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True Action : Personal Edition v2.19

Posted: Tue Oct 02, 2007 7:20 pm
by GuestI
http://rapidshare.com/files/59865086/TA_pe202b.zip.html

This is a weapon/monster mod. Most of weapons and monsters are well-known and "over-used" in many wads and mods. Sorry :oops:

What is new?

Firs of all, i add the possibility of customization of gameplay. There are several "inventory" items in start Player's inventory affecting the game.

player.startitem PESpawnerType x

if x=0, only standard DOOM monsters are met in game.
if x=1, "new" monsters replaces original with the 25% probability.
if x=2, "new" monsters replaces original with the 50% probability.
if x=3, "new" monsters replaces original with the 75% probability.
and if x=4, all monsers are "new"

Оh, the Doom pseudorandom number generator is simplistic so the probability is not precise :)

In TA i've used method of monster altering without any spawn-functions. Due to this some annoying bugs are avoided (sometimes monsters don't spawn at all, the needing of using AMBUSH flag - this brakes some vanilla maps because monsters sometimes don't teleport and so on), but monsters activity is forced by re-spawn is funny, so i add a option to emulate it:

player.startitem PEDeafMon x
if x=1, the "monster activity" is on.

And the folloing options also can be switch by fake weapons on slot "0"
player.startitem PEPisReload x
player.startitem PEPlasmaReload x
player.startitem PEShottyReload x

player.startitem PEPuffType y

x: 0-1, y: 0-2

They switch weapon reloadind (someone don't like it) and variation of puff.

Yes, this is not too convinient, but also not too difficult and may seriously change the gameplay, so you can tune the mod to your taste.

Fake weapon on slot "9":
this is "ammo convertor". When pistol charger is reloaded one bullet after another, the reloading is not always complete. I hardly dislike this bug so i have to add new ammotype, but in the other hand i don't want piastols and rifles has different ammotype. May be convertor (charger-clip) is a bad decision, but ican't think better solution.

Also i want to say a little about rocket. It can be controlled:
U-up
J-down
H-left
K-right

And don't forget to try rocketluncher ALTFIRE :)

Posted: Mon Oct 08, 2007 11:57 am
by Hellser
I dunno why people arn't responding for this... anyways, heres what I think about it.. consider it as my review. Warning: Contains spoiler.. if you want to spoil your self, click.

Spoiler:

Posted: Mon Oct 08, 2007 4:12 pm
by XutaWoo
Awesome, though you should make the "zoom" rockets slower, or turn fast.

Posted: Tue Oct 09, 2007 12:21 am
by Kinsie
A good start, but some things seem glitchy.

1.) The single pistol is rather buggy. Manual reloading doesn't fill the weapon, like the automatic one does. Also, hitting the reload key with reloading switched off crashes Zdoom. I mean, not even a Very Fatal Error screen, it uses the Windows "Would you like to send a report" crash message box. How'd you manage to do that?

2.) Gibbing is completely silent, which is weird and probably not intentional.

3.) Why is the Sawnoff bound to key 8 instead of 3? It's madness. MADNESS.

4.) Weapon raise sounds (minigun) are a bit glitchy. This is very easy to fix, just change "Loop" to "Goto Select+1" - it'll raise the weapon as usual, and play the sound once.

Apart from these minor quibbles (and the one largish quibble), this is pretty good!

Posted: Tue Oct 09, 2007 1:42 am
by Matt
For some reason I can't get the single-bullet reload* and the ammo converter to work - the reload doesn't actually put a round in and the converter doesn't seem to do anything at all. Does this require a newer SVN?

*holy crap someone actually went to the trouble of simulating refilling mags and having the system count both mags and rounds. This mod is awesome even for trying that.

Posted: Tue Oct 09, 2007 9:19 am
by HotWax
Kinsie wrote:1.) The single pistol is rather buggy. Manual reloading doesn't fill the weapon, like the automatic one does. Also, hitting the reload key with reloading switched off crashes Zdoom. I mean, not even a Very Fatal Error screen, it uses the Windows "Would you like to send a report" crash message box. How'd you manage to do that?
That's easy. He didn't handle the exception that was thrown when the code broke, so Windows was forced to fall back on its "Unhandled exception" dialog.

Re: True Action : Personal Edition v2.02

Posted: Sun Nov 25, 2007 12:06 pm
by GuestI
Ok, it's a time for a new version (2.10b). I don't remember all changes, but still try to list them:

- Absolutely new pistol sprites.
- Pistol AltFire switches to the secondary attack (it much more presize, but also much more slower)
- M16 is removed. Instead it rifle is added on slot 0 (it makes a big damage, but ammo is rare, so usually it will be used as a melee weapon). The sprites also new. Rifle replaces a chainsaw, so remote dynamite now can be picked up with a backpack.
- Quad is removed.
- Primary attack of plasma pistol now is automatic.
- New version of railgun secondary attack.

- Heretic & Hexen support. In the case of Hexen TA's weapon pool was splitted between three Hexen classes.

- New skill levels.
Just UV, AM 0%
AM 25%
AM 50%
King of the Hill, AM 25%
King of the Hill, AM 50%
Emperor

AM - the probability of alternate monster spawning. "King of the hill" mode means monster non-deaf and fast. Of course this is still not true "King of the hill" mode, but some maps levels became drusticaly harder. Emperor is "Koh" mode with AM100% and maximum monster agressivness.

Oh, also i tried to implement footstep sounds, but it works only until player shoot or is shooted. I don't know why :(

http://rapidshare.com/files/72217646/TA_pe210b.rar.html

Re: True Action : Personal Edition v2.02

Posted: Sun Nov 25, 2007 7:11 pm
by Matt
Hey, new release! :D

Just some quick initial comments:

- Looking at the playerpawn I think the footsteps problem can be solved if you explicitly specify all the states. Right now if the player goes into one of the vanilla doomguy states, at the end of it the code reaches a "goto" line and the state that the playerpawn goes to is the parent actor's.

