First of all,
It's not quite final yet, so yes, I'm not surprised that there are a few bugs. You shouldn't be surprised either, but then again, that's my opinion, and since this is coming from someone who thinks 2+2=5, that makes me a questionable source of information.I wrote:Anyway, I'll upload this to the /idgames archive eventually, but for now I'm releasing it here as sort of a "public beta", so if anyone here finds any problems, please tell me so I can fix them before it's too late!
Okay, I admit that I did build this on a slightly outdated version, so the behavior of the A_JumpIfInventory worked just fine for me. I'll make an "official" fixed version for that soon. Although, in my opinion, it shouldn't have ever been broken in the first place. Why change something if it's already working? I do like the addition of something that checks for full ammo and such, but... why change the behavior of a code pointer that's already implemented? Couldn't "A_JumpIfFullInventory" have worked just as well?
(Okay, sorry for the complaining, but in order to fix stuff, I have to re-download the wad and upload it again, and the dialup doesn't make that too easy, so I guess the problem lies with dialup. It's the devil, I say!)
About the comments about the behavior of the reloading, not only is it impossible to do otherwise, but if it was possible, I wouldn't change it (well, the first and 3rd point, anyway). Here's why:
1) In real life, you don't reload a gun by pulling the trigger, so therefore, you don't reload by using the shoot button, either.
2) Sorry, can't fix that. It might be a hassle when using weapnext/weapprev, but it's just unfixable with this system. I personally just use the number keys anyway, so it's a bit easier.
3) If you have a gun that's just sitting somewhere, not being used currently, it usually doesn't have any ammo in it, does it? I know this may not make too much sense in the case of enemies dropping the guns, but let's just say that they always fire off their last few shots before dying.
Finally, about the playing with the statusbar thing, it should appear in the space where Doomguy's head is supposed to be. Yes, I'd change this too, but it's still just not possible with this particular reloading system. Just play without the statusbar, I guess... I personally don't, since it obstructs a portion of the screen, anyway.
That shouldn't ever happen... I made sure to remove the fist at the beginning of each level. What maps does this happen to you in? It's possible that I missed a TakeInventory in the enter script, somewhere.Shinjanji wrote:Also, sometimes picking up a Berserk pack attempts to switch to Doom's fist... though you can't fire OR switch weapons with weapnext/prev...
Wait, on second though, I think I might have stupidly used an OPEN script to take that, instead of an ENTER script. I'll just have to check that for the next release, then.
And a couple of other things:
Abusing features? Well, it's worth it if it ends up with something like this, doesn't it?Graf Zahl wrote:All pretty much unfixable. Such side effects are to be expected if you abuse all the features this WAD abuses.
Calm down! You seem to be forgetting the fact that it's actually possible for people to get off the computer and go for a vacation for a while. It's hard to edit a wad without a computer, really.Graf Zahl wrote:FIX THE WAD, GODDAMMIT!!!
Why not? Just because I figure out a reloading system of my own, it automatically should'nt work? That makes just as much sense as the "unofficial" ZDoom build shouldn't work because it wasn't made by Randy.Graf Zahl wrote:It's a miracle that it works at all. It shouldn't.
Heh, I don't mind. I will be fixing it for myself and releasing another official version, since I think I found a way to fix the problem with the final boss not teleporting in.Sniper Joe wrote:I fixed it. (Hope Xaser dosent mind)
Thanks! Heh, I guess I did get a bit of LWM influence, at least with the Hell's Battery, anyway.NMN wrote:As for LWM, her spirit lives in You Rock! :rockon:
Heh, thanks for the compliments and stuff.Enjay wrote:The weapons are great and the reload animations look fantastic too. I felt having to manually reload them was a bit of a pain, and I got caught out a bit too often. However, it wasn't too bad once I remapped the reload to an easier key for me to reach and got into the swing of it. Minor amusing point - if you "fire" a gun that needs to be reloaded (ie it doesn't fire) it will still wake up monsters. However, every time I did that, I swore, so I just assumed the monsters could hear me rather than the weapon. Big Grin
I love the new palette too.
I know how to fix the issue about the gun-fire waking up enemies or whatever... but the last time I checked, the A_AlertMonsters code pointer didn't work at all. Has this been fixed in more recent versions of the "unofficial" ZDoom build?
And finally, big huge thanks to everyone who left comments (positive or negative, where the negative ones help me fix stuff, heh)! I'm glad to see that you've all played it, anyway.
(Wow, that was a long post. )