by DBThanatos » Fri Dec 03, 2010 4:05
Rex Claussen wrote:Excellent! Thanks for the solution and the explanation. Now everything works just as it ought to:
1. Dropping a weapon now drops the model rather than POSS.
2. Picking up a dropped weapon does not increase the player's ammo. In other words, dropping a weapon literally drops only the weapon; any ammo held is retained by the player.
3. This fixes the problem that occurs when a weapon (not weapon pickup) is summoned. Previously, when you summoned a weapon from the copnsole, POSS is spawned, similar to what happens when a weapon is dropped. This is now history.
All issues identified in my post above have been resolved. I am planning to upload the game to idgames, if no one has any objections.
No issue here either. However, I think is worth mentioning that the dropped weapon issue could have been resolved in a different way.
[spoiler]The player is never supposed to drop the weapons in the first place, so the other way is to do exactly what I did with other project, use the brand new MENUDEF to define a new "Controls Setup" screen, removing Drop Weapon completely, and not only that, also putting the new keybindings in their appropiate section (i.e. "weapons->reload" instead of in a brand new section "Paranoid options". I think it looks better, but is just a nitpick.
So, overall, I think this issue with the dropped weapon, is something that under non-cheat circumstances, wouldnt happen, that is, if we would've removed the drop weapon key. But once again, is good to have it fixed just in case.[/spoiler]
Now, I just ran the mod again, and my classic problem arose: I still feel the need to change more stuff
Like for example, assigning a bigger light to the player's "muzzleflash" (to make it more dramatic in low light areas). Adding the new smoke effects I've been using for another mod. Or, adding new and better looking bullet decals:
[spoiler]
Some nice decals I managed to get working on gzdoom (from HL2)[/spoiler] But then again, if you let me do that, I wont stop adding/"enhancing" anytime soon
Bottom line: Im just letting my "perfectionism" (which is nowhere near to get things closer to "perfect") take over me
[quote="Rex Claussen"]Excellent! Thanks for the solution and the explanation. Now everything works just as it ought to:
1. Dropping a weapon now drops the model rather than POSS.
2. Picking up a dropped weapon does [u]not[/u] increase the player's ammo. In other words, dropping a weapon literally drops only the weapon; any ammo held is retained by the player.
3. This fixes the problem that occurs when a weapon (not weapon pickup) is summoned. Previously, when you summoned a weapon from the copnsole, POSS is spawned, similar to what happens when a weapon is dropped. This is now history.
All issues identified in my post above have been resolved. I am planning to upload the game to idgames, if no one has any objections.[/quote]
No issue here either. However, I think is worth mentioning that the dropped weapon issue could have been resolved in a different way.
[spoiler]The player is never supposed to drop the weapons in the first place, so the other way is to do exactly what I did with other project, use the brand new MENUDEF to define a new "Controls Setup" screen, removing Drop Weapon completely, and not only that, also putting the new keybindings in their appropiate section (i.e. "weapons->reload" instead of in a brand new section "Paranoid options". I think it looks better, but is just a nitpick.
So, overall, I think this issue with the dropped weapon, is something that under non-cheat circumstances, wouldnt happen, that is, if we would've removed the drop weapon key. But once again, is good to have it fixed just in case.[/spoiler]
Now, I just ran the mod again, and my classic problem arose: I still feel the need to change more stuff :P Like for example, assigning a bigger light to the player's "muzzleflash" (to make it more dramatic in low light areas). Adding the new smoke effects I've been using for another mod. Or, adding new and better looking bullet decals:
[spoiler][img]http://img191.imageshack.us/img191/6444/screenshotdoom201011071.png[/img]
Some nice decals I managed to get working on gzdoom (from HL2)[/spoiler] But then again, if you let me do that, I wont stop adding/"enhancing" anytime soon :P
Bottom line: Im just letting my "perfectionism" (which is nowhere near to get things closer to "perfect") take over me :evil: