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eriguns's Issues

Add Templar hands to Vorpal Blade

I'm really fond of the gloves Amuscaria made for the Templar Sword, and for consistency's sake, it makes sense to add 'em to the Vorpal Blade.

Eriguns1 gldefs

Hi! Is it intentional that weapons don't have OpenGL lights?
Maybe add gldefs.txt to mod, or as optional pk3?
This file is just weapons section from GZDoom lights.pk3, adjusted for Eriguns1. It contains lights for bullet puff, rocket, plasma and BFG ball, and player light when shooting.

Later I may try to create light definitions for Eriguns2 weapons.

(Not sure where I should write about this: create issue here, or create a pull request, or bump forum topic).

Oust ACS

See title. I sure do say "'Nuff Said" a lot, don't I? Friggin' Doom.

Plasma Rifle Ammo Overlay

Amuscaria made sprites for an on-weapon ammo counter for the plasma rifle ages ago, but naturally couldn't implement them. Time to fix that. ;)

Tags mucked up in LANGUAGE

per Jimmy:

The Machinegun, Hellforge, Soulcaster all have erroneous tags, probably due to a missing semicolon or two in your LANGUAGE lump, and the tag for the Fist in Eriguns 1 is shown as "EriFist", which is either a related issue or a simple oversight - the Fist in 2 is still "Brass Knuckles", as expected.

Eriguns1: EriSuperShotgun (Standard) - no auto-switch on 1 shell

Steps to reproduce:

  1. Have only 3 shells remaining.
  2. Shoot EriSuperShotgun.
  3. Now you have 1 shell remaining.
  4. At this moment SSG should be automatically switched to another weapon, but this doesn't happen.
  5. If you try to shoot again, SSG is lowered and then raised again. So no auto-switch happens at all.

This is not very convenient in a fight, when you have to manually select another weapon quickly.

I tried to fix this by adding
Weapon.MinSelectionAmmo1 2;
to EriSuperShotgun class in weapons/supershotgun.txt, and it indeed fixes auto-switching for standard EriSSG. But Extended SSG now is auto-switched too when only 1 shell remains because of SSG inheritance. This is not good because Extended SSG is still usable at this point and should not be auto-switched away.
Then I tried to fix Extended SSG by adding MinSelectionAmmo1 and/or MinSelectionAmmo2 to AltSuperShotgun. But this somehow negates MinSelectionAmmo1 effect in Standard SSG.

At this point I don't know how to resolve this issue and not break both SSGs. Maybe breaking inheritance between EriSuperShotgun and AltSuperShotgun will help, but this will change mod structure and cause code duplication, and I don't want to do any of this two things unless there is no another way.

New Weapon: Super Immolator

New Weapon: Super Immolator

Super Immolator Pickup

Slot: 2 (dropped by Cyberdemon/Maulotaur; also replaces Quietus in Hexen)
Standard attack: Rapid-fire flame shots; essentially the Immolator at 3x speed.
Powered attack: Big ol' jet of flame that sets people on fire super-rapidly. Barbecue Mode.

Strife Support

Not tagging this to any particular milestone. It's a stretch goal; probably post-v2.0.0.

Lump Filtering for SBARINFO

See title.

Note: I'm not sure offhand if Zandronum 3.0 supports lump filtering. If not, I'll bump this to the v2.0.0 milestone.

Unable to hit small (hitscan-only) shootable switches

An unfortunate oversight: As there are very few hitscan weapons in the mod and you only obtain them later, there is no means by which the player can hit a very small shootable switch (e.g. HUMP's first map).

I'd better add some sort of device that lets the player do this, a la WW's "chi fist" trick.

Lump Filtering for player classes

See title. Right now you can select all versions of weapons in all games, which is silly. Lump filtering the player class will fix this and also let us restrict the Hexen jump height (64) to just-Hexen.

Note: I'm not sure offhand if Zandronum 3.0 supports lump filtering. If not, I'll bump this to the v2.0.0 milestone.

Mysterious HUD/Spawning issues

via Gideon020:

As promised, here are the screenshots from Heretic and Hexen. Might need to right-click and view image to get full pic as I think I screwed up posting them.