- Dude, like, seriously. That pistol is ridiculously weak given the new monsters. I suppose it's fine if you like that kind of gameplay, but it makes the secondary fire a bit pointless - especially if you have the rifle.

- It seems a little odd that a) I can only pick up dual pistols from the dual pistol guys, rather than taking a second pistol from the single pistol guys; and b) I can run dry on ammo for the dual pistols and then switch to the single only to find I've still got ammo in that one.

- On that note, I found myself down to one pistol mag and out of ammo for the pair, but unable to reload. Maybe you could have the player automatically reload just one and switch to single pistol?

- Anothing that would be neat: If you have dual pistols and switch to single, then run dry, if you try to shoot you'd switch to the other pistol.

- Playerclasses: Have you actually tested this with Heretic/Hexen yet? I get all these weird inventory problems if I use the non-Doom classes. (also the fighter's a bit tall and can't fit through certain doors without crouching) Sure nice starting with the rifle though :D

- Nice use of the afrit btw.

Re: True Action : Personal Edition v2.02

Posted: Mon Nov 26, 2007 11:41 am
by GuestI
Vaecrius wrote: - Looking at the playerpawn I think the footsteps problem can be solved if you explicitly specify all the states. Right now if the player goes into one of the vanilla doomguy states, at the end of it the code reaches a "goto" line and the state that the playerpawn goes to is the parent actor's.
Thanks. It's seems now all works.
Vaecrius wrote: - Dude, like, seriously. That pistol is ridiculously weak given the new monsters. I suppose it's fine if you like that kind of gameplay, but it makes the secondary fire a bit pointless - especially if you have the rifle.
I am taking this into account. Also may be "fat" dual pistol guys (100HP) wasn't good idea. But i disagree that secondary fire is useless - this is just early-game solution (or when the ammo for better weapon is run out).
Vaecrius wrote: - It seems a little odd that a) I can only pick up dual pistols from the dual pistol guys, rather than taking a second pistol from the single pistol guys; and b) I can run dry on ammo for the dual pistols and then switch to the single only to find I've still got ammo in that one.

- On that note, I found myself down to one pistol mag and out of ammo for the pair, but unable to reload. Maybe you could have the player automatically reload just one and switch to single pistol?

- Anothing that would be neat: If you have dual pistols and switch to single, then run dry, if you try to shoot you'd switch to the other pistol.
All of this suggesions could be implemented. But i afraid a little that such a solution will be unconvinient.
Vaecrius wrote:- Playerclasses: Have you actually tested this with Heretic/Hexen yet? I get all these weird inventory problems if I use the non-Doom classes. (also the fighter's a bit tall and can't fit through certain doors without crouching)
I test a little (i have no time to test TA in all games :| ), but such a problem is strange, because "fighter" player inherits propeties from original one. And what you mean saying "inventory problems"? I don't remember any.

Re: True Action : Personal Edition v2.02

Posted: Tue Nov 27, 2007 1:59 am
by Matt
I was referring to the fact that when you play as the Hexen guys you can't reload but instead shoot directly from your general ammo pool, but this seems to be the intended effect, so nevermind.

That said, a bug: if you type idfa you get the broken rifle and can't pick up a good one.

And it turns out all Hexen's playerclasses are actually taller (64) than Doom's (56).

Re: True Action : Personal Edition v2.02

Posted: Fri Nov 30, 2007 12:33 pm
by GuestI
Vaecrius wrote: That said, a bug: if you type idfa you get the broken rifle and can't pick up a good one.
And it turns out all Hexen's playerclasses are actually taller (64) than Doom's (56).
It seems you tested "Hexen" player classes in Doom. They are not intended to run in Doom at all... As to rifle it's not a bug. Technicaly "good rifle" is not a weapon. You can't pick up a rifle after idfa because you already have it and you also have maximum ammo for it. Hexen recognizes as weapon slots only 1-4, so i made a copy of each weapon especially for use in Hexen and "broken" rifle in Hexen and rifle in Doom are different actors.

Re: True Action : Personal Edition v2.02

Posted: Fri Nov 30, 2007 8:19 pm
by Scuba Steve
I hold the trademark on the name 'Action' and you will be hearing from my lawyers shortly, rest assured!

Re: True Action : Personal Edition v2.02

Posted: Fri Nov 30, 2007 11:27 pm
by Matt
GuestI wrote:It seems you tested "Hexen" player classes in Doom. They are not intended to run in Doom at all... As to rifle it's not a bug. Technicaly "good rifle" is not a weapon. You can't pick up a rifle after idfa because you already have it and you also have maximum ammo for it. Hexen recognizes as weapon slots only 1-4, so i made a copy of each weapon especially for use in Hexen and "broken" rifle in Hexen and rifle in Doom are different actors.
Well, it's your mod, but it would be nice if you could throw in a few safeguards for those of us who like to warp straight to map01 the first time they try a wad.

And, uh, nevermind the rifle thing. Just noticed I could hit 1 again after the mage pistol...

Re: True Action : Personal Edition v2.02

Posted: Mon Dec 17, 2007 10:43 am
by GuestI
New version (2.11b).

http://www.filefactory.com/file/076593/

Chsnges:

- A big bunch jf improvemennts for the better gameplay (for instance pistols makes more damage at short range)
- footstep sounds are differ for the different floors. Terrain list and sounds were taken from ww-stranger.wad

Re: True Action : Personal Edition v2.02

Posted: Mon Dec 17, 2007 9:01 pm
by Unknown_Assassin
This is awesome. :D