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rbdoom-3-bfg-gameplay-overhaul's Issues

Chaingun tuning

Try:

  • Long spinup and long spindown
  • Wait for spindown
  • Bullets keep firing during spindown
  • Sustained fire means longer spindown

Automatic grenades

Under certain conditions you can get into a grenade-throwing loop. It's easy to cancel by switching weapons, but should be fixed.

Alpha shotgun compatibility patch

Need to override md5anims from this mod with altered md5anims from alpha shotgun. Ergo compatibility patch must have higher load priority than this mod and alpha shotgun.

Should finish writing autopak for this.

diff confused

See def/archvile.def for an example. Need to re-add the file. Next time, merge basedev into master, then merge dev.

Scripting hack for original flashlight in RBDOOM 3

This has a few steps:

  • Add the original flashlight to the player's inventory
  • Replace the BFG flashlight in maps
  • If possible, find a way to keep the BFG flashlight out of the player's inventory
  • Find an acceptable inventory slot or other keybinding solution for the original flashlight
  • Consider using autoexec to prevent use of BFG flashlight, in case it somehow gets into the player's inventory

Imps not aggressive enough

They should try to rush the player for melee attacks instead of standing in place 5 ft away spamming fireballs.

Make zsec more fun

Zsec need the most work out of all the AI because 1) they dominate the early campaign, 2) they're boring to fight, and 3) they use hitscan attacks.

Doom 1 and 2 got away with (2) and (3) because those games didn't also suffer from problem (1).

Implementing full GOAP is infeasible because of scripting limitations; no hash maps, dynamic allocation, or even arrays. Must rewrite the zsec HFSM from scratch to be as GOAP-like as possible.

Fast monsters

  • Duplicate md5anims for a monster
  • Add refs to duplicated md5anims to monster def
  • Use sys.getcvar( "g_skill" ) in monster script at init
  • If g_skill is 3, use the fast anims

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