 0 A_GunFlash
      VRFL A 0 A_AlertMonsters
      VRFL B 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL B 3 Bright A_FireBullets(3,4,4,6,"GunsPuff",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL C 0 Offset(0,40)
      VRFL C 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL B 3 Bright A_FireBullets(3,4,4,6,"GunsPuff",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL A 0 Offset(0,30)
      VRFL B 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL B 3 Bright A_FireBullets(3,4,4,6,"GunsPuff",1)
      VRFL A 1 Offset(0,40)
      Goto Ready
   Altfire:
      VSHT A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Reload
      VRFL A 0 A_GunFlash
      VRFL A 0 A_AlertMonsters
      VRFL B 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL B 3 Bright A_FireBullets(10,12,4,6,"GunsPuff",0)
      VRFL B 0 A_Takeinventory("MowerClip",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL C 0 Offset(0,40)
      VRFL C 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL C 3 Bright A_FireBullets(10,12,4,6,"GunsPuff",0)
      VRFL C 0 A_Takeinventory("MowerClip",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL B 0 Offset(0,30)
      VRFL C 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL C 3 Bright A_FireBullets(10,12,4,6,"GunsPuff",0)
      VRFL B 0 A_Takeinventory("MowerClip",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL B 0 Offset(0,40)
      //A fifth bullet taken for four shots?
      VRFL C 0 A_Takeinventory("MowerClip",1)
      VRFL A 0 A_JumpIfInventory("MowerClip",1,1)
      Goto Ready
      VRFL B 0 Offset(0,30)
      VRFL C 0 A_PlaySound("CrowdMower/fire",CHAN_WEAPON)
      VRFL C 3 Bright A_FireBullets(10,12,4,6,"GunsPuff",0)
      VRFL B 0 A_Takeinventory("MowerClip",1)
      VRFL B 0 Offset(0,40)
      VRFL A 1 A_Refire
      Goto Ready
   Reload:
      VRFL A 1
      VRFL A 1 Offset(0,38)
      VRFL A 1 Offset(0,40)
      VRFL D 2
      VRFL E 4 A_PlaySound("CrowdMower/magout",CHAN_WEAPON)
      VRFL F 4
      VRFL G 1 Offset(0,36)
      VRFL GGGH 1 Offset(0,34)
      VRFL H 1 Offset(0,36)
      VRFL H 2 Offset(0,38)
      VRFL I 1 A_PlaySound("CrowdMower/magin",CHAN_WEAPON)
      VRFL I 2 Offset(0,36)
      VRFL I 2 Offset(0,34)
      VRFL I 2 Offset(0,32)
   ReloadLoop:
      TNT1 A 0 A_TakeInventory("RifleAmmo",1)
      TNT1 A 0 A_GiveInventory("MowerClip")
      TNT1 A 0 A_Jumpifinventory("MowerClip",0,"ReloadFinish")
      TNT1 A 0 A_Jumpifinventory("RifleAmmo",1,"ReloadLoop" )
   ReloadFinish:
      VRFL J 2
      VRFL A 1
      VRFL A 1 A_PlaySound("CrowdMower/ready",CHAN_WEAPON)
      Goto Ready
   }
}
This seems to fix it.
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Ed the Bat
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

Ah, good. I just checked on the bugged behavior, and what I was seeing was that dryfiring with insufficient ammo would simply produce one new round each time, because the ReloadLoop was executing (A_TakeInventory("RifleAmmo",1)) didn't care that none were there to take). But that's a moot point now, if everything is working as it should. :)
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Heh, I just noticed that too... I will fix it and include it in the next release.
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

D'oh on me, again! I just noticed I forgot to put A_CheckReload commands in the Heavy Hitter, so it'll put itself away if the player runs out of shells after shooting. I guess I could've done the same in the Crowd Mower...

And on the subject of putting guns away when out of ammo... I guess it would be a good idea to give them Weapon.SelectionOrder values. As it stands now, they're all equal (zero, since undefined), so the fists are what gets selected. It may be preferable to tier the guns in some order so the fists become a fallback instead of a first choice.

