Tranquility (On Hold, 2017-08-12)

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wildweasel
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Re: Tranquility - Alpha 2017.05.29 released

Post by wildweasel »

I wonder if it'd be more "workable" if the gun graphics were shifted off to a corner (where the ammo counter would normally go), and the on-screen magazine remained in the center. I'm not so sure about how the magazine swapping works, either, honestly, but I can't think of any nicer way to indicate exactly how many spares you've got, unless you always have only two and the unused one is always filling ammo. (If you wind up adding more weapons that use the same caliber, there may be instances in which a player doesn't want that to happen automatically.)
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Caligari87
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

The magazines are stored as a dynamic array on the player. When you swap one out of the gun, it goes to the back of the queue. Currently, whichever mag is next in the queue but not in your gun magically refills itself from the pool. In the next update, the queue'd mags will be a separate "weapon" and you'll need to load rounds manually. When that happens the "clip" counter on the gun will show available magazines, and swapping to the mag-refilling "weapon" will show the total spare bullets in the pool. Different weapons will have their own magazine types that need to be loaded manually.
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Re: Tranquility - Alpha 2017.05.29 released

Post by doomfiend »

Wow I love the weapon sway when you look around. I wouldn't mind having that as a cosmetic thing for vanilla gameplay :D
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-Ghost-
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Re: Tranquility - Alpha 2017.05.29 released

Post by -Ghost- »

Maybe have the more detailed image with magazines and everything in the corner, then just a basic Doom styled sprite so you still feel like you're actually firing and handling the weapon? I don't think anyone will care about how detailed it is or if the reloads match exactly, since that's what the more detailed sprite in the corner will actually show. Then you could just do a quick Goldeneye style reload for the main sprite or something where he dips it down and back up.
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

...To be honest I really don't care to add yet another overlay that would need to be sync'd (even roughly) to the several dynamic procedural animations. Besides, that'd be three abstracted representations of the weapon for the player to keep an eye on. I'd prefer just one, but the sights can't convey all the visuals correctly.

8-)
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

Repository updated, magazines now have viewholes for ammo checking. The stack inside the mag also correctly reacts to the round extractor, and extraction/feeding is properly visually modeled.

Image

SO MANY OVERLAYS

8-)
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Re: Tranquility - Alpha 2017.05.29 released

Post by Somagu »

Wow. I am really impressed you managed to put this together the way I pictured it in my head. This is beautiful, and actually evokes the whole Receiver thing really, really well! Good effort!
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

Magazines now must be topped manually, no more magic background reloading! The feature is still WIP so no formal release, but it can be tested as of commit e4bf5f7 (zip). The magazine reloading is a separate "weapon" on slot two. [Fire] and [Altfire] insert or remove rounds, and [Reload] swaps to the next magazine. You can remove your current mag from your gun before changing to the mags if you want to access it.

Next this will include a "rounds in hand" feature where you automatically pull a handful of 3-5 rounds from the larger pool, and these are animated into the magazine.

Image

8-)
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Re: Tranquility - Alpha 2017.05.29 released

Post by Matt »

Somagu wrote:Wow. I am really impressed you managed to put this together the way I pictured it in my head. This is beautiful, and actually evokes the whole Receiver thing really, really well! Good effort!
This.

That said, I ran out of ammo and barely survived map01 and half the imps did too. @_@

Is there a way to make it not automatically switch back to ammo-reloading mode when you're on fists and you pick up a "clip"? I nearly died punching dudes on map02 start.

I think there might be a couple A_Refire calls that need to be cleared - my mugshot was grimacing pretty much the whole time before I had to switch to fist.

I really, really like how everything is laid out to let you know what you're supposed to do!
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

Thanks! I'm a little stuck on the mechanism for switching to mag-loading mode. Right now it's a separate weapon in the pistol slot, so that causes some secondary issues. I haven't run into the switching problem you mentioned, but I'll try to reproduce it, maybe adding +WEAPON.NO_AUTO_SWITCH will help. Of course, then there's the issue of switching with prev/next weapon binds like the scrollwheel. I suppose in theory it would be possible to just roll mag reloading into the pistol but I'm out of Fire/Reload/Altfire key combos and I don't really feel like dipping into the WeaponState ones because those are pretty volatile.

Ideally I'd love to have the mag-loader be only accessible from the pistol, but I'm not sure how to do that, or if it's even possible.

As for the mugshot issue... I have literally no idea. There's no A_Refires anywhere and I've basically bypassed A_WeaponReady completely.

8-)
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Re: Tranquility - Alpha 2017.05.29 released

Post by wildweasel »

I wonder if bypassing A_WeaponReady might be the problem? Perhaps the mugshot is specifically looking for the button press, and then counting the number of game tics since it was last made "ready."
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Re: Tranquility - Alpha 2017.05.29 released

Post by Caligari87 »

Well, it still *calls* A_WeaponReady, it just doesn't use it for any of the default actions. I think the only thing it's handling is weapon switching.

Code: Select all

		Primary.Ready:
			TNT1 A 1 TQ_PrimaryInput;
		Loop;

//---snip---

	//Primary Input Loop
	action state TQ_PrimaryInput() {
		//A_Print("Primary",0.5);
		invoker.Context = CON_PRIMARY;
		if(TQ_CheckButtonPress(BT_ATTACK)) return ResolveState("Primary.PullTrigger");
		if(TQ_CheckButtonHold(BT_ATTACK)) return ResolveState("Primary.HoldTrigger");
		if(TQ_CheckButtonHold(BT_RELOAD)) return ResolveState("Reload.Ready");
		if(TQ_CheckButtonHold(BT_ALTATTACK)) return ResolveState("Alt.Ready");
		invoker.ReturnPitch = pitch;
		A_WeaponReady(WRF_NOFIRE|WRF_NOPRIMARY|WRF_NOSECONDARY);
		return ResolveState(null);
	}
8-)
Last edited by Caligari87 on Sat Jun 03, 2017 5:15 pm, edited 1 time in total.
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Re: Tranquility - Alpha 2017.05.29 released

Post by wildweasel »

Ah. Well, I suppose that'll teach me to try to help with things I know nothing about. =/
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Re: Tranquility - Alpha 2017.05.29 released

Post by AcidFlux »

I gotta say, even for an early alpha, this is incredibly fun to play. The magazine management is fun, and even just this moderate mechanic change to a single weapon changes the entire dynamic entirely.
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Re: Tranquility - Alpha 2017.05.29 released

Post by Matt »

A_WeaponReady(WRF_NOFIRE|WRF_NOPRIMARY|WRF_NOSECONDARY);
Oops, didn't notice that when I tried this and posted my suggestion to Git. I suppose the principle is the same though.

(Also if you specify WRF_NOFIRE you don't need to specify WRF_NO*ARY since it's actually a combination of those two bitmasks)

I'm tempted to suggest 2 [EDIT: it started off as 2, but nature abhors a binary] things that could make this more fun:

1. More damage for pistol
2. Slightly faster movement to give the player more time to dodge stuff while messing with their weapon
3. Starting with a full mag loaded into the pistol and no chamber in the round, or nothing in the gun at all, so people don't absentmindedly click, awaken all the baddies, then immediately find themselves ~out of ammo~

(also any plans in the near future for animating the trigger pull?)
Last edited by Matt on Sun Jun 04, 2017 6:28 pm, edited 1 time in total.
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