Real Guns Hardcore 1.12 Beta 2 - some guy bumped this.
Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti
*Starts RGH, DUN DUN DUN EPIC MUSIC PLAYS*
That took me by surprise. Great work with the widescreen support, no more warning messages. And I don't know exactly what you mean by "comparable ammo", but I like the balance now in having to switch weapons once in a while due to lack of ammo instead of using my same favorite weapons all the time, (Deagle, SPAZ and ACR) something I thought was sorely missing in the last version.
(GZDoom version) Thought it's only now I'm noticing a lot of framerate drops win animations are playing, though I think this was present in the last version too. It seems whenever an animation plays, be it shooting somebody, reloading, etc, it always drops the framerate for a bit. After the animation has played once however, it's smooth after that. However whenever you reload a save, it seems to reset most of the time, and ends up lagging again for the first-time animations of each gun, like the computer has to "warm up" sort of speak.
(And my computer can run Crysis with most of the whistles and bells on, so I know it can't be that...)
That took me by surprise. Great work with the widescreen support, no more warning messages. And I don't know exactly what you mean by "comparable ammo", but I like the balance now in having to switch weapons once in a while due to lack of ammo instead of using my same favorite weapons all the time, (Deagle, SPAZ and ACR) something I thought was sorely missing in the last version.
(GZDoom version) Thought it's only now I'm noticing a lot of framerate drops win animations are playing, though I think this was present in the last version too. It seems whenever an animation plays, be it shooting somebody, reloading, etc, it always drops the framerate for a bit. After the animation has played once however, it's smooth after that. However whenever you reload a save, it seems to reset most of the time, and ends up lagging again for the first-time animations of each gun, like the computer has to "warm up" sort of speak.
(And my computer can run Crysis with most of the whistles and bells on, so I know it can't be that...)
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Re: Real Guns Hardcore 1.10 - Spawn protection, all resoluti
It's because GZDOOM caches graphics when they're used, not before the level starts.
It's an odd way to go at it, but as you can see it doesn't matter that much.
It's an odd way to go at it, but as you can see it doesn't matter that much.
- CommanderZ
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Re: Real Guns Hardcore 1.10.1
Since 1.10 had some critical bugs, I decided to release 1.10.1 after very short wait.
Download links are in the first post:
Download links are in the first post:
- Fixed broken movement speed restrictions based on weapon type (reported by Valherran)
- Fixed players not reappearing from menu when something was occupying the spawn location (reported by bleant)
- Added several more resolutions to supported resolution list
- Reduced weapon capacity in Deathmatch to 2 regardless of difficulty setting
- Fixed One Man Army not working in Deathmatch (reported by Spam205)
- Reduced health of some Heretic monsters
- Fixed broken Enchanted Shield sometimes showing up in Heretic (reported by Valherran)
- Fixed Grenadier getting 2 bullets over the spare magazine (reported by Spam205)
I guess you noticed ammo for each weapon is separate ammo type - shooting with M4 won't use up ammo from AK47. When you pick up AR ammo, you get a magazine for each AR separately. I only changed that you get equal (except it's not really equal because different weapons have different magazine sizes) amount of ammo for all weapons when spawning instead of getting somewhat more for you class primary weapon and less for the other weapons (this makes weapons that are spawning in the map more useful, especially in multiplayer).And I don't know exactly what you mean by "comparable ammo", but I like the balance now in having to switch weapons once in a while due to lack of ammo instead of using my same favorite weapons all the time, (Deagle, SPAZ and ACR) something I thought was sorely missing in the last version.
Re: Real Guns Hardcore 1.10.1
Hmm, the slowdown seems to stop when dropping down to HQX2 from HQX4 in texture filtering.
Hey CommanderZ, I just noticed something I don't think you explained yet. What are the Doom difficulty setting equivalents in yours? Like is medium really "Hurt Me Plenty" etc. You have more diffs than vanilla, so it's hard to guess what the last three are.
Also, a suggestion here, you might want to remove giving the player Tactical Insertion for Single Player as it really doesn't serve a purpose. COD is one of the few games middle mouse button scrolling is viable since you only have so few weapons, but the TI is kind of a wasted slot, and can prove dangerous when needing to switch quickly if you don't have time to fumble with the number keys. Or, you can just give the player something else useful.
