Skitso
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Everything posted by Skitso
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I'm running GZDoom gsynced @165hz and the game is supersmooth. For some reason, the menus are all locked to 35fps. Any way to fix it? Thanks in advance! :)
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Hey, I'm trying to mod my chaingun to have a faster firerate and a quick windup animation to compensate it. I've managed the firerate part, but I have no idea what to do to have a windup animation after pressing fire button but before the weapon fires. I'd be eternally grateful if anyone could help me out. I'm using smooth doom as a basis and here's what I have so far: Thanks in advance! :)
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Once again... thanks. Step by step, the logic is getting through to me. :)
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One more thing I can't seem to figure on my own: is there a way to abort the windup animation if the fire button is released before goto casefire?
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Of course. I was thinking way too complicated stuff. But I'm learning all the time! :)
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My chaingun windup mod is evolving nicely but now I'm stuck with a thing I'm not sure if it's is even possible to achieve. So when a player shoots, there's a quick windup sequence where the gun starts to shoot slowly and then faster. After windup the gun reaches it's maximum speed but at the same time loses a bit of it's accuracy. After releasing the trigger, the gun slowly winds down. It's great and I'm really satisfied with the results as it combines the accuracy of the original chaingun and the powerful and fast feeling of a real chaingun without being overpowered. What I still would like to do, is that if the player starts shooting again while the gun is still winding down, it would jump straight back to the CaseFire state and not have to windup again. I've tried to find a way to do it, but without any decent results. Could some one point me in the right direction? Thanks!
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Thanks. I will. I'm just starting to get a hang of how this thing works. I'll stop beign a pain in the butt now. :)
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Hmm, strange... I'm still gibbing zombies with PKPI B 0 A_FireBullets (5.6, 0, 1, random(15,20)) It shouldn't be possible? I'm also some times one shotting sargeant (that have 30hp) so there's clearly something wrong... Also, I'm missing my muzzle flash when using A_FireBullets :/
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After setting my pistol damage up to 15, it seems to gib enemies, which is not something I would like to have. I tried using NOEXTREMEDEATH flag but it presumably only works for projectiles? Any ideas?
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Ah, of course! Thanks again.
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I can't get it working... GZDoom crashes saying: " Script error, "SmoothDoom.pk3:deco/player/pistol.txt" line 20: Invalid parameter 'a_firebullet'"
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Thanks! :)
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Thanks, this community is awesome. Could you post an example for pistol with double damage?
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Yeah, but it seems to be a bit of a challenge to change it without messing shotguns and chainguns damage output?
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that's the idea... I'm putting together a weapon balance mod for deathmatch. A "free firing" pistol wth double damage is part of it. Is there a better way to double the pistol damage than make it shoot two bullets at the same time?
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Btw, is there a way to prevent holding the fire key to keep shooting? Say if I'd want to make the pistol to require a separate key press per shot, how would I do it?
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Nice! Thanks friend.
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Okay, my code is now like this: What it does now, its it winds up, then shoots 2 bullets, winds up again, then shoots 2 bullets... So it's not exactly what I had in mind. How do I need to change it to have only one windup when I start to shoot, and them continue shooting without stops as long as the button is held down? Thanks! :)
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Yeah, the problem is, I don't know anything about scripting. I'm just modifying smooth doom for my personal liking. The code is so messy I just can't understand half of it. Thanks, I'll try that one and return if I have problems. :)
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Hey, I'd like to change few parameters of vanilla Doom/Doom2 weapons but can't seem to find any decent tutorials for it. SLADE is probably the right software, but I can't seem to find a correct file with weapon stats. I'm using GZDoom. What I'd like to do is make Super Shotgun reload a bit slower and chaingun fire a bit faster. Maybe make the pistol damage higher while at it. So, help me out a little? Thanks in advance! :)
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Hey thanks for help! :)
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*** The "ask a miscellaneous editing question" thread ***
Skitso replied to baja blast rd.'s topic in Doom Editing
But if the hires textures work without issues if I don't load my wad? How could any setting affect it? And there isn't any special textures in my wad either... Is it possible to have a wad somehow outdated or not compatible? -
*** The "ask a miscellaneous editing question" thread ***
Skitso replied to baja blast rd.'s topic in Doom Editing
I've returned to Doom mapping after maybe 15 years and I got my old maps working with doom builder 2 and gzdoom. But I have one issue: Why are my hires textures not working with my own custom maps while they are ok when playing vanilla maps? Hires flats are ok, but walls are not. Also some textures seem to stretch oddly. Any ideas? Thanks -
When the highlight is blue, it means the target is ready to be glory killed. When it turns orange, it means you are in range to activate glory kill.
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Right on the money, couldn't have said it any better myself. Worryingly, both TNO and Doom multiplayer beta had these odd issues with surround and sound dynamics so it seems unlikely that this can be fixed. Hopefully some one @ id reads this forum and does something about this. :/ Edit: And this definitely isn't hardware dependant. I have a rather high quality hifi sound system hooked to my PS4. (4 x Kef iq90, q600c, psw2500)