Thanks for your opinion; nice to know it's mostly good!
The following issues are outright bugs or at least need looking at:
- Flamethrower fire should be launched a bit more to the right, because right now is centred but the weapon is not.
- Shell casings sizes need looking at; at least some of them seem too big.
- Bible of Blasphemy always lags some PCs when using the primary fire.
- Clipboard of Chaos should be placed more to the left of the screen, because as is now, you cant see a thing.
- Clipboard of Chaos could benefit from a more exaggerated movement when "firing".
- Atomic Cannon detonation lags just about every PC there is.
Please be assured that I do keep a "known bugs and issues" list and I'll add these to it.
Suicide by Heart of Heresy
DBThanatos wrote:I learned the hard way that one shouldn't be running forward when using the Heart of Heresy
Yes, playing with the Power of the Gods/Devils isn't something to be done lightly

Actually, if you've been following this thread fully, you will by now know that the Black Magic primary attacks now work the same way as the Weapons of Mass Destruction (the "BFG"s) and as I said earlier:
MartinHowe wrote:Please remember the previous warnings concerning confined spaces; you don't fire a rocket launcher right next to a monster or near a wall, nor run towards the rocket and catch it up - treat these WMD with the same respect!

Also "the cat in that weapon is fun!"
Everybody here knows I

cats and am on the committee (and webmaster) of two cat showing clubs,
one in particular dedicated to (mostly) black cats; I started Doom modding with
this piece of madness; then when I was developing the
Butchery (another WIP of mine, but a long way from completion) I basically did a piss-take of
Spaceballs - The Movie - you know, "Black Cat(tm) Premium Toilet Paper", "Black Cat(tm) Patented Demon Food", etc. I also have for a long time been an admirer of Lee Killough putting dogs in
MBF with realistic "dog behaviour" as "player helpers", or what would later be called "friendly monsters". The rest is history
No the cat isn't Johnson

I did think later of the M&M cat, but it doesn't have all the necessary frames. My cat is a recoloured and cleaned up "Mr Jones" from Michael Gummelt's
Aliens Doom 3 - Aliens vs Predator. This guy was so good, he eventually gave up on Doom modding because Raven hired him to work on HeXen II - lucky bastard

It was just a really silly but real cool joke; remember this was the days of DeHackEd, no DECORATE: basically he turned the Yellow Key into a non-hostile monster and you have to "rescue" the cat to be able to open a crucial door in the game; if you're a cold-hearted "company" man and leave the cat to die or even shoot him, the aliens get you!
It's just so psychedelic, it just has to be seen to be believed -- troopers shooting aliens, aliens attacking predators and vice versa, and in all that blood and guts, there's a ginger cat running around trilling "meow", "meow"; never mind the alien, I nearly burst my guts laughing at this piece of insanity; I just
had to outdo it in my own mod
Regarding the "BFG" puffs:
DBThanatos wrote:The BFGs are pretty interesting, but at least in my PC, isn't a great idea to have the puffs replaced as the smooth particles (I'm obviously talking about GZDOOM) and use any of those weapons.
Sorry, I'm not quite sure what you mean here. Do you mean that flag in puffs where they can optionally be replaced by particles? I've no idea how that works for puffs that replace the "puff" sprites with actual things like flames. If not, then what do you mean?
Finally, several people have noticed their computers lagging when detonating a Nuclear Warhead, cursing somebody with a Black Magic primary attack, or firing a Weapon of Mass Destruction. This is a fair point, so I'll say a few words here.
The BM/WMD/NUKE are weapons that really do push the limits of DECORATE. The NUKE uses hundreds of projectiles with overlapping sizes and sprites in order to produce the "cloud of expanding evil hell fire" effect and this really really lags all but the most powerful machines. The WMD and BM, except the Sceptre of Sacrilege, all use wide-area hitscan attacks to detect the targets and custom puff actors that do the damage. Finally, the SoS cannot use hitscan as poison gas should not affect barrels; it's silly that missile explosions can tell if they hit a bleedable actor or a barrel/decoration, but hitscan puffs cannot; I did put in a feature request/code-submission about it, but if you've been following the
feature requests forum at all, you'll be aware that DECORATE feature requests are not a priority for Randy and Graf right now.
Worse still, Graf has admitted that even DoomScript won't be powerful enough by itself to fix some of these problems completely; the reason is that they involve making modifications to some of the engine's very deep-level internal codepointers or their callbacks (functions in the source code whose names start "P_" instead of "A_" are internal engine primitives, such as block iterators) that are simply too processor-intensive to be done in anything except native machine code (x86 or whatever), so cannot be scripted in byte code the way ACS is and DoomScript will be.
Therefore, while I will obviously be trying to improve their performance, we will just have to accept that the special effects of these weapons really really push the limits of what is possible with ZDoom engine and some compromises are inevitable

Best I can offer is: have fun with them as they are and hope that some day ZDoom will be powerful enough to make these weapons exactly the way I would like to.
Now go kill some demons, damn it
