Matsilagi wrote:Would it be possible for you to add 3D Lightning models? So far only 1 mod has used it, and it was the Quake 2 Stuff mod. (It can be found somewhere on the forums).
Rest seems ok. Having a weapons-only mod similar to QStuff is amazing.
Only problem with that is when you aim up, the lightning models will still be completely horizontal instead of angling up making it look stupidly weird. Hence why I also removed the rotations from the lightning sprites and increased the density.
Valherran wrote:I had a quick look at this on Doom 1, this is ain't half bad. There was a couple things I saw though:
1. The ammo maximum is too little for nails, you are supposed to have 200 without backpack, and 400 with a backpack.
2. The backpack is glitched, it spawns nailguns instead and all backpacks in the level give a script error when the level starts.
3. Shotgun zombies deal a bit too much damage to you. One of them hit me from mid range for 45 damage without armor worn, which is over the top for a common enemy.
1: Quake doesn't have ammo boosting backpacks. I just halved the default ammo count and it gets restored back to normal when you get the doom style backpacks. I can restore them if there is enough demand and still have the backpacks double or 1.5x them.
2: I placed a script on the Backpack and Thunderbolt to check if you're on the first few levels.
If you are, the Thunderbolt spawns the Mega Health and the Backpack spawns the Nailgun.
These were both because Doom 2 had a chainsaw in the first level, Doom had it in the 2nd, Plutonia really needed a weapon you can get early on otherwise you're honestly stuck with the axe and Heretic has the gauntlets in the first level too. There are a bunch of nail ammo around the map and the only placed nailgun is half way into it. I don't like Plutonia's item placement decisions in the first few levels.
The script error is known and cannot really be fixed for it since it's a Zandronum specific function. Pretty much all of the other Zandronum specific ACS stuff is ignored by ZDoom except for GetInvasionState(). It's listed in the Known Bugs section and also commented in the ACS source. I made it so Deathmatch gametypes will not replace them, but since Zandronum's invasion is classed as coop, I needed to add another check.
3: It's the exact same damage as the Quake shotgun deals. 6 pellets, 5 damage each, with 1/5th added and taken. 36 should be the maximum damage they can deal since they have CBAF_NORANDOM and the damage is set by Random(Base-(Base/5),Base+(Base/5)). They also don't lock onto you the moment A_CustomBulletAttack is called because of CBAF_AIMFACING so you have 10 tics to dodge.