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(1 edit)

Hey, thanks for taking the time to comment. I'll address your feedback:

  • The SMG: Just yesterday I was thinking about this, actually. If it does happen, it will be a direct upgrade to the pistol and replace it in the player's inventory since there's no reason to keep it around when you have something better. A rebalance to make ammo a bit scarcer would also follow suit.
  • The Magnum: Not an unreasonable suggestion, but at the same time I don't think there's much space for it in the sandbox. Maybe as an add-on rather than the main experience.
  • The HUD code the mod inherited from Deimos-1 is pretty convoluted, so I make no promises here. As a middle ground, I can make the +1 mechanic more visible with a different icon or color though.
  • The movement probably will stay the same for reasons similar to those above.

Is there a github repo? I might take a crack at the HUD and movement code, it's a kind of thing I've done a lot of in my own projects.

Nope, just the code in the mod proper. Feel free to take a crack at this if you like. 

I've started poking around at this. The good news is that the HUD edit is pretty simple, but I found out why changing the movement code is a headache: it's copy-pasted across every weapon. I guess the Deimos-1 dev didn't know about using inheritance. I'll try to keep you posted, but I started poking around way too late in the day to be doing a full refactor, and I don't wanna half-ass it.

(1 edit)

Status update: I un-spaghettied the movement code a bit. As I suspected, the differences in movement between weapons is encoded in the copy-pasted movement code, and I haven't adjusted for this yet, so right now everything handles as if it's the pistol. I'll poke at it a bit more. I could probably zscript-ify a lot of it, make it easier to alter the movement properties.


[EDIT]: Also, I tried putting together an upgrade item for the handgun. Since you suggested replacing the handgun entirely with the SMG, I figured, why not just make the "SMG" a full-auto conversion kit for the handgun? It fires every 2 tics, which is slightly faster than the AR (which fires every 3 tics). I might try upping the mag size as well later, but right now it feels pretty good.

All right, I've got a working version. Handgun upgrade kit doesn't spawn yet, use `summon HandgunUpgrade` to spawn it for testing. The weapon movements are jerkier because of how I redid the movement code, but I think I know how to fix that; I just wanted to upload what I have rn so you can poke at it. I've uploaded it to MediaFire here.

Thanks, I'll have a look later.

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FYI, I've also started ZScript-ifying the HUD; that's still WIP, though all I really have left is the meds/equipment display. I'll upload those changes when I'm done with them.

Sounds neat. Haven't really felt any interest in working with the mod lately, I'm either busy with my YT channel or life in general these days.

Just a heads-up, I'd prefer it if UZDoom isn't required for any further ZScript changes - the mod is meant to function on LZDoom at the very most.

(+1)

This is pretty nice, i agree with Revoke, please dpnt use UZdoom, lot of other mods break with that.