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Posted: Sat Feb 04, 2006 15:29
by Paul
Leet mod man. Looking forward to finished version.

Posted: Sun Feb 05, 2006 0:06
by Deathsong12
@Snarboo: You are my god.

@TDA: Alright. I'll take your comments to heart next version. My unreleased shotgun already fires more and weaker pellets. I'll play with the offsets on the AR's firing frames and see if I can give it some more kick. The handcannon will be a little faster next version, but it will require reloading (as will most of the other weapons). The grenade launcher, I agree, is kinda weird looking without recoil, but I've already put Snarboo's frames to work fixing that. I'm still looking for better flamethrower idle sounds, and I'll look at BSNI for a new Mauler sound. That first encounter will be much more balanced once I replace that stupid kick with the throwing knives, but the monsters will come out of this one more challanging all around.

@Paul: Thanks. I hope you enjoy this as much as I've enjoyed those awsome graphics you create. (The release of the first version was delayed by me trying to find every possible way to get the Susan Mk 1 to work in Strife. Alas, I couldn't pull it off.)

Posted: Sun Feb 05, 2006 0:53
by Spray
I felt that the Acolytes were made a bit too tough, but because of their not feeling pain, not because of the weapons. Their new weapons make them more interesting to fight.

I like how the assault gun is a little less "godlike" than it was before. The firing delay gives the player more incentive to use automatic fire.

The handcannon was alright, a bit slow, but it seemed to work better against Sentinels and Stalkers than against the Acolytes.

The Sigil's [spoiler]freezing of dead enemies[/spoiler] I found pretty odd, but that's more of a personal preference thing.

<3 Heaven and Earth! I can't wait to see how this mod turns out. :D

Posted: Sun Feb 05, 2006 3:43
by Chronoteeth
Personally I don't quite like the look/feel of the pistol in the mod, so I found this little beauty from long ago. Coded by TDA, graphic edits by WW. Not much, but I personally like it much more then the current gun.

Posted: Sun Feb 05, 2006 3:48
by Snarboo
Heh, I take it you didn't like my version of the Strife Pistol? ;)

Posted: Sun Feb 05, 2006 4:19
by Chronoteeth
Snarb, sorry but it just doesn't feel right to use. :\

Posted: Sun Feb 05, 2006 5:38
by Marty Kirra
Isn't the Pistol in this mod my handcannon edited off Scuba's grenade launcher?

Posted: Sun Feb 05, 2006 6:03
by Snarboo
I believe so, but I modified it a little bit. Added a wooden stock, removed a bolt or screw, extended part of it out and added a trigger finger, to be exact. Here's a picture:

Posted: Sun Feb 05, 2006 14:35
by Deathsong12
Agh! To be honest, I'm at the end of my rope. Nothing, and I mean nothing, seems to be working right. First, I spend hours getting the jumps right on my crossbow, then it, no matter how many UpgradeAccuracys I give myself, persists in using the weakest fire. Fine. Upgrades can wait for a couple versions. I dig right into releoading, and for some mysterious reasion, each shot takes two bullets from the clips of both the AR and the Handcannon! Okay. Who needs reloading when we can have a neat Sigil? Guess what? Mysterious crashes left and right! First, anytime I place an actor called SigilA, SigilB, etc. in my decorate, GZDoom crashes upon loading a map. This is really funny because the currently released version has actors with those same names, and works just fine. So I do a whole lot of renaming, and now it crahses when I try and deselect the thing. Selecting works just fine, but deselecting crahses. What. The. Hell. Well, I'll keep trying. You guys may just have to wait longer than I'd like.

EDIT: I've got the Sigil working. Now I just have to do the new bosses and the new MAPINFO, and the next version is upon us.

Posted: Tue Feb 07, 2006 20:10
by Loki
Voodoo, man, just plain voodoo. No, but really, I think it might be your comp, or whatever version of XWE you're using. Those don't sound like code (DECORATE) bugs to me, but they remind me a lot of program bugs. Like when XWE decides that your sprites and textures are all binary, and then refuses to read them as sprites or textures.

Posted: Tue Feb 07, 2006 21:10
by wildweasel
Are you guys using the latest beta version of XWE? That issue has been fixed, for the most part - if you still have issues, report them to Csabo at the Doomworld forums (with a link to the image/lump that gives you issues).

Posted: Wed Feb 08, 2006 2:54
by Deathsong12
I doubt that they're XWE bugs, because all the crashes occured only in GZDoom, and as soon as I modified the wad file to no longer use those actor names or that many jumps, it worked again. My feeling is that something is wonky with GZDoom's A_Jump code. Jumps in inventory items have been crashing it as well.

@Loki: Enjoying your day off?

Posted: Wed Feb 08, 2006 9:05
by Snarboo
Started work just a few minutes ago on the shotgun, and I have now completed it! Changes include making the grip look wooden, removing the holes above the barrel, and shortening the sights. Enjoy!

Posted: Wed Feb 08, 2006 23:28
by Marty Kirra
I know that you just completed the pistol graphics Snarboo, but I figured since all the other weapons are not angled, you could use a centered pistol

ImageEriance's pistol.

The pistol converts well to the strife pallete(That one isn't palletised), but all you would have to do is add a strife hand.

Posted: Thu Feb 09, 2006 4:08
by Snarboo
Wow, that's very nice! Deathsong will have to decide whether or not he wants it in the mod, though.