FragTrak Four! More Final Doomer compatibility!

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Tapwave
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Joined: Sat Aug 20, 2011 8:54 am
Graphics Processor: nVidia with Vulkan support

Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with a fixed H

Post by Tapwave »

Ikazu-san wrote: And, you might wanna double check title maximum length.
That seems to stem from the fact I'm using a dash between the two words rather than a space. I fixed another bug, so I'll probably fix that too tomorrow, pack it up, and release it as Hotfix 3.
Ikazu-san wrote:Also, recolor armor bar to be green when it's 1-100% and partially blue when more, with life bar just slap more gore from the bottom as you go overheal.
Not exactly sure how to do that, I think it's basically defining a bar that is drawn over the same bar?
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Tapwave
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Re: [WIP/Beta] *HOTFIX* Strange Weapons, now with a fixed H

Post by Tapwave »

Speaking of those issues, Hotfix 3 is out! Same link as usual.

Fixed stuff:
• Fist now makes it sound correctly!
• Fixed the blood-splattered rank not displaying correctly.
• Health Bar and Amor Bar go up to 200 now, it looks derpy but it's better than nothing right now.
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Ikazu-san
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Re: [WIP/Beta] HOTFIX 3 Strange Weapons

Post by Ikazu-san »

K, I found the solution(by looking up into other .wad) to goofed up bars.

You just forgot to make hud images for 200% twice as long with lower halves being empty. it's feels good to learn something new
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Tapwave
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Re: [WIP/Beta] HOTFIX 4 Strange Weapons

Post by Tapwave »

Well then, new hotfix!
• New healthbar that goes up to 200% and works properly!
• New armorbar that goes up to 200% and works too!
• Removed some leftover bits of code from the DECORATE lump.
• Lil' update to credit lump.

As usual, download from the same link.
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Breezeep
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Re: [WIP/Beta] HOTFIX 4 Strange Weapons

Post by Breezeep »

You mod is good so far! keep it up!
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Tapwave
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Re: [WIP/Beta] HOTFIX 4 Strange Weapons

Post by Tapwave »

Breezeep wrote:You mod is good so far! keep it up!
Thanks!
Right now I didn't really have the heart to work onto it, since I got Doom 3 BFG from a friend and made a UV playthrough though 1 & 2 with horrid controls, so I pretty much got saturated on DOOM stuff.
But don't worry, I'll get working on strange parts soon, once I figure out a good way to display them and get around to copypasting tons of scripts.
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Tapwave
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Re: [WIP/Beta] HOTFIX 4 Strange Weapons

Post by Tapwave »

Gak! I noticed I severely screwed up some stuff.

Hotfix 5 will fix:
• Pain elementals not giving any kills
• Chaingun looking strange when firing

Same download link, as usual.
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Tapwave
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Re: [WIP/Beta] Holiday Coldfix! Strange Weapons

Post by Tapwave »

And it seems like I fucked up again. Badly. And didn't even notice it! Better late than never, have a.. not really hot fix. Coldfix it is!

Holiday Coldfix:
• Fixed a bug which made multishot/splash weapons not rank up when killing multiple enemies at once and going over the rank threshold
• Moved a rank because it made "Totally ordinary" be the 1000-1500 rank while it should be the 999-1000 one
• Changed the kill counter sound to something less obnoxious
• Victims counter is now red and not orange
• Added a bind in the menu to reset all stranges, now you don't even need to use the console.
• Added mugshots of all monsters for individual monster counters, which will be done when I figure out how not to display them all at once.
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Tapwave
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Re: [WIP] Strange Weapons, NOW WITH 500% MORE COUNTERS

Post by Tapwave »

You guys asked for strange parts, now you can count your kills for every single monster type. On every weapon.
Oh, and gib kills are also counted.
Have fun!
I recommend using the reset stranges function so that your totals don't look dumb.

