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Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sat Dec 25, 2010 6:44 am
by Davidos
wildweasel wrote:Pachira wrote:BoldEnglishman wrote:I played through the whole of Strife with the not-so-latest version of this, and there didn't seem to be any major problems. I used both of the new weapons a lot more than the old Crossbows. The only issue I can think of is that Shotgun shells are really quite rare if you don't keep going back to town and buying them. Perhaps the pickup could be a box of shells rather than a single (four shells) pickup?
Maybe an acolyte enemy that uses shotgun instead of assault rifle will bear more ammo.
I can't make acolytes drop anything other than what they already drop; altering DropItem on any of them causes certain scripted acolytes to no longer drop the keys/items that they are scripted to drop. What a pain.
Any possibility the maps can be edited to spawn specific enemies that spawn items on death?
Make, like, a key wielding Acolyte an Acolyte Officer or something???
Isn't it just possible to put a drop function in the death state and make it ignore the assault rifle drop somehow?
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sat Dec 25, 2010 10:46 am
by Cyanosis
This is really nice, the shotgun is easily my favorite weapon now.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sat Dec 25, 2010 1:36 pm
by wildweasel
Davidos wrote:Any possibility the maps can be edited to spawn specific enemies that spawn items on death?
Make, like, a key wielding Acolyte an Acolyte Officer or something???
Isn't it just possible to put a drop function in the death state and make it ignore the assault rifle drop somehow?
I'd really prefer not to edit the maps, because that'd mean I'm including them with the mod, breaking compatibility should anybody want to try playing Kaiser's Strife map or A World In Strife with the mod. I hadn't thought of using A_SpawnItemEx to make enemies spawn extra weapons; I'll have to toy around with that sometime.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sat Dec 25, 2010 2:07 pm
by SamVision
Are the existing weapons going to get an upgrade? They seem kind of out of place when you are playing with this mod.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sat Dec 25, 2010 2:45 pm
by wildweasel
SamVision wrote:Are the existing weapons going to get an upgrade? They seem kind of out of place when you are playing with this mod.
As soon as I've devised appropriate replacements/upgrades for them, they will. The only Strife weapon that is being left stock is the Sigil.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sun Feb 20, 2011 4:52 pm
by amv2k9
I noticed in the last version that the shotgun pickup sprite is just a placeholder, and I tried my hand at making one that fits the HUD graphics more. It's based off one featured in GZDA & Demon Eclipse.

Re: [Small Project] Strife Needs A God Damn Mod
Posted: Sun Feb 20, 2011 5:08 pm
by wildweasel
Many thanks, I'll see about adding this at earliest convenience.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Mon Feb 21, 2011 12:06 am
by Akira_98
You can't reload the Assault Gun if there is 25 or more rounds left in the clip, even if you have the extended magazines. Also, the Silenced Pistol puts decal on the walls, put the Assault Gun and Shotgun do not. Otherwise, this upgrading system works really well for replacing the accuracy system. I like it.

Re: [Small Project] Strife Needs A God Damn Mod
Posted: Mon Feb 21, 2011 12:25 am
by wildweasel
Akira_98 wrote:You can't reload the Assault Gun if there is 25 or more rounds left in the clip, even if you have the extended magazines. Also, the Silenced Pistol puts decal on the walls, put the Assault Gun and Shotgun do not. Otherwise, this upgrading system works really well for replacing the accuracy system. I like it.

Regarding the decals, yeah, the Pistol was based on code from another mod, and I just had forgotten to add the decals for the other weapons.
I can fix the Assault Gun, but I have found another bug that I can't quite get to the bottom of: if you reload the shotgun with less than the amount required to fill the magazine, it will load one last shell after you reach zero shells before ending the reload. I looked over the code and see no reason why this should be happening.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Mon Feb 21, 2011 1:16 am
by TheDarkArchon
The problem is around here
Code: Select all
ReloadWork:
RIFG A 0 A_JumpIfInventory("ShotgunClip",5,"ReloadFinish")
RIFG A 0 A_JumpIfInventory("ShotgunAmmo",1,"ReloadWork")
ReloadWorkFaster:
RIFG A 0 A_TakeInventory("ShotgunAmmo",1)
RIFG A 0 A_GiveInventory("ShotgunClip",1)
If the player has no shells at the end of the ReloadWork state, it'll just go into the ReloadWorkFaster state because neither of the jumps are made. Adding "Goto ReloadFinish" at the end of the ReloadWork state should plug this hole.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Mon Feb 21, 2011 1:18 am
by wildweasel
Ah. Duh. =P
Thanks a lot for that, TDA.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Fri Jan 24, 2014 1:36 am
by |ndußtrial
I am incredibly clueless on this, so what happened to the DRDTeam files URL? Did they change?
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Fri Jan 24, 2014 1:49 am
by niculinux
Link broken. >.< Alternatives?

Re: [Small Project] Strife Needs A God Damn Mod
Posted: Fri Jan 24, 2014 3:33 am
by Ed the Bat
DRDTeam file hosting ended many months ago. If you want a new link, there's a thread specifically for that.
Re: [Small Project] Strife Needs A God Damn Mod
Posted: Fri Jan 24, 2014 9:07 am
by Ctrl+Alt+Destroy