- That's the problem with Nash's script. I'm afraid I can't quite do anything about it, unless he did some changes which adresses that himself. If he did, I might as well go ahead and incorporate that.Rowsol wrote:If I turn screen tilt on and shoot a gun, the game randomly jitters while I run around, whether I turn it off or not.
The dynamite quick toss won't let me throw a 2nd stick until the first explodes, but it will take 25 magic each time I press the button. (saw the code, not sure why you'd not have the check before the mana usage)
The quick buttons for gunzerk/berserk won't work unless I type "give all" in the console first. I have to manually use them with the activate item button. (ok, that's because it's only using the heretic versions)
Ironblast won't continually fire if dual wielding, even with +NOAUTOFIRE removed from the gun. (ok, turns out the clicky synth fire is what was causing that...)
- Odd, considering that when I have had checked it now, nothing suggests such behaviour. I do have a checker for that... unless I did fix that problem before it was mentioned. Should work fine with the next update, at any rate.
- It should work perfectly fine!... as long as you bind it yourself. Very odd, considering it's the same damn thing, but keyconf seems to screw it up. I came up with some dumb solution for that within the mana pots or the tome, but I guess I can blame the fact that I often work in two separate files because of reasons, and the version which didn't have it done overlapped the fixed one.
- Ironblast simply is a weapon without autofire. You click to shoot with it. That's why it has an alternate script for synthfiring as well.
- Simply wanted the guns to be seen more when not zerking. And I don't want to spread out the projectile offsets too much - it was a mistake I did in RO, and I guess I should watch on it here, too. I should actually tighten the offsets everywhere to a minimum, so at least it tries to go off the barrel, but you won't constantly hit the walls.... but I guess I like making sense more than usability. As of the Cauterizer - I noticed that myself, but that gun supposed to be changed ages ago, so I didn't bother. Maybe DN will finally make the replacement happen someday. I'll see about those offset issues, but that'd mean going over every single instance through which a projectile is being fired. Don't wanna do that now. If all else fails, I'll stick with the current formula, and see about your suggestions.Rowsol wrote:IThe longhorn and ironblast are too high up on the hud until you gunzerk, when they lower. The cauterizer is too centered and should be moved to the right to match the offset of the projectile. Ironblast projectiles offset should be increased, especially when dual wielding (it's the same offset as normal, even though it's further to the right). I found 12,16 for normal, and 16,20 when dual wielding to be perfect (they barely show beside the gun now). The sovereign projectile offset is too high when it doesn't need to be (it's so fast you can't see it anyway).
+NOAUTOFIRE being on weapons makes no sense?
Strucker has +ALT_AMMO_OPTIONAL making it selectable with no ammo.
You probably shouldn't replace WolfensteinSS for compatibility purposes.
Ironblast and old dreadful need A_Refire to properly change when out of ammo.
The explosion from ironblast takes my fps from 1060 to 60 when I shoot at a guy or wall that's right in my face (obviously much lower than 60 when in combat and not staring at a wall, this is just an example). Whatever you did with the nuker blasts on RO needs to be done on this too. Those nukers used to lag me to single digits. Now my fps doesn't drop at all.
The foot impacts a little late, and the decal doesn't match where your foot is. I put the kickprojectile 2 tics sooner, and changed it's spawn height to 5, and spawn horz to -12.
- NOAUTOFIRE was added before, because I couldn't figure out for my life how to stop the weapons from autoswitching when you run out of mana, and it was hella annoying. Since I figured out a better method... I already got rid of that, actually. It's just not updated yet.
- All of the monsters are replaced already, so we can't really talk about compatibility anyway. If you mean the eventual dehacked haxes, I couldn't care less.
- Again, that was intentional here. If I'll add refires, they will cease having their 'click-and-go' behaviour. Their firing times are long, so I wanted to give some better control over that. (Okay, BFG doesn't, but it just simply feels better to me, heh. Guess I'll make it all full-auto and leave it to the player, then.)
- I think we can blame gzdoom having a hard time rendering those stacks of kinda complex particles from close-up. I might as well tone their spawn rate even further since the last version, but then it's probably gonna start looking ugly. But whatever, performance comes first.
- Again, don't wanna spread out the offsets where I don't need to, and the foot has a timespan in which it connects now, so it should be more responsive. Adding that costed me a good portion of my sanity, though - it only sounds simple, heh.
- I have had put the projectile offset higher, because the shell's trail suggested that the projectile was going off below the barrel, so I tried to accomodate for that. But maybe my memory is wrong. It wasn't as big of a problem as a sideway offseting.
I am out of drive to do things, so forgive me for my mistakes.