Matt Eldrydge wrote: ↑Fri Aug 09, 2024 3:50 pm
Thanks for clarifying. I'll wait until the sourceport's stable again, 4.12 gave me a lot of issues with performance and bugs so I downgraded to 4.11.3.
the only bug I encuntered was with how wall sprites are rendered when their offsets are changed. I was using wall sprites and changing their offsets to fake midtexture doors
and they got borked. This is actually why Beyond Sunset hasn't updated to 4.12 yet but I've changed how these fake midtex doors work and by accident made fake doors that can lower into the ground as well as raise into the ceiling and aren't stuck at 35fps so I guess it worked out.
The "CanReceive()" function though is pretty important though, that is how the thrifty ammo system is driven now. When the player picks something up they do all the thrifty ammo and thrifty health logic themselves which means it works with basically any pickup out of the box and doesn't actually need any code on the pickup itself. That makes adding compatibility with stuff easier on my end and makes it really easy for people to make any new health/ammo they add to their mods compatible with 64k+
AliciaPendragon wrote: ↑Fri Aug 09, 2024 10:20 pm
with the release of Legacy of Rust and its new weapons
Will you include those two in this mod?
I haven't had time to look into that yet, whenever gzdoom adds support for those weapons and enemies I'll add them to 64k+. I don't especially like the look of the weapons so I would want to make some changes there, the new enemies look fine enough though so they aren't likely to change all that much.
I'd eventually like to do something similar to the thrifty health/ammo system, where most of that code doesn't happen on the ammo/health anymore, so that compatibility with new enemies/weapons is easier to add. I think I can make the enemy behavior separate from the actual enemy actors pretty easily, the weapons would be the hard part.
Don't expect any movement on that front for a while though.