Smooth doom has option to turn off visual recoil, so I thought good example to cite.
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Thu Mar 23, 2017 3:40 am
by Dr_Cosmobyte
Oh yeah, forgot about it! I'll see what i can do.
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Fri Mar 24, 2017 11:53 pm
by Deii
Glad to see another update so soon, can't wait for what you'll be bringing to us next time.
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sat Mar 25, 2017 1:53 am
by Dr_Cosmobyte
Ohhhh, i have some candy treaties for you guys. 2.0 will be cool.
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sat Mar 25, 2017 2:46 am
by YukesVonFaust
GAA1992 wrote:Ohhhh, i have some candy treaties for you guys. 2.0 will be cool.
heh huuuuuh (dstaunt.lmp)
When it will come out? Soon™?
Can't wait to try it out!
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sat Mar 25, 2017 7:27 pm
by DIMOShunter
GAA1992 wrote:Ohhhh, i have some candy treaties for you guys. 2.0 will be cool.
2.0 need better pistol sprite
Spoiler:
PISTOL42.png
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sat Mar 25, 2017 8:01 pm
by Dr_Cosmobyte
I LOVE YOU AND I WILL SEND FLOWERS IN YOUR DOOR ALL THURSDAYS
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sat Mar 25, 2017 11:00 pm
by YukesVonFaust
DIMOShunter wrote:
GAA1992 wrote:Ohhhh, i have some candy treaties for you guys. 2.0 will be cool.
2.0 need better pistol sprite
Spoiler:
PISTOL42.png
You're a godsend, Dimos.
a true god-sent person.
2.0 is going to be REVOLUTIONARY
Re: Flakes Doom v1.9 (Updated 22/03) CHEX QUEST
Posted: Sun Mar 26, 2017 3:17 am
by Dr_Cosmobyte
I forgot to share the last video from the Gaming Room Forum! Although most comments about the changelog are written in portuguese, you can check out a neat gameplay on chex quest maps.
They probably want me dead for releasing a new update per week hahahahaha
On this version i included a bunch of things, among them Hexen, Hacx 2.0 (NOT THE ORIGINAL) and Strife (kinda broken, but works) compatibility.
I hope this version to be stable, and any bugs just drop me a comment or a PM and i'll try do fix ASAP.
Some clarifying :
* HACX 2.0 MUST be loaded before Flakes doom. Ignore the yellow warnings, because they're necessary.
* Hexen WON'T have a shotgun to the moment. I couldn't replace the pistol, so one of the 4 guns must be it, and since there are only 2 kinds of mana, the other guns seemed logical to be cell weapons. The guns are:
- Pistol
- Machinegun
- Plasma Rifle
- Unmaker
* Strife first quest crossbow is there, but all the ground pickups are replaced. If i can get to replace Quest given items i'll fix these.
Download now!
Spoiler:
28/03
- New chargeup shot altfire for pistol! Pressing altfire quickly releases the standard plasma shot.
Charging it at full power release a powerful perfurating shot. Costs 9 cells. Can be disabled on options.
- New shotgun shell system : divides shotgun shells (not the box) into 4 individual shells, can be turned off on options. Courtesy of LedIris.
- New altfire for the grenade! You can arm and set it as a trap on the ground. Doesn't explode on proximity. You MUST shoot it.
- New machinegun sounds. Mixture of Quake II, 3 and Doom 3.
- New grenade and chaingun bringup sounds.
- New 3D model for rocket.
- New pistol sprites by DIMOShunter! Thanks a lot!
- New ricochet bullet effects from Beautiful Doom (already present on Aracnocide and Lowtech, if i recall correctly).
- New pickup sprite for machinegun, credz to Kinsie.
- New sounds for medikits and armors.
- New sounds for weapon pickups and stage introduction.
- New sounds for chainsaw puff (Quake 3 chainsaw)
- New (semi) Support for Strife, Hexen and Hacx 2.0
- New option for disabling recoil on options.
- New option to change fist alternate fire.
- New option to make the pistol altfire infinite, since so many wanted it to be the same pistol as D4D... Also it helps on Hexen.
- New option to stayin or not scoped after rocket launcher shot.
- New title screen!
- New support for other mods' menus, which include:
* Colorful Hell
* Legendoom Lite
* Ketchup V5
* Droplets V15
* Brutal Doom Monsters V20
* Nash Tilt ++
- Polished grenade sprites.
- Doom logotype removed.
- Fist/Kick now shakes screen when hitting monsters too. Not the air, though.
- Changed one of the death sounds.
- Changed key bar place.
- Changed Blur Armor model for the same as Aracnocide one.
- Added recoil for the rocket launcher, BFG9000 and the Unmaker.
- Heretic inventory highlighting fixed.
- Small tweaks on machinegun, shotgun and grenade animations.
- Internal organization.
- Pistol no longer switches to a new picked up weapon.
- Scenario-related voxels removed for gameplay compatibility increase. Ammo and Item voxels remain the same.
- Custom keycards removed because of HACX.
- Improved Chex Quest compatibility.
This mod gets better everytime, man. The only problem I noticed on 2.0 was that it isn't loading with Zandronum anymore, but you told me you're going to make a patch, so it's all good.
GAA1992 wrote:Hexen WON'T have a shotgun to the moment. I couldn't replace the pistol, so one of the 4 guns must be it, and since there are only 2 kinds of mana, the other guns seemed logical to be cell weapons. The guns are:
- Pistol
- Machinegun
- Plasma Rifle
- Unmaker
You know, you could go the Guncaster/Trailblazer route, and have FD's weapons/items replace every single weapon from Hexen...
Here's a basic stripped-down summary of how Guncaster did it:
- Pistol, Shotgun, and Chaingun replace the first obtainable weapons (blue mana-powered) for each class.
- Super Shotgun, Plasma Rifle, and Rocket Launcher replaced the second obtainable weapons (green mana-powered) for each class.
- BFG (separated into three pieces) and a pool of random items replaced the weapon pieces (in Guncaster's case there's a power armor that's divided into three pieces, which replace another set of weapon pieces, so then there's one set that has the random item drops).
- A tossable explosive (in Guncaster's case, bundles of dynamite) replaced the flechettes.
Trailblazer, having access to more weapons (including three 3-part power weapons), does it a bit differently, but otherwise utilizes all weapon spawn points the same way Guncaster does.
Seems pretty damn consistent. Better than the formulae im following. However, i had no sucess on replacing the pistol via ACS, although im damn sure it's my fault.
Just to remind though. The super shotgun replaces the chaos device on Heretic and Hexen, so, if im making a new version of those weapons, better as well to transform Heretic crossbow into a RandomSpawner which has the chance of giving the SSG too.
Edit: i believe all flechettes inherit from the same actor, so i guess it is right on my part.
#library "HexenPistol"
#include "zcommon.acs"
// Game-checker function: spawns an item by SpawnID; a different one exists
// per-game, so only the one for the indicated game will be spawned.
str GAME_HEXEN = "GameHexen";
function bool CheckGame (str game)
{
bool isGame = false;
int testTID = UniqueTID();
SpawnForced("MapSpot",GetActorX(0),GetActorY(0),GetActorZ(0),testTID,0);
Thing_SpawnNofog(testTID,255,0,testTID);
if(ThingCountName(game,0) > 0) {
isGame = true;
}
Thing_Remove(testTID);
return isGame;
}
// Replaces pistol with Hexen's if playing Hexen.
script "HexenPistol" (void)
{
if(CheckGame(GAME_HEXEN))
{
TakeInventory("FKPistol",1);
TakeInventory("Pistol",1);
TakeInventory("FWeapFist",1);
GiveInventory("FKPistolHexen",1);
SetWeapon("FKPistolHexen");
}
}
The game had a "game checker", so, i didn't knew where i was wrong at the time.