[UPDATE] Haedexebus
- Crushed all sprites, reduce their size from 161kb to 157kb
- Converted doom sounds to ogg format
- Converted the actor to ZSCRIPT with new functions for attacks, and removed unused HFSpot plus FMaceBall actors
- Now maces bounces and the monster is more threatening
- Usually railgun attack is triggered once we are close about 512mp to the monster
- Corrected obituary name (it was UnMancubus instead of Haedexebus)
- Replaced deprecated stuff with proper modern code (A_SetRenderStyle for old A_SetTranslucent; thrustless A_Explode; bright calls with BRIGHT flag; FloatBob on/off; DONTHARMCLASS for old DONTHURTSPECIES)
- Renamed frames to match actor name (and so brightmaps)
- Brightmaps now use materials/brightmaps/auto folder, no more GLDEFS
- Put Attenuate on GLDEFS for better explosion light effect on modern ports (GZDoom and VKDoom mainly)
- Updated CREDITS
- Converted the whole thing to pk3 format
Aaand that's all folks.
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- DeVloek
- Arachnotron
- Posts: 401
Nice work on the update, and I'm not sure how much you kept of the original behavior but I noticed a few things that could be improved imo.
The rail beam length is too short, he constantly uses it when too far away. Also if you don't strafe left or right the beams won't hit you at all and go right past you. Maybe give them a random spread inwards?
The ball attack is just the opposite, it has a random inward spread that sometimes causes the ball sprites to hit each other on their flight path which doesn't look good.
Thinking about this I got an idea, how about turning the mace ball into a bouncing grenade?[strike] Maybe simply use the three A_Fatattacks to fire them so they cover a wider area and bounce all over the place.[/strike]
Forget the classic fatattack, I forgot it fires from the middle of the shooting actor and there's no way to adjust the offsets. But the pattern is pretty easy to replicate in a custom function.
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- DeVloek
- Arachnotron
- Posts: 401
Btw for this edit I halved the explosion damage to balance out the increased fire rate. And I added MISSILEEVENMORE for testing purposes, might be a little bit too much though ::
https://drive.google.com/file/d/126Tgm1a4M_EJzYeLSJREpQV2Z6i3gKtC/view?usp=sharing
edit: I just noticed there's another unused actor in the code, FMaceBall. It was spawned by the unused actor you already removed, and its death state uses some bigger explosion sprites that are otherwise unused. So I switched out the explosion sprites, now Fatmace uses the explosion of FMaceBall, and Fatmace2 uses the explosion of Fatmace. The smallest explosion is now spawned as debris.
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After Testing
I like a lot what you did with MaceBalls, though now the enemy is a painful threat on narrow zones, so I am gonna slowdown its triple attacks and randomly "decide" between 1-2-3 shootouts. Also FatMaceRight/Left have random instead of frandom set, which prompt to couple warnings on console (gonna fix myself).
I have kept almost the exact original behavior, probably the SpawnProjectile feat changed something since CustomMissile had wrongn pitch calculation... Maybe.Nice work on the update, and I'm not sure how much you kept of the original behavior but I noticed a few things that could be improved imo.
I recall that during development of this creature, me, MagicWazard and BlueShadow discussed about this matter, and it was done on purpose to allow players to find a pattern to dodge its railgun attacks. But let's see if I can improve it better (and put black trails again)The rail beam length is too short, he constantly uses it when too far away. Also if you don't strafe left or right the beams won't hit you at all and go right past you. Maybe give them a random spread inwards?
I think this was done with the limits we had in the past on coding, or maybe I have kept it as it was since the effect was nice and "new" for the time. Though I always preferred to have it as bouncing balls, which it is exactly what you did here.The ball attack is just the opposite, it has a random inward spread that sometimes causes the ball sprites to hit each other on their flight path which doesn't look good.
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I think it is ready to be updated this time, thanks a lot Devloek (and yes I have planned to update Volacubis as well in the future, unless you'll do it)
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- DeVloek
- Arachnotron
- Posts: 401
Go ahead, I don't think I'll update any of my old submissions anytime soon, unless they stop working after a game update or another serious issue comes up.I have planned to update Volacubis as well in the future, unless you'll do it)[/i]
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- Gothic
- Moderator
- Posts: 1259
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