update: man, i feel bad! i kinda left naku-naru to the wayside for a while. been working on updating it, slowly but surely. Current features planned/already done for 1.3:
-decided not to remove either LMG; i like the idea of options!
-new hud, so far developed to have a distinct fullscreen hud and normal hud. still need to make more modular, it fits to the borders of the screen unlike the 1.2 hud.
-possible new classes; mostly to have different starting weapons (though the menu option for changing LMGs will stay the same). potential candidates: hamada type 2, type 26, miroku police special, suguira pistol
I'm trying this out now and I'm enjoying it quite a bit. The weapons feel and sound great. If I had some feedback, I'd say the different melee attacks could use some range values, because things are a bit claustrophobic as it is.
I set the shotgun butt attack as the lowest at 72, the bayonet at 85, and the staff attacks at 90. Your numbers might end up different if you do this, but it feels pretty great like this. Edit: Actually, the charging bayonet at 90 like the staff. I also noticed the standard bayonet attack alerts enemies unlike the other melee attacks in the mod. I'd guess because the charge makes you yell, but you could give it WEAPON.NOALERT and put A_AlertMonsters right after the yell.
Some other bugs and nitpicks.
The shotgun firing sound has some brass hitting the floor at the end of it. And I noticed a lot of the firing sounds get cut off when you reload or switch, since a lot of these sounds use the same channel. It's a bit of a pet peeve of mine because I like it when the shots still ring out. I changed them to use 0, but left the looping sounds alone and put the end shot sounds on 0, too. Oh, and the pickup for the Howa refers to it as the Nambu.
I don't know if it's supposed to be there or not but it looks like there's an extra pixel on the hand sprite when wielding the staff, on the left on his ring finger.
The option to disable particles when firing weapons doesn't seem to work. Seems like it's tied to muzzle smoke instead.
The left and right projectile sprites for the skull are reversed so if you freeze time and view it from the side, it looks like it's flying backwards even though the front and back sprites are right.
Last edited by Irrevenant on Sun Nov 13, 2022 8:36 am, edited 1 time in total.
Feels good to return to this neat mod! And hey, i recently noticed that automatic weapons like PM-9, Type 89 Howa and Type 99 LMG do not have muzzle flash when firing just once. Not sure if this was intended because they meant to be fired, well, automatically.
And the firing skull that replaces BFG has this long idle sound. It's extremely long to the point it freezes the game a bit.
Besides those issues, animations plus sound design are always satisfying. Good job on that!
I adjusted the range of some things again. Staff attacks are at 100 and the shotgun melee is 75 for just a bit more comfort, and the charged bayonet is at 95 as the difference of 5 wasn't really enough to matter. It would also be nice to be able to cancel out of aiming with reloading or using melee, in the case of the bolt-action.
Also just want to say that I love the shotgun. The random flipcock chance is so cool.