X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
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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.
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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: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
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.
The screenshots you are looking at is from X Weapon, not Helsturm.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
Shotgunners gave me a bad time lmao.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
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.ZioMcCall wrote:Shotgunners gave me a bad time lmao.
Is there any way to use A_Warp and actor pointers to bind actors to other actors?
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
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.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
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.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.
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).
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-13-16 UPDATE)
Great to hear, thanks!
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)
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.
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.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)
Have helper marine? :v
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)
It does not work for zdoom
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)
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.Ali Jr. wrote:It does not work for zdoom
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 03-23-16 UPDATE)
the mod add helper marine?
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
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.Miguel371xd wrote:the mod add helper marine?
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.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
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.
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
yes is a good idea for distract enemies .
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Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
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.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.