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Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Jul 29, 2013 4:13 pm
by wildweasel
Bitterman wrote:
wildweasel wrote: What's a more reliable way to spawn gun smoke? A_SpawnItemEx isn't cutting it.
How about spawning gun smoke as A_FireCustomMissile? Worked quite well in my mod, maybe due to the angled weapons though.
I've actually just reverted to that method; works fine, but I was hoping I could get away without needing to use a separate projectile to spawn the smoke effect. Ah well, works nicely and I'm not complaining.

Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Jul 29, 2013 5:50 pm
by Viscra Maelstrom
so i've been playing this for a bit of time now, and here's some things i found that i thought were worth addressing:

the sawed-off's fire is a bit slippery. it's quite nice to be able to unload both barrels at once on enemies, but due to how easily it reacts when firing, i can find myself accidentally letting go of both barrels when i intended to only shoot once.

likewise, the scope modes for the assualt rifle and shotgun feel the same; holding down the zoom or alt-fire button just a bit too long, can make me switch back and forth without meaning to.

any plans on adding alt-fire modes to the guns? i feel a few weapons could benefit from it, like the hammer (charged swing to easily take care of imps and demons), sawed-off (firing both barrels at once), and the pistol (burst-fire to take care of low-level mooks). not necessary, of course, but still.

the hammer's animation is a bit wonky looking. at the angle it is held in, i'd expect it to swing sideways, not center-top to bottom. maybe having 2 or 3 different swing animations to choose from would make it look a bit less monotonous?

finally, i encountered the standard Doom bullet box in the game containing chaingun ammo. i found it weird, since there already IS a box full of chaingun ammo in the game that looks different from it, whose sprite comes from Wolfenstein.

that's all i can think of now, at any rate. it's a pretty enjoyable mod so-far, feels like an alternative take on the standard Doom gameplay while not deviating too much away from it.

Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Jul 29, 2013 7:07 pm
by Captain J
i downloaded now, you did a great job again, weasel!

Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Jul 29, 2013 7:07 pm
by wildweasel
Viscra Maelstrom wrote:so i've been playing this for a bit of time now, and here's some things i found that i thought were worth addressing:

the sawed-off's fire is a bit slippery. it's quite nice to be able to unload both barrels at once on enemies, but due to how easily it reacts when firing, i can find myself accidentally letting go of both barrels when i intended to only shoot once.
I've remedied this for the next version by removing the autofire altogether and adding the much-requested double barrel altfire.
likewise, the scope modes for the assualt rifle and shotgun feel the same; holding down the zoom or alt-fire button just a bit too long, can make me switch back and forth without meaning to.
I'm not sure I have a way to fix this. I had initially added a long delay at the end of the Zoom states, but this prevents the player from firing quickly after hitting Zoom. Adding A_WeaponReady(WRF_NOSECONDARY) doesn't seem to help anything at all, and A_Refire actually makes the problem even worse.
any plans on adding alt-fire modes to the guns? i feel a few weapons could benefit from it, like the hammer (charged swing to easily take care of imps and demons), sawed-off (firing both barrels at once), and the pistol (burst-fire to take care of low-level mooks). not necessary, of course, but still.
The sawed-off now has that mode (note it is NOT any more powerful than just pulling the primary trigger twice). I don't have any real intention of adding the modes for the pistol or sledgehammer, though, as I really don't see much point if you've got a decent trigger finger, and the sledgehammer is already pretty ludicrously powerful anyway.
the hammer's animation is a bit wonky looking. at the angle it is held in, i'd expect it to swing sideways, not center-top to bottom. maybe having 2 or 3 different swing animations to choose from would make it look a bit less monotonous?
The sideways swinging animations that were included with the original Pack were...in all honestly, kind of not great. I wasn't able to do much with them. I'm mostly doing what I can with what resources I've got.
finally, i encountered the standard Doom bullet box in the game containing chaingun ammo. i found it weird, since there already IS a box full of chaingun ammo in the game that looks different from it, whose sprite comes from Wolfenstein.
Yes, there are two chaingun ammo boxes; the Doom-looking ones are the smaller ones, and the Wolfenstein-looking ones contain much more ammo. Yeah, I could do better, but I'm lazy.

Re: Accessories to Murder (ww-doomnukem)

Posted: Mon Jul 29, 2013 9:03 pm
by jpalomo
wildweasel wrote:
Viscra Maelstrom wrote: likewise, the scope modes for the assualt rifle and shotgun feel the same; holding down the zoom or alt-fire button just a bit too long, can make me switch back and forth without meaning to.
I'm not sure I have a way to fix this. I had initially added a long delay at the end of the Zoom states, but this prevents the player from firing quickly after hitting Zoom. Adding A_WeaponReady(WRF_NOSECONDARY) doesn't seem to help anything at all, and A_Refire actually makes the problem even worse.
I've got a possible solution for it. Here is what I changed in the shotgun:

Code: Select all

	ReadyJustUnzoomed:
		SHTG AAAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)
	Ready:
		... // Unchanged
	ReadyJustZoomed:
		SHT8 AAAAAAAAAA 1 A_WeaponReady(WRF_ALLOWRELOAD)
	ReadyZoom:
		... // Also unchanged

