DOOM: Revisions - Beta 1.0 *hotfix!*

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Xaser
 
 
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Xaser »

Zombieguy wrote:
Vaecrius wrote:Mystifications:
any particular reason why the player is slowed down?
I slowed him down? :shock:
Just to jump in here, why? How does that make the game more fun?
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twinkieman93
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by twinkieman93 »

Xaser wrote:
Zombieguy wrote:
Vaecrius wrote:Mystifications:
any particular reason why the player is slowed down?
I slowed him down? :shock:
Just to jump in here, why? How does that make the game more fun?
It doesn't, but that's irrelevant because he didn't slow the player down. I checked, there's no change in speed.
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Matt
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Matt »

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?
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twinkieman93
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by twinkieman93 »

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)
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. :P

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!*

Post by Zombieguy »

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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jpalomo
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by jpalomo »

Not sure why you didn't use the +reload key already in ZDoom.
Original code:

Code: Select all

Ready:
  NULL A 0
  NULL A 0 A_JumpIfInventory("Reload",0,"ReloadBegin")
  PKPI A 1 A_WeaponReady
  Loop
Modified code:

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
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.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by Zombieguy »

jpalomo wrote:Also, with your current implementation you can't manually reload if cheats are disabled.
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.

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!*

Post by Matt »

From the KEYCONF:
Alias reload "Give Reload"
"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.

Regrettably understandable re: the project formerly developed as Skulltag.
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jpalomo
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by jpalomo »

Zombieguy wrote:What? I manually reload all the time with no trouble with the cheats disabled.
I think you need to see for yourself. Start up a game in the nightmare difficulty. Shoot a few bullets, then try to reload.
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!*

Post by Zombieguy »

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!*

Post by Matt »

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.
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USSRBear
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by USSRBear »

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!*

Post by Zombieguy »

USSRBear wrote:Also, the gigantic Mastermind seems nearly invincible.
Shoot his head.
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by ZioMcCall »

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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doony
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Re: DOOM: Revisions - Beta 1.0 *hotfix!*

Post by doony »

I liked very much, great mod
this super shotgun looks outstanding

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