[UPDATE] Frag Grenade
- DeVloek
- Topic Author
- Arachnotron
- Posts: 401
- wad converted to pk3
- renamed explosion sprites to match same sprites from other weapons
- changed slotnumber to 9
- slowed down roll animation
- minor adjustments to bouncing behavior
- removed redundant code
- fixed pickups, now each grenade always gives 1 ammo regardless if the weapon or ammo was picked up
- picking up a grenade box also gives the weapon
- edited sounds (removed click noise, reduced file size)
https://drive.google.com/file/d/1GeC7KWfQOPwdSG5g0gc_W7wJNitfo-AZ/view?usp=sharing
edit: I did not convert the code to zscript, the decorate tricks like a dozen different actors for cooked grenades are mostly redundant in zscript so I'd probably do a complete overhaul and write it from scratch but I currently don't have the time for that. So this update just fixes some bugs and odd design choices.
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- DBJ87
- Wicked
- Posts: 228
But in the past, I had an update for the Ally Marines pack & was asked to re-write the extra marines, as well as those already on the roster into ZScript format, it was too confusing & overwhelming to figure out, I don't have access to any Doomworld Forums so couldn't ask there & there's very little, if any at all ZScript tutorials for Actors such as enemies, items etc on sites like YouTube I (sadly/stupidly) just gave up as it was too difficult to wrap my head around (belated, overdue apologies to Admin for lack of feedback) . Even now everything I've been making since then is in Decorate format as despite being deprecated, it's still working fine with modern (stable) GZDoom source ports but obviously a lot more restrictive on what can & can't be done.
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- DeVloek
- Topic Author
- Arachnotron
- Posts: 401
No worries, just knowing that these updates are appreciated is helping meI really wish I could help out as these updates are nice to see. If I could understand how ZScript formatting works I'd happily at least try to overhaul that, to help ease the burden
.
Tbh, converting the code to Zscript is just a bonus, it's primarily about removing conflicts, and secondarily about fixing old bugs. Because of the scale of this project, I usually only convert to Zscript if it's necessary for modernizing the code and fixing bugs.
I got most of my Zscript knowledge from the Zdoom wiki and the official Zdoom discord. So far 99% of the issues I encountered and couldn't wrap my head around have been solved with the help of the discord community, there are some really knowledgeable people there.But in the past, I had an update for the Ally Marines pack & was asked to re-write the extra marines, as well as those already on the roster into ZScript format, it was too confusing & overwhelming to figure out, I don't have access to any Doomworld Forums so couldn't ask there & there's very little, if any at all ZScript tutorials for Actors such as enemies, items etc on sites like YouTube I (sadly/stupidly) just gave up as it was too difficult to wrap my head around (belated, overdue apologies to Admin for lack of feedback)
. Even now everything I've been making since then is in Decorate format as despite being deprecated, it's still working fine with modern (stable) GZDoom source ports but obviously a lot more restrictive on what can & can't be done.
It's funny that you mentioned the Allied Marines, I looked for newer versions just the other day and I saw your thread from 2022. I tried the old Allied Marines with my randomizer mod and I encountered some issues which I'd like to solve, so I wanted to ask you for the latest update since the link in the thread is unfortunately dead.
I saw an update by someone else on Moddb but it's just a rebalance attempt to make the marines stronger, as far as I've seen the code is still the old one.
If converting to Zscript is something you still wanna do, I can help with that. Just make a new thread in the workshop with a link to the latest version and we'll figure something out
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- DBJ87
- Wicked
- Posts: 228
I had deleted the update file but can easily pick some of the marines out for an update, take the number from 17 online now to 24 or 25 (out of 37 generic marines on the roster) but those picked will some similarity to Realm667 enemies or weapons such as the Unmaker, Dual Pistol, Auto & Quad Shotguns, Freeze Rifle, Riot Shield w/ Pistol & Jetpack* users (*now with the intended death animation created, the Jetpack explodes along with the Marine when standing or if flying, he'll crash to the floor & then explode instead of following the Jetpack Zombie's death animation of spinning around, blood flying everywhere then blowing up).
No worries, just knowing that these updates are appreciated is helping meI really wish I could help out as these updates are nice to see. If I could understand how ZScript formatting works I'd happily at least try to overhaul that, to help ease the burden
.
Tbh, converting the code to Zscript is just a bonus, it's primarily about removing conflicts, and secondarily about fixing old bugs. Because of the scale of this project, I usually only convert to Zscript if it's necessary for modernizing the code and fixing bugs.I got most of my Zscript knowledge from the Zdoom wiki and the official Zdoom discord. So far 99% of the issues I encountered and couldn't wrap my head around have been solved with the help of the discord community, there are some really knowledgeable people there.But in the past, I had an update for the Ally Marines pack & was asked to re-write the extra marines, as well as those already on the roster into ZScript format, it was too confusing & overwhelming to figure out, I don't have access to any Doomworld Forums so couldn't ask there & there's very little, if any at all ZScript tutorials for Actors such as enemies, items etc on sites like YouTube I (sadly/stupidly) just gave up as it was too difficult to wrap my head around (belated, overdue apologies to Admin for lack of feedback)
. Even now everything I've been making since then is in Decorate format as despite being deprecated, it's still working fine with modern (stable) GZDoom source ports but obviously a lot more restrictive on what can & can't be done.
It's funny that you mentioned the Allied Marines, I looked for newer versions just the other day and I saw your thread from 2022. I tried the old Allied Marines with my randomizer mod and I encountered some issues which I'd like to solve, so I wanted to ask you for the latest update since the link in the thread is unfortunately dead.
I saw an update by someone else on Moddb but it's just a rebalance attempt to make the marines stronger, as far as I've seen the code is still the old one.
If converting to Zscript is something you still wanna do, I can help with that. Just make a new thread in the workshop with a link to the latest version and we'll figure something out
I'll get that set up ASAP, if Admin is fine with everything still being in Decorate format, as I've seen several newer submissions still are, then that's great but if it needs reformatting, any help to improve is also more then appreciated.
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- Gothic
- Moderator
- Posts: 1259
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