Thanks for the feedback. For the ammo comment, it's been weird balancing the NATO ammo: the Minigun is so damn good at clearing out big rooms, stunning enemies, and just being a weapon that you only want to bring out and save ammo for on those bad ass occasions. I realize the numbers are off putting when it comes to the raw percentages but I will always be tweaking this as I go along. If i can make it a more even number without making the Minigun always having ammo, I'll figure something out!DabbingSquidward wrote:More bugs and suggestions
-After firing a single shot with the SSG, the view pitch is lower than before.
-Arachnotrons still strafe when vanilla monsters are enabled.
-The airborne drop kick makes no impact sound.
-I'm missing an option to disable the spawning of casings and mags.
-Sometimes the reloading script gets stuck, so any weapon will reload by itself whenever it is in the Ready state, until I press the reload key again.
Also, have you thought about changing to GZDoom's native reload function & key? This would remove the need for ACS.
-Switch from numbered to named scripts to allow for greater map compatibility.
A note about rifle ammo:
A full mag (max rifle ammo) has 30 rounds. That means that every mag in the map and the ones occasionally dropped by zombies have 0.5x the amount. A rifle gives 10 rounds, which is ⅓ the amount. A backpack gives 45 rounds, which is 1.5x the amount. A combined ammo box gives 60 rounds, which is 2x the amount.
Last, but not least, a NATO box gives 50 rounds, while a small belt gives 20 rounds, which isn't half the amount, but 2/5ths of it. I'm not saying anything has to change, just pointing out that I find the amounts a bit inconsistent. Vanilla Doom, Heretic and Strife had some sort of consistency, each large pickup gave 5x the amount of a small one, while Quake's gave double the amount.
More bugs means more coding!
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-After firing a single shot with the SSG, the view pitch is lower than before.
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-Arachnotrons still strafe when vanilla monsters are enabled.
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-The airborne drop kick makes no impact sound.
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-I'm missing an option to disable the spawning of casings and mags.
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-Sometimes the reloading script gets stuck, so any weapon will reload by itself whenever it is in the Ready state, until I press the reload key again.
Also, have you thought about changing to GZDoom's native reload function & key? This would remove the need for ACS.
EDIT: I REMEMBERED WHY I HAD THE INVENTORY ITEM FOR RELOADING: previously I did separate states for reloading being enabled or not when I first released the mod. I didn't know any other way of disabling reload in some fashion without creating an inventory item to check if I was reloading and having states disable reload in some way. It was a bit silly. However, since I've mod to a different way of "disabling" reload (where it just reloads without the animation), I think I can safely disable reloading with just a check for the cvar to see if reloading is enabled.
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-Switch from numbered to named scripts to allow for greater map compatibility.
shadstarn wrote:the version you have putt for download does not have reloading? yet i see reloading in the video and in the settings? iam confused
What @GAA1992 said! Once I start going in the direction of removing the faspon reload key, can just use the default ZDoom one.GAA1992 wrote:You have to bind a key in Options > Customize Controls. ALSO, make sure the reloading is enabled in the mod options menu.
Oh jeez, I never even thought about that mod. I'll have to look into seeing how that mod works and see if I can make my bloody skins more compatible. I don't want to break anything if I can.Someone64 wrote:I really like how the Arachnotron gets bloodier as it gets closer to dying. Unfortunately, this makes the monster incompatible with mods that show health like TopHPBar.
EDIT: Oh, it does work with it. But it causes an issue where the HP bar moves all over the place and never in the correct position.
EDIT: I know exactly what it is now: For the bloody sprites, I am using "#### #" to display the sprites as I don't want to have to create a version of each state with a health check because it becomes tedious. you can confirm this by summoning an arachnotron and seeing the health bar appear correct before he sees you. Once he sees you though or enters any other state, bam, the bar moves. I wonder if this is something the mod author could potentially fix!