Hey CommanderZ, I just noticed something I don't think you explained yet. What are the Doom difficulty setting equivalents in yours? Like is medium really "Hurt Me Plenty" etc. You have more diffs than vanilla, so it's hard to guess what the last three are.
Also, a suggestion here, you might want to remove giving the player Tactical Insertion for Single Player as it really doesn't serve a purpose. COD is one of the few games middle mouse button scrolling is viable since you only have so few weapons, but the TI is kind of a wasted slot, and can prove dangerous when needing to switch quickly if you don't have time to fumble with the number keys. Or, you can just give the player something else useful.
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Re: Real Guns Hardcore 1.10.1
I think the mapping is as you expect - with the last three RGH difficulty levels not having their equivalents in the original list.Hey CommanderZ, I just noticed something I don't think you explained yet. What are the Doom difficulty setting equivalents in yours? Like is medium really "Hurt Me Plenty" etc. You have more diffs than vanilla, so it's hard to guess what the last three are.
Agreed.Also, a suggestion here, you might want to remove giving the player Tactical Insertion for Single Player as it really doesn't serve a purpose. COD is one of the few games middle mouse button scrolling is viable since you only have so few weapons, but the TI is kind of a wasted slot, and can prove dangerous when needing to switch quickly if you don't have time to fumble with the number keys. Or, you can just give the player something else useful.
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Re: Real Guns Hardcore 1.10.2
1.10.2!
It is another almost purely bugfix release, so I'm still not bumping version number. It fixes more of the bugs that plagued RGA/H for very long time. For example boss level scripts were always kind of erratic thanks to the new enemies (from the game's view, even the original monsters count as "new", because they were reimplemented to give XP) - exits were opening too soon (or not at all), player was being killed for no reason...To best of my knowledge, all the levels in all five supported IWADs (Ultimate Doom, Doom 2, Plutonia, TNT and Heretic) now work 100% correctly.
As always, look for download links in the first post.
Also - feel free to post further bug reports into the bug tracker.
It is another almost purely bugfix release, so I'm still not bumping version number. It fixes more of the bugs that plagued RGA/H for very long time. For example boss level scripts were always kind of erratic thanks to the new enemies (from the game's view, even the original monsters count as "new", because they were reimplemented to give XP) - exits were opening too soon (or not at all), player was being killed for no reason...To best of my knowledge, all the levels in all five supported IWADs (Ultimate Doom, Doom 2, Plutonia, TNT and Heretic) now work 100% correctly.
As always, look for download links in the first post.
Thanks to everyone who provided feedback!- Added pretty new help screen (F1)
- "give level" console command can be now used to give yourself a level (it's a cheat!)
- Fixed players with Last Stand being sometimes immortal (reported by Captainpsycho)
- Fixed level awards not stacking (you don't have to choose the reward before getting another level, reported by Xanirus)
- Increased frag grenade throw speed, reduced grenade bounciness
- Fixed Grenadier's Last Stand not working (reported by Spam205)
- Fixed player's gun sometimes blinking in skirmish with bots (reported by Spam205)
- Heretic artifacts now correctly extend their duration with Scavenger PRO
- Reduced MiniUZI recoil
- Fixed level scripting in Doom E1M8, E2M8, E3M8 and E4M8 not working for some monster variations
- Fixed level scripting in Doom E2M8, E3M8 and E4M8 not working in (G)ZDoom
- Fixed walls lowering too soon (or not at all) and useless scripting warnings in Doom 2 MAP07 (reported by Xanirus)
- Fixed level scripting not working in Heretic E1M8, E2M8, E3M8, E4M8 and E5M8 (player was killed for no reason, exits were not opening etc., reported by Valherran)
- Removed Tactical Insertion from weapon spawn list
- Fixed explosive barrels exploding immediately after respawning (reported by Protox)
- Fixed thermal vision remaining active after knifing, throwing grenade or dropping the gun (reported by Captainpsycho)
- Fixed sniper rifle scope screen being too small for widescreen resolutions
- Explosive barrels now use RGH explosion effect
- Fixed ridiculous fall damage multiplier (broke Hexen gameplay, reported by Valherran)
- Removed Cyberuiser's resurrection ability
Also - feel free to post further bug reports into the bug tracker.
