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Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Wed Apr 29, 2015 11:27 am
by Abba Zabba
I doubt it would have became heated in any way, but whatever.

Perhaps do what Demonsteele does and offer slower pump reloading as an option?

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Wed Apr 29, 2015 11:38 pm
by Woolie Wool
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Status bar version of the standard HUD. the lights on either side of the mugshot have the same functionality as the ones on the fullscreen HUD--they act as health/armor bars with three layers (a dark "turned off" layer at the bottom for an empty bar, a normal middle layer for the regular bar, and a very bright outer layer for the over-100 bar) and glow yellow in god mode. The right-side light on the fullscreen HUD has also been redone to use BTSX E2's much brighter shade of orange so it looks better.

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 1:30 am
by Sgt. Shivers
Wait why does he have two right hands when he reloads the SMG?
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It bugged me enough to make this, would you be interested in using this?

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 7:49 am
by Abba Zabba
Damn, that's a nice animation.

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 8:00 am
by Woolie Wool
Sgt. Shivers wrote:Wait why does he have two right hands when he reloads the SMG?
Image
It bugged me enough to make this, would you be interested in using this?
That was actually supposed to be his left hand, with his arms crossing at the forearms, but obviously I didn't pay enough attention.

E: Implemented the new animation. Thanks!

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 2:08 pm
by jimbob
Uhm, what happened to the rocket launcher? I need eight rockets to kill a mancubus. With the double shotgun i just need three dual shoots.

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 2:09 pm
by Woolie Wool
Use heat seeking rockets to kill big enemies. They resist HE rockets. The stronger the monster, the more they resist the HE mode. Three heat seekers will kill a mancubus.

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Thu Apr 30, 2015 11:16 pm
by jimbob
Woolie Wool wrote:Use heat seeking rockets to kill big enemies. They resist HE rockets. The stronger the monster, the more they resist the HE mode. Three heat seekers will kill a mancubus.
Hehe, thanks. I did not know that.

Re: [UPDATED 4/26] Modes of Destruction 0.4

Posted: Fri May 01, 2015 12:20 pm
by Woolie Wool
Image
Finally, a BFG alternate mode. This fires an expanding wall of 40 (56 in this screenshot, but I removed the top and bottom rows) bouncing, ripping green balls of doom.

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Fri May 01, 2015 1:30 pm
by Woolie Wool
Modes of Destruction has been updated to version 0.4.1. Check the OP for the new download. The ACS scripts have been changed and this update will break saved games from earlier versions.

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Sat May 02, 2015 1:14 pm
by comet1337_old
yo
you can reload the ssg when it has 1 shell in and you got no reserve ammo
its not a bug, its a feature!

also you cant switch firemodes if you have less than 2 reserve ammo, regardless of shells loaded into the gun

oh shit, forgot the nitpick!
the shotguns hammer should propably stay forward until its pumped again


a few more things:
heat seekers are in a desperate need of +screenseeker
if you fire while reloading the launcher, it stays at the bottom of the screen
the pistols laser sight isnt visible if you switch to it while its on, until you shoot
theres also some frame skipping in the reload when the laser is on
also the bfg deaths could use some visual spice, solid green blobs fading away pales in comparison to splatter and plasma deaths
last note before bed: is the miniguns standby mode supposed to have 6 shot "chain tapping"?

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Sun May 03, 2015 2:57 am
by comet1337_old
wait, got a few more
jump target "laserdryfire" not found in altnewpistol
jump target "dryfire" not found in altnewplasmarifle (arc mode only)
and your ammo turns into "99" when you die

one more: the pistol can load in 12 shots regardless if you dont have that much reserve ammo
last one, i swear: bfg cant change modes without reserve ammo either

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Sun May 03, 2015 11:54 am
by Woolie Wool
All of those should be fixed in my current build except for the "ammo turns to 99" bit--when you die with reloading disabled you apparently lose the no-reload token that tells the game to render the HUD differently.

Well that and the "visual spice" thing because I don't have any dedicated vaporization sprites for the non-humanoid monsters.

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Sun May 03, 2015 2:06 pm
by Blue Shadow
As far as I'm aware, the player only loses powerups on death. So if your token(s) is a powerup, then you might want to change it to an Inventory, instead.

Re: [UPDATED 5/1] Modes of Destruction 0.4.1

Posted: Sun May 03, 2015 2:44 pm
by Woolie Wool
The alt token is indeed a weaponlevel2 powerup, but the powerup nature of it is what makes the entire system work.