Next release: Real 3D floors?

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Graf Zahl
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Post by Graf Zahl »

It's the vertical spread angle. THe first is the horizontal angle, the third the amount of bullets and the fourth the damage per bullet.
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Risen
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Post by Risen »

I could see the limit being reached. If someone creates an RPG-like mod that has, say, 10 weapons, they could decide to remove them and give you stronger versions as you level up to 8.
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randi
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Post by randi »

Graf Zahl wrote:You are still limited to at most 80 weapons in a game
You will also be able to use the "use" command to select weapons. e.g.

Code: Select all

use myfancyweapon
You'll eventually run out of keys on your keyboard doing that, but you don't need to be limited by weapon slots.
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Graf Zahl
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Post by Graf Zahl »

Well, that opens up a lot of possibilites for special weapons. :D
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HotWax
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Post by HotWax »

Psst: If ACS could access console commands, your script could dynamically rebind keys to "levelled up" versions of weapons as it needed to.

HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT HINT
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Mr. Tee
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Post by Mr. Tee »

Risen wrote:I could see the limit being reached. If someone creates an RPG-like mod that has, say, 10 weapons, they could decide to remove them and give you stronger versions as you level up to 8.
Have you been hacking into my Laptop, which isn't even connected to the Internet?? Grrr...

But yes, I thought about this a while back for MB and it is a good idea!
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Risen
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Post by Risen »

No, but I did think of you when I wrote it!
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Mr. Tee
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Post by Mr. Tee »

:D
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TheDarkArchon
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Post by TheDarkArchon »

Graf Zahl wrote:It's the vertical spread angle. THe first is the horizontal angle, the third the amount of bullets and the fourth the damage per bullet.
Well, my guesses were WAY off. I though it would go like this.

Code: Select all

SPRT A 1 A_FireBullets(No. of bullets, damage, X-spread, Y-spread.)
EDIT: Will "wind up" frames be possible, like the Dragon Claw from Heretic.
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Graf Zahl
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Post by Graf Zahl »

Yes. When I designed the format I did it to be able to define all weapons with it. That means I needed the hold state as well.
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HotWax
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Post by HotWax »

Here's a question. Will it be possible to have a weapon that fires different projectiles based on how long you've held the button down?

i.e. if you just press and release, you get a small shot that does moderate damage. If you hold for a second or so and then release, you get a larger shot that does a bit more damage. If you hold for 4+ seconds before releasing, you get a huge shot that obliterates a cyberdemon... that kind of thing?

[edit]Wait... wind up? Dragon Claw? HUH? The Claw fires whether I press and release or hold it down. I don't get it.
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Post by Mr. Tee »

HotWax wrote:[edit]Wait... wind up? Dragon Claw? HUH? The Claw fires whether I press and release or hold it down. I don't get it.
I think he meant the slight delay when you first fire the Dragon Claw. The delay is much smaller between shots as the delay before firing the first shot.
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HotWax
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Post by HotWax »

Drat, there goes my dream of a Graf-proof chaingun. ;)
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Post by TheDarkArchon »

Mr. Tee wrote:I think he meant the slight delay when you first fire the Dragon Claw. The delay is much smaller between shots as the delay before firing the first shot.
in the DEHSUPP lump, Grubber wrote: Weapon 12 (Blaster)
Ammo type = 6
Ammo use = 1
Min ammo = -1
Deselect frame = 1031
Select frame = 1032
Bobbing frame = 1030
Shooting frame = 1033
#Still shooting frame = 1035
#Shooting frame 2 = 1039
#Still shooting frame 2 = 1041
The "still shooting frame" is the normal firing frames and the "shooting frame" is that small delay that occurs first. It takes longer to fire the first shot than to fire every other shot. THAT's waht I'm talking about.
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Post by GeeDougg »

HotWax wrote:Drat, there goes my dream of a Graf-proof chaingun. ;)
You two take far too many shots at each other. And it really ain't cute.

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I think I could live with Legacy if it looked half as decent as ZDooM can look, and if it played well.

I could also probably live with EDGE if it didn't slow down to 4 frames/sec. everytime you go into GL mode. Actually to be honest it's prettymuch the same even in SW mode. It's just inefficient altogether.

But I don't see the flaw with Vavoom, other than the fact that it's starting to show its age and hasn't been updated (I mean REALLY updated) with a major feature for a LONG time. Yes the D3D and GL modes can be weird and it doesn't "feel like Doom" (Which isn't neccessarily a bad thing) and the models are plain weak and the animations of the models are even worse, but it's still a fairly kickass port that does a good job with sctor-over-sector as far as I know, and it does slopes nicely too. As for the dynamic and static lighting and other graphics features, well, it definitely does a good job of those as well considering....

But I think if you could mix Doomsday with ZDoom/ZDoomGL and add sector-over-sector and most or all of the special featuers of PRBoom and Legacy and EDGE and Vavoom and SkullTag and ZDaemon and Risen 3D etc. then you'd have one hell of a Doom port, one with which you could almost recreate Half-Life.
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