	AltfireZoom:
		SHT8 E 1 Offset(0,35) A_ZoomFactor(1.5)
		SHT8 E 1 Offset(0,32) A_GiveInventory("ShotgunSighting", 1)
		SHT8 D 1 A_SetCrosshair(8)
		SHT8 A 1 Offset(0,35)
		SHT8 A 1 Offset(0,33)
		Goto ReadyJustZoomed
	AltfireUnzoom:
		SHT8 A 1 A_ZoomFactor(1.0)
		SHT8 A 1 Offset(0,35) A_TakeInventory("ShotgunSighting", 1)
		SHT8 D 1 Offset(0,32) A_SetCrosshair(0)
		SHT8 E 1 Offset(0,35)
		SHT8 E 1 Offset(0,32)
		SHTG A 5
		Goto ReadyJustUnzoomed

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 1:04 am
by Matt
wildweasel wrote:but I was hoping I could get away without needing to use a separate projectile to spawn the smoke effect. Ah well, works nicely and I'm not complaining.
Mind if I ask what you find so bad about it? Seems to me like the most natural thing to do, since the smoke is something being shot out of the gun might as well represent it that way.

I like the hammer as it is - feels superheavy the way it should. Sideways swing makes me think it'll make the player spin out of control or break their spine or something.
Princess Viscra Maelstrom wrote:likewise, the scope modes for the assualt rifle and shotgun feel the same; holding down the zoom or alt-fire button just a bit too long, can make me switch back and forth without meaning to.
I just fixed this in Hideous Destructor (pending next Monday's release):

Code: Select all

	Ready:
		// rest of ready state...
		PLSG A 1 A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWRELOAD)
		PLSG A 0 A_TakeInventory("PressingZoom",999)
		// rest of ready state...
	Zoom:
		TNT1 A 0 A_JumpIfInventory("PressingZoom",1,"AltHold")
		TNT1 A 0 A_GiveInventory("PressingZoom",1)
		// rest of zoom state...
	Althold:
		PLSG A 1 A_WeaponReady(WRF_NOFIRE)
		PLSG A 0 A_Refire
		goto ready

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 10:03 am
by wildweasel
Vaecrius wrote:
wildweasel wrote:but I was hoping I could get away without needing to use a separate projectile to spawn the smoke effect. Ah well, works nicely and I'm not complaining.
Mind if I ask what you find so bad about it? Seems to me like the most natural thing to do, since the smoke is something being shot out of the gun might as well represent it that way.
I honestly felt it would have been a bit cleaner to just have the gun be able to A_SpawnItemEx the smoke, rather than having to call another projectile which THEN spawns the smoke...it feels like I'm overcomplicating things, honestly.
I just fixed this in Hideous Destructor (pending next Monday's release):
Thanks, I just adapted a variant of this for both shotgun and rifle. Now if I can just figure out an alternative for the HUD font, this thing's just about golden.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 12:10 pm
by Viscra Maelstrom
i think some of the effects are a bit excessive and distracting, particularly the smoke trails of the mini-rocket launcher. it just basically covers my entire field of vision if i'm firing the whole clip at once, limiting its usage severely, since you can easily hit yourself with your own mini-rockets that way.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 1:39 pm
by wildweasel
New version, same link as always.
  • Shotgun/rifle zooms finally corrected.
  • New HUD. Numbers are messed up, though, until I can figure out what to do about the font alpha (or rather, utter lack thereof).
  • Gun smoke is fixed and should now correctly align to the gun.
  • Sawed-off's primary fire no longer autofires. Altfire now double-fires.
  • Maybe other fixes.
I'll look into the rocket effect, but I'll tell ya right now, the code kinda frightens me a bit. =P

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 2:11 pm
by Captain J
well i thought that rocket's smoke effect was pretty decent to me, because that is make my head full of realistic feelings. like how this amazing thing like this could be done. well, it's just an compliment for no reason but those smokes are blurry enough to me. well, unless if i getting closer to the pinky.
Spoiler: anyway this sprite sheet was used to be using by only me, and i was don't feel like to host. but i just don't wanted to be greedy though.
bit dirty, but least you can pick those hands to original one. and i have no absolutely impose feelings to use this immediately.

by the way IMO, i think sledgehammer needs more frames, a frames about trying to held the hammer upper. not more looks like unarm the hammer.

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 3:14 pm
by Ghostbreed
I like this

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 4:10 pm
by Steve1664
Very impressive as always, Mr. Weasel! My only gripe so far comes from the fact that those sawed-off gunners can mess you up from any range, but other than that, great usage of an already impressive work!

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 4:23 pm
by KingShinra
This is a reliable weapon wad, with an awesome HUD. Approved in my book

2thumbsup!

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 5:26 pm
by Mav3rick
tested and all looking good :D even the new hub look great and it work on 4:3 resolution

Re: Accessories to Murder (ww-doomnukem)

Posted: Tue Jul 30, 2013 5:34 pm
by Ghostbreed
Ahh, another fellow 4:3 user :)