X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Carbine Dioxide »

While Helsturm doesn't have a lot of angled weapons, most of the angled line up may be done. I say may be because I am not Rail Gunner.

The screenshots you are looking at is from X Weapon, not Helsturm.
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by ZioMcCall »

Shotgunners gave me a bad time lmao.
User avatar
TheRailgunner
Posts: 1555
Joined: Mon Jul 08, 2013 10:08 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by TheRailgunner »

ZioMcCall wrote:Shotgunners gave me a bad time lmao.
I'm working on a shotgunner nerf, among other things (namely tweaks and changes to headshot code) - their shots will have a finite range and do less damage.

Is there any way to use A_Warp and actor pointers to bind actors to other actors?
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Somagu »

Just a heads up, the bugs I reported some year+ ago are still present. The blood actors need to have +ripper be replaced with +thruactors, because the blood droplets are hurting the things they pass through, and the punchgun needs to detect berserk BEFORE miss, or alternatively the miss state needs its own check for berserk, because a max range punch never actually checks for berserk.
User avatar
TheRailgunner
Posts: 1555
Joined: Mon Jul 08, 2013 10:08 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by TheRailgunner »

Somagu wrote:Just a heads up, the bugs I reported some year+ ago are still present. The blood actors need to have +ripper be replaced with +thruactors, because the blood droplets are hurting the things they pass through, and the punchgun needs to detect berserk BEFORE miss, or alternatively the miss state needs its own check for berserk, because a max range punch never actually checks for berserk.
Since the blood did zero damage to other actors and all other actors are invulnerable to blood damage, I never bothered fixing it until now - the next uploaded Helsturm build will have this fixed.

On the punchgun, the berserk detection frames have been moved backward. I'll update Helsturm as soon as I figure out what's slowing it down during heated gameplay (something to do with headshots and FastProjectiles).
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)

Post by Somagu »

Great to hear, thanks!
User avatar
TheRailgunner
Posts: 1555
Joined: Mon Jul 08, 2013 10:08 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by TheRailgunner »

I've posted an update to the experimental build - so far, headshots work as intended, but there's some serious resource drain going on in any larger group of enemies. So far, I haven't the slightest idea what's causing it.

EDIT: As it turns out, headshot actors were being spawned during EVERY spawn loop, warping every tic and registering unnecessary hits. Now they only spawn once before the spawn state loops into itself.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Miguel371xd »

Have helper marine? :v
Ali Jr.
Posts: 1
Joined: Mon Oct 12, 2015 11:45 pm
Location: California, USA

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Ali Jr. »

It does not work for zdoom
User avatar
TheRailgunner
Posts: 1555
Joined: Mon Jul 08, 2013 10:08 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by TheRailgunner »

Ali Jr. wrote:It does not work for zdoom
What version are you running? I tested both Helsturm and X-Weapon in ZDoom 2.8.1, and they run, albeit with graphical issues owing to ZDoom's lack of a OpenGL renderer.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)

Post by Miguel371xd »

the mod add helper marine?
User avatar
TheRailgunner
Posts: 1555
Joined: Mon Jul 08, 2013 10:08 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by TheRailgunner »

Miguel371xd wrote:the mod add helper marine?
I was resistant at first, but I might make some sort of support beacon that summons a friendly helper marine (as opposed to the way Brutal Doom handles it). I may make said marine immune to non-explosive player damage, though - I can see so many things going wrong with a player-strength monster with player-strength weapons who can be easily be turned against you with a poorly-placed shot, and both versions of the mod are difficult as they are.

In the meantime, I've updated Helsturm, mostly to remove the blanket of errors that precedes startup. However, Nightmare mode spawns (and headshot actors that go with them) now work flawlessly.
User avatar
-Ghost-
Posts: 1767
Joined: Wed Sep 08, 2010 4:58 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by -Ghost- »

That would be a good idea. Having an ally to just distract enemies and take out a few would help a lot, since this mod is pretty tough.
Miguel371xd
Posts: 136
Joined: Mon Dec 28, 2015 7:04 pm

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by Miguel371xd »

yes is a good idea for distract enemies .
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Post by wildweasel »

TheRailgunner wrote:I can see so many things going wrong with a player-strength monster with player-strength weapons who can be easily be turned against you with a poorly-placed shot, and both versions of the mod are difficult as they are.
It might also be wise to make the player immune to the AI marines' bullet weapons as well; if Immoral Conduct is any indication, a distracted player can easily get in the AI marine's firing line.

Return to “Gameplay Mods”