Deathsong's Forge
Moderator: wildweasel
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
@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.)
@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.)
- Spray
- Posts: 13
- Joined: Wed Jul 06, 2005 21:12
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.
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.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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.
- Attachments
-
- StrifePistol (TDA version).zip
- (15.97 KiB) Downloaded 124 times
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
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.
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.
- Loki
- Posts: 2
- Joined: Sat Feb 04, 2006 0:58
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.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
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?
@Loki: Enjoying your day off?
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
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!
- Attachments
-
- STRISHOT.zip
- (19.39 KiB) Downloaded 115 times
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25