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Re: Real Guns Hardcore 1.11
After 44 days of development, Real Guns Hardcore 1.11 is here!
This release tries increase RGH appeal to not-so-hardcore people (and people who hate killing zombies in one handgun shot). Of course original Hardcore gameplay is still there, but it is now optional. Difficulty levels were also rebalanced - easier levels (like Medium or Hard
) are now much easier (damage multipliers were significantly decreased).
For now, Coop and Deathmatch are unchanged (both are played in Hardcore mode only).
IMPORTANT: THIS VERSION CANNOT RELIABLY LOAD SAVED GAMES FROM ANY PREVIOUS VERSION!!!!
The download links are as always in the first post. Full change log:
Feel free to report any bugs you find into this thread or directly into the bug tracker.
I would also like to mention plans for next major version (1.12):
- new yellow perk "Sit-Rep"
- one new monster for Doom, perhaps some new monsters for Heretic
- Hexen support
- decide what to do about brightmaps
This release tries increase RGH appeal to not-so-hardcore people (and people who hate killing zombies in one handgun shot). Of course original Hardcore gameplay is still there, but it is now optional. Difficulty levels were also rebalanced - easier levels (like Medium or Hard
For now, Coop and Deathmatch are unchanged (both are played in Hardcore mode only).
IMPORTANT: THIS VERSION CANNOT RELIABLY LOAD SAVED GAMES FROM ANY PREVIOUS VERSION!!!!
The download links are as always in the first post. Full change log:
As always: Thanks to everyone who reported bugs and provided feedback!!!=== New Features ===
- Added Classic and Arcade modes
---- CLASSIC - All monsters and player have +100% health
---- ARCADE - same as above plus monsters drop experience as tokens which have to be collected
- Added dynamic crosshair (like in Call od Duty, Classic and Arcade modes only)
- Added Kill Indicator (small red graphic blinking after killing monster or player)
- Cleaned ugly white muzzle flashes from all remaining weapons (shotguns and Magnum)
- Reverted to vanilla Imp sounds
- sv_dropweapons 0 (No dropping weapons after death) is now enforced in Skulltag
- FOV 90 is now enforced in Skulltag
=== Bug Fixes ===
- Fixed ADS canceling regeneration (reported by Spam205)
- Fixed "Activate all items" keyboard command giving all currently offered level-up awards (reported by Protox)
- Fixed Weredragon not giving any XP (reported by Morter)
- Fixed player causing surrounding barrels to explode when spawning (reported by Protox)
- Fixed FAL refire sequence (reported by captainpsycho)
- Fixed MG4 dealing too low damage (out of sync with the balance table)
- Fixed Scavenger not working after being chosen in Create-a-class in deathmatch (reported by Spam205)
- Fixed Last Stand not working after being chosen as award (reported by Zadbag13)
- Fixed auto-fire not canceling regeneration and Cold Blooded PRO invisibility
- Fixed regeneration and Cold Blooded PRO invisibility being canceled by shooting with not ammo
- Fixed FAMAS M203 not setting correct movement speed (reported by Spam205)
- Fixed AT4, RPG and Thumper canceling regeneration and Cold Blooded PRO invisibility long before actually shooting
- Fixed movement speed being sometimes broken after Last Stand during network play (reported by Spam205)
- Fixed Last Stand player losing a weapon after umorphing if the weapon was switched due to running out of ammo (reported by Spam205)
- Fixed player not shouting "Reloading" after reloading automatically (reported by Spam205)
- Fixed player shouting "Reloading" or "Grenade" when dead (reported by captainpsycho)
- Fixed voice setting not loading correctly after loading saved game (reported by Riley.heaton)
- Fixed "Tango down" not working in ZDoom
- Fixed "Tango down" being sometimes broken after finishing map (reported by Riley.heaton)
- Fixed monsters calling "Tango down" after killing player (reported by Riley.heaton)
- Fixed "Killed by" not showing up if being killed before entering new map in SP (reported by Spam205)
- Fixed Scavenger description not being formatted correcly in Deathmatch
- Fixed incorrect title for the Sniper class in the class choice menu (reported by Spam205)
=== Balance Changes ===
- Completely rebalanced all monsters:
---- Monsters now have 10-40% less health (to compensate for Classic and Arcade mode)
---- Zombies and Imps are on the other hand slightly tougher
---- Monsters attack faster, some shoot faster projectiles
---- Monsters are generally much more aggresive
---- Some monsters move faster
- Rebalanced difficulty levels (easier diffiulty levels are now much easier, Realism stayed the same)
- Zombie Commandos can no longer replace regular Zombiemen
- Juggernaut now gets Grip for the L86
- Increased Intervention damage by 33%
- Last Stand no longer gives free handgun ammo
- Decreased delay after which "Killer's health XXX" shows up after dying
- Reduced spawn probability of Defiler by 55%
- Decreased probability of explosive, rocket and LMG ammo spawning rate by 50%
Feel free to report any bugs you find into this thread or directly into the bug tracker.
I would also like to mention plans for next major version (1.12):
- new yellow perk "Sit-Rep"
- one new monster for Doom, perhaps some new monsters for Heretic
- Hexen support
- decide what to do about brightmaps
Re: Real Guns Hardcore 1.11
Oh hell yes.CommanderZ wrote: I would also like to mention plans for next major version (1.12):
-...perhaps some new monsters for Heretic
- Hexen support
I'll have to give v1.11 a try later.
But how do you think randomized weapon drops are gonna work out in Hexen? Since the game plays quite differently from Heretic & Doom. Still, it's welcome; there are so few weapons mods for Heretic & Hexen!
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
Great job releasing v1.11. It looks great and plays very well. I haven't found any problems, and the Arcade mode was a great addition.
I'll do my normal gameplay testing, seeing if any problems persist, but I doubt it.
Can't wait to start playing RGH with DV-II in co-op. Go Team Ral22 and Sgt. Shiki!
EDIT: I did a quick visual playthrough and I noticed one major thing. The Magnum has a misaligned sprite in its iron-sighted firing frames. I got it, but I'm not sure if anyone else does. I also thought that some of the muzzle flashes seemed somewhat misaligned too. So far, nothing else to say. Great work so far.
I'll do my normal gameplay testing, seeing if any problems persist, but I doubt it.
Can't wait to start playing RGH with DV-II in co-op. Go Team Ral22 and Sgt. Shiki!
EDIT: I did a quick visual playthrough and I noticed one major thing. The Magnum has a misaligned sprite in its iron-sighted firing frames. I got it, but I'm not sure if anyone else does. I also thought that some of the muzzle flashes seemed somewhat misaligned too. So far, nothing else to say. Great work so far.
- CommanderZ
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
Valid question. I don't really know Hexen, so this will require some investigation.But how do you think randomized weapon drops are gonna work out in Hexen? Since the game plays quite differently from Heretic & Doom. Still, it's welcome; there are so few weapons mods for Heretic & Hexen!
Yeah, this got reported on Skulltag forums as well. I missed it - I simply don't see it unless I'm really looking for it.I did a quick visual playthrough and I noticed one major thing. The Magnum has a misaligned sprite in its iron-sighted firing frames. I got it, but I'm not sure if anyone else does.
Could you please specify on which weapons?I also thought that some of the muzzle flashes seemed somewhat misaligned too.
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
After some thorough play testing online, I did come across some problems. I found a few problems that I feel that I need to say.
1) I died at one point and re-spawned with the last stand USP. I was able to move and jump around. I couldn't go through any of my weapons, either. I haven't been able to replicate it, but I thought I would bring it up.
2) During my online game, my weapons froze up at times. By that, I would iron-sight but I couldn't fire or get out of iron-sight. The only way out was to reload or die. I haven't been able to replicate it again, but it happened more than 10 times, easy. Again, might be something to look into.
3) After my 4th level up, I had unlimited attachments to place on my guns. Only happened once, but another thing to look into.
4) And for the muzzle-flashes, these were the ones I found that could use a tune-up.
- The UMP at hip fire, and it seemed slightly high and to the left.
- The AK-47 at iron-sight, and it seemed high.
- The M-16 at iron-sight, and it seems a bit high.
- The SCAR at both hip and iron-sight, and both were high.
- The AUG at hip fire, and a bit to the right.
- The PP2000 at hip fire, and a bit to the left.
A lot of this I blame on lag, but I recommend that it be looked into.
Great work, CommanderZ. Keep it up.
1) I died at one point and re-spawned with the last stand USP. I was able to move and jump around. I couldn't go through any of my weapons, either. I haven't been able to replicate it, but I thought I would bring it up.
2) During my online game, my weapons froze up at times. By that, I would iron-sight but I couldn't fire or get out of iron-sight. The only way out was to reload or die. I haven't been able to replicate it again, but it happened more than 10 times, easy. Again, might be something to look into.
3) After my 4th level up, I had unlimited attachments to place on my guns. Only happened once, but another thing to look into.
4) And for the muzzle-flashes, these were the ones I found that could use a tune-up.
- The UMP at hip fire, and it seemed slightly high and to the left.
- The AK-47 at iron-sight, and it seemed high.
- The M-16 at iron-sight, and it seems a bit high.
- The SCAR at both hip and iron-sight, and both were high.
- The AUG at hip fire, and a bit to the right.
- The PP2000 at hip fire, and a bit to the left.
A lot of this I blame on lag, but I recommend that it be looked into.
Great work, CommanderZ. Keep it up.
- CommanderZ
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
In Coop, I assume?1) I died at one point and re-spawned with the last stand USP. I was able to move and jump around. I couldn't go through any of my weapons, either. I haven't been able to replicate it, but I thought I would bring it up.
Are you using Skulltag?. Torr confirmed there will be multiple weapon synchronization fixes in upcoming 98e. Other that that I'm afraid, there is not much I can do.2) During my online game, my weapons froze up at times. By that, I would iron-sight but I couldn't fire or get out of iron-sight. The only way out was to reload or die. I haven't been able to replicate it again, but it happened more than 10 times, easy. Again, might be something to look into.
You are not first one to report this, so the issue is definitely there.3) After my 4th level up, I had unlimited attachments to place on my guns. Only happened once, but another thing to look into.
I will look at these.4) And for the muzzle-flashes, these were the ones I found that could use a tune-up.
- The UMP at hip fire, and it seemed slightly high and to the left.
- The AK-47 at iron-sight, and it seemed high.
- The M-16 at iron-sight, and it seems a bit high.
- The SCAR at both hip and iron-sight, and both were high.
- The AUG at hip fire, and a bit to the right.
- The PP2000 at hip fire, and a bit to the left.
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
Yes, I was playing in Co-op at the time.
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
So you had no handgun, got into Last Stand at which point you got the temporary free USP, got killed and respawned with that USP and all the other weapons you originally had, correct?
EDIT: I can't reproduce it. Did it happen in 1.10.2 or 1.11? Could you please post exact steps? (the easiest and most reproducible way to get into Last Stand is with a grenade)
EDIT: I can't reproduce it. Did it happen in 1.10.2 or 1.11? Could you please post exact steps? (the easiest and most reproducible way to get into Last Stand is with a grenade)
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Re: Real Guns Hardcore 1.11 - Now with Classic and Arcade mo
Let's see. I was playing RGHv1.11 on Skulltag 98.3 through a LAN server. I also had the skill set to Ultra-Violence through the server (What that translates to in RGH, I'm not sure, but I had 3 guns) and my load-out was a Mini-Uzi, a Thumper, and a RPG-7 with Sleight of Hand, Juggernaut and Last Stand. I was sent into last stand by a Hectubus who killed me immediately afterwards. I re-spawned with the USP equipped and was unable to switch weapons, but I could use the Last Stand USP as normal (Firing, reloading, etc.). Once I was killed again, I re-spawned with my previous load-out. That was exactly what happened. Our server did lag here and there, so if you can't reproduce this, that might have been the cause.
Is it possible that RGH is getting too advanced to run correctly on Skulltag 98d and needs 98e (Even though I don't think it's out yet...)?
EDIT: I'm also experiencing a considerable amount of lag, even on singleplayer. I don't even have that amount of lag on v1.10.
Is it possible that RGH is getting too advanced to run correctly on Skulltag 98d and needs 98e (Even though I don't think it's out yet...)?
EDIT: I'm also experiencing a considerable amount of lag, even on singleplayer. I don't even have that amount of lag on v1.10.