Oh, and speaking of Fists, should we give them the Altfire (Kick) from the dualies and SMG? Not a huge deal, but maybe for a bit of flavor (and so there's still a readily-available kick if every gun is totally empty =P).
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by A.Gamma »

Ed the Bat wrote:D'oh on me, again! I just noticed I forgot to put A_CheckReload commands in the Heavy Hitter, so it'll put itself away if the player runs out of shells after shooting. I guess I could've done the same in the Crowd Mower...

And on the subject of putting guns away when out of ammo... I guess it would be a good idea to give them Weapon.SelectionOrder values. As it stands now, they're all equal (zero, since undefined), so the fists are what gets selected. It may be preferable to tier the guns in some order so the fists become a fallback instead of a first choice.

Oh, and speaking of Fists, should we give them the Altfire (Kick) from the dualies and SMG? Not a huge deal, but maybe for a bit of flavor (and so there's still a readily-available kick if every gun is totally empty =P).
I noticed the issue with the Selection Order and already fixed it, I will add the A_CheckReload command to the Heavy Hitter and check if the Crowd Mower needs it too.

As for the Kick in the fists, I tried inheriting from the VeteranWeapon base but found that I could not select the fists after I did that, I then added it manually onto the weapon itself, and while it works, it brings the "Dragon Power bug" back. Any ideas on this?
Last edited by A.Gamma on Mon Dec 09, 2013 4:31 am, edited 1 time in total.
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Re: [WIP/Release]The Veteran (Updated to 0.7a)

Post by Ed the Bat »

A.Gamma wrote:As for the Kick in the fists, I tried inheriting from the VeteranWeapon base but found that I could not select the fists after I did that, I then added it manually onto the weapon itself, and while it works, it takes the "Dragon Power bug" back. Any ideas on this?
My guess will be that this is because VeteranWeapon has AmmoUse1 and AmmoUse2 both set to 1 (since all five of the guns would've done that anyway). The fists don't define an ammotype, and thus the player will never have one of it. If the fists inherit from VeteranWeapon, they'll need AmmoUse1/2 set to 0 to work properly.

I'm guessing you're also certain to give an actual AltFire state to begin the kick sequence, as the frames before the actual Kick, as well as the WeaponRaise state, will be unique to each weapon; only the Kick frame is to be shared.
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Re: [WIP/Release]The Veteran (Dragon Kick your foes in 0.8)

Post by A.Gamma »

Ok guys, new version is up!

This version includes (aside from the usual bug fixes) the all mighty Dragon Kick!

The Dragon Kick is only usable when you have picked up a Dragon Soul (Chainsaw replacement), and just as the Dragon Fists it's only avaible for a limited amount of time. Now you may be wondering what makes the Dragon Kick so special? Well, unlike the Dragon Fist that has to be manually charged, the Dragon Kick charges itself as long as you keep on kicking!

So what are you waiting for? Go Dragon Kick some demon ass! Right now!
Spoiler: Changelog
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Re: [WIP/Release]The Veteran (Meet Betty on 0.9!)

Post by A.Gamma »

To take a break from my mapping projects I decided to update this mod and finally give it the superweapon it deserves!

Besides the superweapon(Called "Betty") you can now berserk-kick monsters without having to switch to the fists "weapon", now you just have to click your alt-fire button while you have the handguns or the SMG selected. But you don't care about this and want to know about Betty right?

"Betty" is essentially a plasma gun with two different fire modes (as if that were something new!); the normal fire mode fires a powerful but slow hitscanning attack that will take all but the mightiest foe in just a couple of shots. The secondary mode fires a slow and not so powerful plasma ball which, on impact, releases a multitude of smaller and super fast bouncing plasma balls, very useful for big crowds.

Anyway, an image says more than a thousand words, so here, have some screenies:
Spoiler:
So, without much left to say... Download it!
Spoiler: Changelog
Last edited by A.Gamma on Sun Jun 22, 2014 11:52 pm, edited 1 time in total.
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Re: [WIP/Release]The Veteran (Dragon Kick your foes in 0.8)

Post by Ed the Bat »

It still lives! Huzzah! :D
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A.Gamma
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Re: [WIP/Release]The Veteran (Dragon Kick your foes in 0.8)

Post by A.Gamma »

Ed the Bat wrote:It still lives! Huzzah! :D
I know! It had been so long I myself though it was dead. Anyway, glad to still have you here Bat! Hope you like the changes I made!
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