Yeah I have seen that bug before, gonna polish the dual wield weapons for the next update.Rowsol wrote:If I'm dual wielding the shotguns, begin a reload on the left one, and try firing the weapon while it's reloading the weapons vanish from the screen until I press reload again or switch weapons.
I was running around testing things and I picked up a powerup. When it wore off I realized I wasn't losing excess health anymore. My 352 health wasn't going down. Sorry, I don't know if that's intentional or what power up it was. I know it made the screen red.
The effect of the dragon breath upgrade for the shotty is way too much. I can't even see what I'm shooting at half the time.
After having spent some time now with the mod I can say that ammo is too plentiful. I halved the total ammo I get and I still had no issues with monster health set to 200%.
Having all the weapons +NOAUTOFIRE makes it a real chore to start firing after a reload.
With the chaingunners dropping the more rare AR weapons it makes them trivial to get.
When dual wielding the pistols they no longer automatically reload when firing with an empty mag.
It's probably Crimson Potion you have picked up since it's the new upgrade/powerup I have added. Also if something is strange and you don't know if it's intentional or not, 90% of the cases it's not. Lol
I tried to make the DB rounds similar to real life ones, but if it's a huge concern, I can add a CVar that recovers the old DB effects or at least reduces the current effects.
I hear that complaint quite a lot, I planned to add an ammo CVar a while ago but I probably forgot it. Ammo cvar will be coming for the next update (and probably new, more balanced difficulty modes even later down the line).
+NOAUTOFIRE exists so that you cannot "auto fire" ADS, also not making every single weapon automatic while dual wielded.
If you're suggesting to add an option that makes non-AR weapons prespawned while AR itself gets dropped from chaingunners, that's a pretty solid suggestion I'd say.
(Read my first comment)
You gotta adjust the scaling of your HUD from the options menu, it's way too big.ClessxAlghazanth wrote:The hud elements on the top right seem to overlap each other How can I fix this issue ?
(Using GZDoom 4.6.1 gles branch)
Best regards