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View Code? Open in Web Editor NEWA pair of ZDoom weapon mods featuring sprites by Amuscaria (nee Eriance)
License: MIT License
A pair of ZDoom weapon mods featuring sprites by Amuscaria (nee Eriance)
License: MIT License
This task is just step one -- gotta convert it all first. I'll fix and de-hackify stuff later.
See title. This plus #7 will allow me to oust the Eriguns1 ACS for good.
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.
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).
See title. I sure do say "'Nuff Said" a lot, don't I? Friggin' Doom.
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. ;)
max-welp
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.
Steps to reproduce:
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.
'Nuff said.
Once this and #15 are complete, the ACS can be defenestrated.
Not tagging this to any particular milestone. It's a stretch goal; probably post-v2.0.0.
Really, more "use filters" stuff; this is the last piece that's dependent on the Actor-based side of gamedet.acs, so it's a necessary step for ousting the ACS scripts.
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.
Immolator uses too little ammo in Doom; Basilisk uses too much mana in Hexen. Heretic is fine.
Just a simple thing that manipulates the reload counter directly. Handy stuff.
A ye-olde bug, now easily-fixable in zscript-land.
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.
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.
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.pngScreenshot 2: As above, after collecting armor. No armor strength indicator.
https://i.imgur.com/Fzd52qT.pngScreenshot 3: Crossbow instead of appropriate replacement weapon in spawner location.
https://i.imgur.com/GTIJOU8.pngScreenshot 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.pngACS 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.
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.
Really this is just "add a few LANGUAGE entries so the types get colored." Simple stuff.
Looks like I never got around to doing this. I may end up rearranging that bit entirely.
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.
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.
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.
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?
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.
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