Just to jump in here, why? How does that make the game more fun?Zombieguy wrote:I slowed him down?Vaecrius wrote:Mystifications:
any particular reason why the player is slowed down?
DOOM: Revisions - Beta 1.0 *hotfix!*
Forum rules
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.
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: DOOM: Revisions - Beta 1.0 *hotfix!*
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
It doesn't, but that's irrelevant because he didn't slow the player down. I checked, there's no change in speed.Xaser wrote:Just to jump in here, why? How does that make the game more fun?Zombieguy wrote:I slowed him down?Vaecrius wrote:Mystifications:
any particular reason why the player is slowed down?
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
My own accuracy plummets the faster I move in an FPS, so I can totally see why.
(Also IIRC the player is slowed down about 10% in Brutal Doom)
More comments re: BFG:
- I remain unconvinced about the sound. The shot is only a few tics slower than the original so it seems like it would still be blended in in the player's mind anyway. And the sound that's added doesn't seem to "feel" like that of the BFG ball at all - it's sort of like "hmm this thing is a techy blaster thingy so we should add a techy blaster sound" than something that feels like the big green energy ball should make.
- the offset difference between the firing and reload versus the ready animations is rather jarring. Maybe reduce the difference a bit?
(Also IIRC the player is slowed down about 10% in Brutal Doom)
More comments re: BFG:
- I remain unconvinced about the sound. The shot is only a few tics slower than the original so it seems like it would still be blended in in the player's mind anyway. And the sound that's added doesn't seem to "feel" like that of the BFG ball at all - it's sort of like "hmm this thing is a techy blaster thingy so we should add a techy blaster sound" than something that feels like the big green energy ball should make.
- the offset difference between the firing and reload versus the ready animations is rather jarring. Maybe reduce the difference a bit?
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
That's why the best weapons in Doom are the ones that are either very spammable, are shotguns, or explode(or whatever you'd call what the BFG does). Accuracy isn't so important when you're throwing clouds of lead or explosives around.Vaecrius wrote:My own accuracy plummets the faster I move in an FPS, so I can totally see why.
(Also IIRC the player is slowed down about 10% in Brutal Doom)
And I'm going to throw my hat in on the side of "the BFG noise sucks". Sounds more like a retrofuturistic laser pistol than a gun that set the bar for gigantic man-portable energy cannons and hasn't really been topped since.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
Thanks guys, I'll fix it up when I get done with my work today. I'll see what I can do with the BFG.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
Not sure why you didn't use the +reload key already in ZDoom.
Original code:
Modified code:
It might seem like more code, but you can get rid of Keyconf with this and a simple mapinfo definition. Also, with your current implementation you can't manually reload if cheats are disabled.
Original code:
Code: Select all
Ready:
NULL A 0
NULL A 0 A_JumpIfInventory("Reload",0,"ReloadBegin")
PKPI A 1 A_WeaponReady
Loop
Code: Select all
Ready:
NULL A 0
NULL A 0 A_JumpIfInventory("Reload",0,"ReloadBegin")
PKPI A 1 A_WeaponReady(WRF_AllowReload)
Loop
Reload:
TNT1 A 0 A_GiveInventory ("Reload", 1)
GoTo Ready
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
What? I manually reload all the time with no trouble with the cheats disabled. And I haven't bothered with WRF_AllowReload because I plan to make a Zandronum version at some point. The current code works, and works well.jpalomo wrote:Also, with your current implementation you can't manually reload if cheats are disabled.
Also, I'm sorry I haven't got back to this yet. I've just been busy lately. I'll get around to it though.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
From the KEYCONF:
Regrettably understandable re: the project formerly developed as Skulltag.
"Give" is a cheat code, so I'm not sure how it would work for you unless there's a thing now that lets you exempt certain items from counting as cheats under the "give" command.Alias reload "Give Reload"
Regrettably understandable re: the project formerly developed as Skulltag.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
I think you need to see for yourself. Start up a game in the nightmare difficulty. Shoot a few bullets, then try to reload.Zombieguy wrote:What? I manually reload all the time with no trouble with the cheats disabled.
If you intend to have it compatible with Zandronum, you will probably need to use a 'net' type ACS script instead of the give console command.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
I never play on nightmare so I never noticed. This shouldn't be a big problem though. I don't think the majority of the ZDoom community play on nightmare anyway. But I suppose I can see what I can do.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
ACS is totally unnecessary.
(Just don't use the giveto argument if you want this to work with an outdated port.)
EDIT: To clarify, you can have the player start with a custominventory item that, if used, gives the "Reloading" item before failing, then bind the key to using that item.
(Just don't use the giveto argument if you want this to work with an outdated port.)
EDIT: To clarify, you can have the player start with a custominventory item that, if used, gives the "Reloading" item before failing, then bind the key to using that item.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
I really like this so far, especially these types of enhancements that re-balance weapons. I like that the pistol is actually useful now! Though I really only see 2 big issues right now. One is the plasma rifle; not really sure the reasons for lowering its ROF but it has now made it borderline useless. If you wanna make it fire slower, why not buff the damage, maybe give it a little splash damage too? Also, the gigantic Mastermind seems nearly invincible. I've shot a single mastermind with over 100 rockets and numerous BFG charges (which may also need a little more damage with its slower ROF). But, regardless Zombieguy, this is cool, I dig it, it's a nice change from SgtMarks Brutal Doom, which is also wonderful. Hope to see more hotfixes soon.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
Shoot his head.USSRBear wrote:Also, the gigantic Mastermind seems nearly invincible.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
I like this project.You'll add an iron sight system for the weapons?If you don't know how add it,you can take example from this little test that i made before to made the Iron SIght for BoA(Iron sight that i don't know if will be add on Tormentor667's project").I made only the code,the shotgun's sprites was made by Id Software,JoeyTD and Batandy. http://www.mediafire.com/download/39bgc ... hotgun.pk3
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*
I liked very much, great mod
this super shotgun looks outstanding
this super shotgun looks outstanding