by Ed the Bat » Mon May 14, 2018 14:20
I'll try my best to answer your questions in the order you posed them.
1. In the original games, the Desert Eagle was a replacement for the Python in Half-Life: Opposing Force. As you noticed for yourself, they are similar in a lot of ways, so this was something of a lateral change.
2. Defining weaponslots in KEYCONF has been deprecated for literally about a decade, for a number of reasons. It is now done in the DECORATE/ZScript definition of the weapon itself, or of the playerclass. I'm away from my desk right now, but... I THINK I did it on the playerclass. If not, check the weapon. Regardless, tt should be on Slot 2, along with the other handguns, like in Half-Life.
3. HLDesertEagleMag, like all ammo classes ending with "Mag", indicates what's held in the gun. The ammo pickups are shared with the Python; there was no need to make a second one.
4. Otis Shift is definitely alpha-quality right now, so the sky's the limit on adjusting or improving it. I feel it would be better in the long run to build something 'proper' from the ground up, but there's time for that in the future. Beretta ammo is compatible with the assault rifle (a change from the original Paranoid, but it matches the original Half-Life), so it's still useful right now.
5. This may be true, but not as drastic as it may seem at first, since it's not too dissimilar to the existing Python. I am not opposed to rebalancing the maps anyhow, in light of any weapon/monster changes that crept in along with my code updates.
If you have any other questions or concerns, let me know.
I'll try my best to answer your questions in the order you posed them.
1. In the original games, the Desert Eagle was a replacement for the Python in Half-Life: Opposing Force. As you noticed for yourself, they are similar in a lot of ways, so this was something of a lateral change.
2. Defining weaponslots in KEYCONF has been deprecated for literally about a decade, for a number of reasons. It is now done in the DECORATE/ZScript definition of the weapon itself, or of the playerclass. I'm away from my desk right now, but... I THINK I did it on the playerclass. If not, check the weapon. Regardless, tt should be on Slot 2, along with the other handguns, like in Half-Life.
3. HLDesertEagleMag, like all ammo classes ending with "Mag", indicates what's held in the gun. The ammo pickups are shared with the Python; there was no need to make a second one.
4. Otis Shift is definitely alpha-quality right now, so the sky's the limit on adjusting or improving it. I feel it would be better in the long run to build something 'proper' from the ground up, but there's time for that in the future. Beretta ammo is compatible with the assault rifle (a change from the original Paranoid, but it matches the original Half-Life), so it's still useful right now.
5. This may be true, but not as drastic as it may seem at first, since it's not too dissimilar to the existing Python. I am not opposed to rebalancing the maps anyhow, in light of any weapon/monster changes that crept in along with my code updates.
If you have any other questions or concerns, let me know.