Screenshot 1: Lack of fullscreen HUD in Heretic, Wand Crystals instead of appropriate replacement ammo, No Health Indicator, and no Ammo Indicator.
https://i.imgur.com/jHZvBIk.png

Screenshot 2: As above, after collecting armor. No armor strength indicator.
https://i.imgur.com/Fzd52qT.png

Screenshot 3: Crossbow instead of appropriate replacement weapon in spawner location.
https://i.imgur.com/GTIJOU8.png

Screenshot 4: Hexen, same HUD problems but now an ACS error that does not recognize the secondary fire of the Irebolt. Did not check in Heretic but ACS error assumed to also be present there for the Irebolt.
https://i.imgur.com/QKTHQOp.png

ACS problem with Irebolt was also encountered in DoomONE, but at this point it's basically Russian Roulette on which wads the Irebolt detonator will work in, but safe bet is newer megawads and maps.

Another weird thing is that the Hell On Earth Starter Pack really does not like Eriguns 2, despite it accepting everything from Guncaster to Kriegsland.

I haven't seen any of this behavior yet (note to self: try gzdoom dev builds), though if it's reproducible, a lot of this ought to go away if the current SBARINFO bollocks gets updated to use lump filtering.

Event-based Extra Weapon Drops

This is somewhat experimental, but I'm curious to know how easy it would be to utilize a WorldThingDied event handler and Actor.GetReplacement to implement the extra weapon dropping without overriding monsters. Would be a fantastic mod-compatibility boon, and it sounds plausible.

DamNums integration

Really this is just "add a few LANGUAGE entries so the types get colored." Simple stuff.

New Weapon: Hellforge

New Weapon: Hellforge

Hellforge Pickup

Slot: 6 (spawn-swappable w/Irebolt via cvar)
Standard attack: Hitscan explosion. It's like a portable tank cannon!
Powered attack: The above, except it also ejects explosive submunitions. Cluster bomb, ho!

Machinegun Ammo Counter do-over

Now that Overlays exist, replacing the EG1 Machinegun's hacky-and-broken hudmessage junk can be replaced with a proper ammo counter, for real. 'Bout friggin' time.

Universal Soul Explosions

The mod's Soul damagetype causes enemies to explode on death (and potentially cause a big chain reaction of soul explosions, since they also cause Soul damage). This is hella fun, but right now it requires adding a new death state to every single monster, which is rubbish. Thanks to Event Handlers, however, genericizing this to work with any monster is now extremely possible. :D

Making the explosion size/damage a function of the actor's base health sounds like the way to go, but I need to check if the initial (maximum) health value is properly persisted in non-player actors first; otherwise we'll have to get fancy-butt with inventory items and WorldThingSpawned.

New Weapon: Templar Sword

New Weapon: Templar Sword

Templar Sword Templar Sword Pickup

Slot: 1 (starting equipment in all games)
Standard attack: You swing a sword at people and turn them into half-people.
Powered attack: Glowy-runed vampire blade that sucks the life out of enemies. Delicious n' nutritious!

Revamp Standard/Extended Weapon Switching

The "Trade" states still do some inventory jumps to switch between standard/alternative Pistol and SSG behavior. It's a bit ugly, and I'd like to get rid of "AltToken" for good.

Irebolt Secondary Fire sometimes triggers ACS error

via NotSoHazy:

Irebolt secondary fire doesn't work in some wads (found it in Valhalla and Zaero). It types error report "ACS: I DON'T KNOW WHAT specific for wad text IS."
https://imgur.com/a/0fsq6

This generally indicates a missing #library directive, but both ACS files have 'em, so it's a mystery.

I am #include-ing gamedet.acs in both LOADACS and in eriguns2.acs, so maybe the double-define is causing ZDoom to bork?

Revamp Extra Weapon Class Filtering

Right now I'm relying on a CustomInventory item to prevent Standard players from picking up Extended weapon drops (yuck!), which can be done using much better methods nowadays. I may at least keep it it a WeaponGiver, but Inventory.ForbiddenTo now exists, making life hopefully-easier.

New Weapon: Hydra

New Weapon: Hydra

Hydra Pickup

Slot: 8 (spawn-swappable w/Basilisk via cvar)
Standard attack: Obligatory Duke Nukem Devastator ripoff, because mini-missiles are fun.
Powered attack: 2x firing speed, and half the missiles seek after enemies. Delicious spam!

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