Another new feature soon but shh that's a surprise
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Tapwave
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Re: [WIP] Strange Weapons, NOW WITH 500% MORE COUNTERS

Post by Tapwave »

The plasma rifle didn't count individual kills (instead sending them to the bfg) and gib kills (sending them to the fist) because all copypaste and no play makes Terra a bad coder.
It's fixed now, though you might want to reset your weapons.
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Tapwave
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Re: [WIP] Strange Weapons. "Oooh, Shiny medals!"

Post by Tapwave »

terranova wrote: Another new feature soon but shh that's a surprise
Your surprise arrives today! IT'S LIKE CHRISTMAS BUT EARLIER!

Weapon Prestige Badges!
Oh, I know you guys must think, "GODDAMNIT TERRA, STOP BEING AN IDIOT WITH YOUR UPDATES! I WANT TO KEEP MY KILLCOUNTS FFS", well, I can't really do that. But I can give you something just as good!

Every time you reach the Death Inducing rank (1500 kills), you can trade in all your progress on your current weapon for a shiny medal! Medals are displayed when they're toggled on. You can bind a key for that toggle in the controls menu.

To obtain your medal, you just need to press the prestige bind, which is also in the controls menu. If you have over 1500 kills on your current weapon, you will INSTANTLY forfeit all your kills and rank, and get +1 prestige level.

You can get up to prestige level 8 on every weapon.

Prestige resets do NOT reset individual monster killcounts. That way you can still keep track of your totals, and monster ratios on each weapon.
Prestige levels are also not reset when using the reset stranges script!
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Tapwave
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[FINISHED] Strange Weapons "more stars pls"

Post by Tapwave »

Image
Player ranks!
You get XP points for killing monsters. Using weak weapons on strong monsters get your more points, and gibbing monsters give you a bonus! The higher the skill level you're on, the more XP you get as well.
XP is not reset after resetting stranges, so you can use that to keep progress through resets, much like Prestiges.

I'm happy to say that I finally included all the features I've wanted into this mod. No more [WIP] tag! However, I'm less happy to say I've been pretty disappointed by the total lack of feedback in this thread after a few months, which, among other things, doesn't help me find bugs when they happen (i.e the coldfix ordeal), nor do I have any idea if you people actually enjoy this mod. I could make compatibility patches for popular, but simple mods such as Smooth Doom, but since so little people seem to be interested in Stranges Weapons (to give you an idea, I didn't even get over the 80 different downloaders bar, and It's likely there is actually a lot of overlap), I don't feel like this is worth it.

Enjoy your final version, hopefully!
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Hetdegon
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Re: [FINISHED] Strange Weapons "more stars pls"

Post by Hetdegon »

I gave it a try, but I am not really familiar with TF2, so I am not really sure how this is meant to work, that's why I never really posted.
It just keeps ranks and a kill tally, or do the weapons power up with rank or something else?
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Tapwave
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Re: [FINISHED] Strange Weapons "more stars pls"

Post by Tapwave »

Hetdegon wrote: It just keeps ranks and a kill tally
Pretty much. When you kill a monster with a weapon, the mod remembers how much of that monster you killed, how much kills total on every monster on every weapon, and after a certain amount of kills, your weapon ranks up. Once your weapon reaches 1500+ kills, you can trade in your rank and kills for a medal on that weapon.

Also, killing monsters in general gives you xp that go towards a general rank, and the higher the difficulty, the stronger the monster and the weaker the weapon you used to kill them, the more xp you get.

Otherwise everything is vanilla, monster and weapon behavior isn't changed.
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Tapwave
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Re: [FINISHED] Strange Weapons, twenny fiddeen patch

Post by Tapwave »

Small cosmetic patch.

• You can toggle the weapon display on and off much like the other displays.
• Added ammo counters for all types.
• Screwed around with the FragTrak so that the numbers don't ride over eachother too much.
• Changed the xp algorithm to make leveling slightly faster at higher skill levels

Same link as usual.

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