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Posted: Sat Nov 05, 2005 7:15
by Captain Red
Ok

*did some bug fixes

*added NeoWorm's unmaker (acts differently)

*made old unmaker into "hell laser"

*changed the dark claw

http://rapidshare.de/files/7207216/DoomWBO.zip.html

and I can't seem to fix the gosh-darn grenade so it dosent appeare when you're out of them.

any tips?

Posted: Sat Nov 05, 2005 7:26
by Soultaker
DAMN!!! Awesome mod so far. I have two tips for ya. First use a hand frame setup without the grenade which adds a bit more realism. That way the hand goes down then comes up with the grenade right before throwing the it. Second the tiny little black crosshair on the RL looks goofy as hell. Get rid of it.

Posted: Sat Nov 05, 2005 8:04
by Chronoteeth
Heh, very nice... 2 more weapons and more bug fixes and I say we have a finished wad. :D

Posted: Sat Nov 05, 2005 13:54
by Snarboo
The grenade issue is one that has plagued even professional games, Red, so don't stress out too much over it. I've even played games where the ammo belt for a machine gun never depletes, despite what the ammo count says! The most basic way to solve the problem, as others have suggested, is not to show the grenade on screen while idle, even when the weapon is selected. The grenade should not appear until you fire, in which case it is brought up on screen and then thrown like normal.

Posted: Sat Nov 05, 2005 14:21
by TheDarkArchon

Code: Select all

ACTOR HGrenade : Weapon 2010 
{ 
	Weapon.SelectionOrder 50
	Inventory.PickupSound "misc/w_pkup" 
	Inventory.PickupMessage "You got the Hand Grenade!" 
	Scale 0.5
	Weapon.AmmoType Gren
	Weapon.AmmoGive 1 
	Weapon.AmmoUse 1 
	Inventory.Icon HGN2A0
	AttackSound "weapons/throw"
	+NOALERT
     States 
     { 
     Spawn: 
        HGN2 A -1 
        LOOP 
   Ready: 
       HGRN A 0 A_JumpIfInventory("Gren"1,2)   
       PUNG A 1 A_WeaponReady //Dark Forces, anyone?
       Goto Ready
       HGRN A 1 A_WeaponReady
       Goto Ready
   Deselect:
      HGRN A 0 A_JumpIfInventory("Gren"1,2)
      PUNG A 1 A_Lower 
      Goto Deselect
      HGRN A 1 A_Lower 
      Goto Deselect
   Select: 
      HGRN A 0 A_JumpIfInventory("Gren"1,2)
      PUNG A 1 A_Raise 
      Goto Select
      HGRN A 1 A_Raise 
      Goto Select 
   Fire: 
      HGRN B 2
      HGRN C 6 
      HGRN D 2 A_PlayWeaponSound("weapons/pin")
      HGRN E 2 
      TNT1 A 10
      TNT1 A 0 A_FireCustomMissile("Grenade",0,1,0,0)
      HGRN F 2 A_PlayWeaponSound("weapons/Throw")
      HGRN G 2
      HGRN H 2
      TNT1 A 10
      Goto Ready
   } 
} 
:mrgreen:

Posted: Sat Nov 05, 2005 18:05
by NeoWorm
What about to use A_JumpIfnoAmmo command to change it to some fake weapon of fist?

Posted: Wed Nov 09, 2005 22:51
by TawmDee
There seems to be an infinite rocket bug, but I was playing with scythe 2.

Posted: Thu Nov 10, 2005 3:40
by Captain Red
Yeah, that's pretty much what's stopping it from being released.

Posted: Thu Nov 10, 2005 5:12
by Inuyasha_989
I've got a fix for you, A_JumpIfInventory doesn't work when you enter a 0 for the number. -_-

[spoiler]

Code: Select all

Fire: 
		MISG A 0 A_JumpIfInventory("homemode",1,16)
		MISG A 0 A_JumpIfNoAmmo(14)
		MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
		MISG B 8 A_GunFlash
		MISG A 0 A_PlaySound("weapons/rocklf")
		MISG B 12 A_FireCustomMissile("Rocket_", 0, 1, 0, 0) 
      		MISG C 4 A_PlaySound("weapons/Rload")
      		MISG ADEFED 4
		MISG C 10
		MISG A 4
		goto Ready
		MISG A 0
		goto Ready
		MISG A 0 A_JumpIfInventory("HomeAmmo",1,1)
                Goto Ready
		MISG A 0 A_FireCustomMissile("CheapAlert",0,0,0,0)
		MISG B 8 A_GunFlash
		MISG A 0 A_PlaySound("weapons/rocklf")
		MISG B 0 A_FireCustomMissile("HomingRocket", 0, 0, 0, 0)
		MISG B 12 A_TakeInventory("HomeAmmo",1)
      		MISG C 4 A_PlaySound("weapons/Rload")
      		MISG ADEFED 4
		MISG C 10
		MISG A 2
		MISG G 2
		goto Ready
[/spoiler]

Posted: Thu Nov 10, 2005 5:34
by Captain Red
There we go.

oh, and I threw in another weapon.

Enjoy.

http://rapidshare.de/files/7423618/DoomWBO.zip.html

Ok, It's still noot quite done. I'm trying make a new monster, and Tawmdees advice about the hell knight makes a lot of sence...

Posted: Thu Nov 10, 2005 17:09
by Chronoteeth
Heh mines. Anyways, there's just 1 more key that needs a weapon. I speak of key 9.

Posted: Sat Nov 12, 2005 10:35
by Captain Red
Acully, I'm pretty close to dropping the Darkclaw. and maybe the hell lazer but I'm going to spread the weapons around a bit better... oh, and throught some clever Dehackage, you can now finish the first doom epersode with no hassles.

also adding two new badsguys who will kindly drop certain weapons so that the megasphear, blurspher and invurnablityspear a back...

And i'm thinking about making it so that you can carry the powerps.

Posted: Sat Nov 12, 2005 10:42
by Chronoteeth
I like the hell lazer, but not so much on the darkclaw.

Posted: Sat Nov 12, 2005 11:20
by TheDarkArchon
The Blur Sphere is useless anyway: Keep the Rifle where it is

Posted: Sat Nov 12, 2005 12:14
by Captain Red
oh... alright, I'll keep the hell lazer and rifle.