Smooth Weapons Enhanced [v3.2.1]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Smooth Weapons Enhanced [v3.2.1]
I'm not sure why, but renaming perk_enhanced.pk3/zscript/doom1.zc and perk_enhanced.pk3/zscript/doom2.zc to pkdoom1.zc and pkdoom2.zc respectively (and changing ZScript include directives in filter directories) allows Smooth Weapons Enhanced to load with Wadsmoosh. It's worth investigating.
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Re: Smooth Weapons Enhanced [v3.2.1]
That's weird. The error is only about the fist and pistol replacements, but if doom1.zc and doom2.zc only load if renamed, the other weapons also shouldn't load... Well, both weapons are given to player by default. Maybe that's where to look.
But why is it only happening in WadSmoosh and not regular D1/D2?
But why is it only happening in WadSmoosh and not regular D1/D2?
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Re: Smooth Weapons Enhanced [v3.2.1]
This happened because GZDoom 4.6.0 changed the AutoName for WadSmoosh (within game_support.pk3/iwadinfo.txt):
doom.id.doom2.wadsmoosh -> doom.id.wadsmoosh
So now the doom.id.doom2 lumps within Smooth Weapons Enhanced are no longer loaded with WadSmoosh. Nothing complicated.
I created a pull request for this:
https://github.com/NightFright2k19/gzdo ... ed/pull/13
I guess it wasn't noticed because I made it a draft pull request. Does that not send out notifications? I don't really have any experience with doom modding so I wanted it to be open to discussion first before merging.
doom.id.doom2.wadsmoosh -> doom.id.wadsmoosh
So now the doom.id.doom2 lumps within Smooth Weapons Enhanced are no longer loaded with WadSmoosh. Nothing complicated.
I created a pull request for this:
https://github.com/NightFright2k19/gzdo ... ed/pull/13
I guess it wasn't noticed because I made it a draft pull request. Does that not send out notifications? I don't really have any experience with doom modding so I wanted it to be open to discussion first before merging.
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Re: Smooth Weapons Enhanced [v3.2.1]
Well, that pull request is currently a draft, so it cannot be merged. I will take a look if Nash doesn't have the time in the next few days.
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Re: Smooth Weapons Enhanced [v3.2.1]
If it's just about the filter name, that's a trivival thing and can be merged.
Though, I'll have to say, I recommend, for normal play, to not go beyond this commit: https://github.com/NightFright2k19/gzdo ... e8cf99c249
Everything after that is highly WIP, and in hindsight, I should not have worked on the master branch, but rather, a separate sandbox branch.
Though, I'll have to say, I recommend, for normal play, to not go beyond this commit: https://github.com/NightFright2k19/gzdo ... e8cf99c249
Everything after that is highly WIP, and in hindsight, I should not have worked on the master branch, but rather, a separate sandbox branch.
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Re: Smooth Weapons Enhanced [v3.2.1]
Yeah I noticed that it looked WIP, but I can't make a PR to merge into anything other than master. But because of that, I did make a separate changeset on top of tag-v3.2.1 (which is one commit behind the one you specified). Not part of the PR, but ready to go if you prefer it. If you make a new branch off of tag-v3.2.1, I could then submit another pull request using that branch as the base, and then you can work with that however you like.Nash wrote:If it's just about the filter name, that's a trivival thing and can be merged.
Though, I'll have to say, I recommend, for normal play, to not go beyond this commit: https://github.com/NightFright2k19/gzdo ... e8cf99c249
Everything after that is highly WIP, and in hindsight, I should not have worked on the master branch, but rather, a separate sandbox branch.
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Re: Smooth Weapons Enhanced [v3.2.1]
I have done the merge. Please check if it works now. I think I merged it into the latest version, however. Hopefully it's not too bad.
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Re: Smooth Weapons Enhanced [v3.2.1]
Okay cool thanks. If you still want the backport later on let me know, or if you prefer to do it yourself that's fine.
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Re: Smooth Weapons Enhanced [v3.2.1]
works fine now! thanks!NightFright wrote:I have done the merge. Please check if it works now. I think I merged it into the latest version, however. Hopefully it's not too bad.
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Re: Smooth Weapons Enhanced [v3.2]
Any chance this feature might still work it's way into this mod? Thanks!NightFright wrote:...The interruptable reloads can be considered since they don't change the way the weapons work.
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Re: Smooth Weapons Enhanced [v3.2.1]
One day possibly, but it's not a priority right now. Besides, I am not able to modify any code since I have little to no ZScript knowledge. I have done a Github feature request now so we don't forget about it.
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Re: Smooth Weapons Enhanced [v3.2.1]
Ah gotcha, thanks for the answer and considering it!
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Re: Smooth Weapons Enhanced [v3.2.1]
I will be pushing a huge update as soon as I find the time to do it. Apologies for the extended delay.
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Re: Smooth Weapons Enhanced [v3.2.1]
There should also be a new release again at some point in the near future. It's been almost two years since the last update and quite a few commits have accumulated since then. Anyway, we'll wait for Nash's stuff first.
As for the shotgun reload interruption, copying it from my other mod shouldn't be too hard since I also used ZScript code there. I am just not sure how it integrates with Nash's code, so I'll better leave it to him.
As for the shotgun reload interruption, copying it from my other mod shouldn't be too hard since I also used ZScript code there. I am just not sure how it integrates with Nash's code, so I'll better leave it to him.
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Re: Smooth Weapons Enhanced [v3.2.1]
Can you link me to this other mod? Sorry I haven't been able to keep up...NightFright wrote:There should also be a new release again at some point in the near future. It's been almost two years since the last update and quite a few commits have accumulated since then. Anyway, we'll wait for Nash's stuff first.
As for the shotgun reload interruption, copying it from my other mod shouldn't be too hard since I also used ZScript code there. I am just not sure how it integrates with Nash's code, so I'll better leave it to him.