
(I'll propably change the RPG-7 back to smoke, because it's warhead doesn't fire up like that in real life, this was just a test)
Oh this is just a bug caused by the script activating them. It's already fixed in 2.0, don't worry. If possible, I recommend waiting for version 2.0, which will be released in a month.ChristianAlan wrote: ↑Sat Nov 02, 2024 2:07 pm Playing the first map, there's an surprise attack from two normal soldiers + a gas mask wearing soldier.
I kill the three of them, but then when I get into the place, not only they respawn, but they're invincible now for some reason.
I even went through all the intro a second time to make sure that it was a reocurring thing (What the hell)
akinata wrote: ↑Tue Nov 05, 2024 5:35 pm i tried to play the mod with gzdoom and zandronum. there is a big issue with flora warping around when using opengl. i had to use gzdoom with vulakn option to fix that.
gameplay wise, we never know how much ammo there is left in one magazine. no such info on the hud.
weapons all shoot way below the crosshair. it is very unpleasant to the point of having to activate autoaim... but thats not really a good fix.
the maps looks good tho and i really want to continue the adventure. but the 2 issue above really kills my enjoyment.
check D4T mod (death foretold) files. that mod was made with pretty good accuracy for the crosshair.WojtTheDoomer2K wrote: ↑Wed Nov 06, 2024 3:46 pm I'd suggest waiting for 2.0 then, as it will feature a visible magazine counter. As for the crosshair, Idk how to fix it. Perhaps the fact that I play without it, or don't really pay attention to it is to blame.
i know that the aiming is also a little off in vanilla too but in this mod it is way too much off. it doesn't feel good. fixing this would just be a straight improvement of the mod. no further adjustement needed. it will not change autoaim users experience at all but will greatly enhance it for none autoaim users.Enjay wrote: ↑Thu Nov 07, 2024 6:19 am Even in standard GZDoom, there is a mismatch between crosshair height and where shots actually hit. There are parameters that can be used in a player class definition that allow you to tailor view height and the z-offset of attacks. Playing around with these can make the two things match but, if you do it, the fact that you have changed something as fundamental as this in an already mature project may then require further adjustment of other features to make things feel right.
The problem starts off with the player view height. By default (in Doom) it's actually quite low. The player's eyes are effectively in their chest. Then there is the height that the weapon shots originate from. Finally, there is the fact that the crosshairs are dead centre in the screen. These don't all match up. If you shoot at a wall from a distance, the decal appears pretty close to where the crosshair was pointing. If you shoot at a wall while standing close to it, there will be a bigger difference. (All comments relating to Doom, not specifically about Reds.)WojtTheDoomer2K wrote: ↑Fri Nov 08, 2024 3:28 am Alright, so first, i need someone to explain to me how to fix the "weapons not firing at crosshair's level" thing, because I don't know how to fix it and it's something people would want to be fixed, so I can't just ignore it.