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[Submission] Quad-Shotgun

  • Dreadopp
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8 years 1 month ago - 8 years 1 month ago #31 by Dreadopp
Replied by Dreadopp on topic [Submission] Quad-Shotgun
Any further update for this weapon? Looking at the posts above, it sound like new sprites were being worked on?

I tried the "new sprites" version that BadMojo posted and it's not bad. I think the sprites there look a bit better than the super shotgun edit on the first post.
Last edit: 8 years 1 month ago by Dreadopp.

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  • DBJ87
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8 years 1 month ago #32 by DBJ87
Replied by DBJ87 on topic [Submission] Quad-Shotgun
I know this isn't a social media site so I'll keep this as brief as possible.

Going through a lot of problems at home & right now as well as once again lost an unfinished 32 Map project & having to recreate lost weapons & enemies, so any further updates are going to take a while because right now my attention is on retrying to motivate myself to restart again (as well as on other things).

As for the Quad Shotgun. I've tested out the suggested melee attacks for extra kickback & gib effects on my own version and with a bit of tweaking to user preference it's working great. Will try it on both submitted versions here when I get time, but it's made the weapon a bit stronger for close range assault and pushes enemies back or kills them (not always gib death, tried that just to see what it would be like & everything turning inside out from a shotgun is pretty ridiculous).

Appearance wise, unfortunately (for some) I'll be carrying on with the Super Shotgun type model, if anybody wants to improve the appearance feel free, I'm more than happy to make this a joint effort project... Gimp's great, but my mind's not in the right place to figure where to start. I'm finding very it confusing...

If anybody wants to use the weapon (or anything I've posted) in their own projects, feel free to do so.

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  • DBJ87
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8 years 2 weeks ago #33 by DBJ87
Replied by DBJ87 on topic [Submission] Quad-Shotgun
Close/Melee Damage (tested output on a more "overpowered" original version, I've made & use) updates still to come, need to rebalance the damage dealt at point blank range, this in response to a request to add more impact to the weapon's kickback & even on very rare occasions, cause extreme deaths to weaker enemies.

I've got all the suggestions for better damage working, but bullet damage & count is much higher than suggested by Realm667 Admin. Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so. It'd be nice to see what others can and will do with this, where I have failed.

I am working on numerous projects but will start the scaled down (compared to my version) Kickback, extra Gory Death and much needed "Heavy Hit" side of the weapon... but it's now got a faster, space saving and hell of a lot smoother reloading system added into it...

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  • BadMojo
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8 years 2 weeks ago - 8 years 2 weeks ago #34 by BadMojo
Replied by BadMojo on topic [Submission] Quad-Shotgun

DBJ87 wrote: Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so.


So... Your not going to use the one I made for you?

Edit: Ill probably put it up on zdoom forums if not, just want to make sure.
Last edit: 8 years 2 weeks ago by BadMojo.

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8 years 1 week ago - 8 years 1 week ago #35 by DBJ87
Replied by DBJ87 on topic [Submission] Quad-Shotgun

BadMojo wrote:

DBJ87 wrote: Appearance is going to be staying as it is, anybody willing to edit the weapon's appearance is free to do so.


So... Your not going to use the one I made for you?

Edit: Ill probably put it up on zdoom forums if not, just want to make sure.


For now, no. After finding some new reload sprites to match the current Shotgun's appearance, I'll carry on with this as it is... It's not necessarily a case I'm "Not going to use yours", it's more that I don't know how I can work with them and get what I've got to match the higher quality I've been given. I'm not used to advanced Image editors... so if you want to place it in another forum, please feel free and I'd like thank you again for your help...

I have also found and put a request* to another user that has used a more accurate Sprite set & Flashes (I've tested them, but I will not post that version online unless I'm given permission) that can (and do) drastically make this look a lot better following the Super-Shotgun Style... Except the barrels aren't a mess (like mine are) and the flashes reduced the amount of sprites needed when firing either version...

[12/12/16]
*Permission Granted and now updated version is online. New Sprite Models added & Melee "Impact" Damage Factor created. 1 File with Primary or Secondary firing modes.
Last edit: 8 years 1 week ago by DBJ87.

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7 years 10 months ago #36 by DBJ87
Replied by DBJ87 on topic [Submission] Quad-Shotgun
Interested on any feedback about the requested & suggested close range damage added ("Custom Punch" for gibbing weaker enemies) & the new Sprite set I've been allowed to use. Unless anybody has any other suggested changes, this is now finished.

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  • MagicWazard
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7 years 9 months ago #37 by MagicWazard
Replied by MagicWazard on topic [Submission] Quad-Shotgun
Overall I like it, apart from the fact that I find a quad-shotgun to be slightly ridiculous just out of principle. :P The appearance is still pretty similar to the SSG, but at least there's a little more going on with the current sprite set.

I noticed a couple of warnings:
"Script warning, "Quad-Shotgun.zip:quad-shotgun.wad:DECORATE line 37:
Truncation of floating point constant 7.5000000"
"Script warning, "Quad-Shotgun.zip:quad-shotgun.wad:DECORATE line 69:
Truncation of floating point constant 7.5000000"
I am using a very new debug build of GZDoom, though, and it could just not be handling the values for "damage" gracefully (GZDoom builds the last few weeks or so have been kind of rough). I don't get any warnings when using the last official ZDoom build, so I don't think you're doing anything "wrong".

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  • Blue Shadow
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7 years 9 months ago #38 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Quad-Shotgun
GZDoom is now more strict when it comes to errors and warnings.

I can't check this currently, but you mention "damage", which is an integer. Floats shouldn't be used in this case.

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  • MagicWazard
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7 years 9 months ago #39 by MagicWazard
Replied by MagicWazard on topic [Submission] Quad-Shotgun

Blue Shadow wrote: GZDoom is now more strict when it comes to errors and warnings.

I can't check this currently, but you mention "damage", which is an integer. Floats shouldn't be used in this case.


That crossed my mind too. There's a few weapons that use floats for the damage value. Since the player can't have a percentage of a point of damage, won't the values just get rounded off? (Presumably down, since anything after the decimal is most likely getting truncated?)

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  • Blue Shadow
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7 years 9 months ago #40 by Blue Shadow
Replied by Blue Shadow on topic [Submission] Quad-Shotgun
The engine does truncate the decimal part, yes. The difference now is that it tells you, because it considers it "loss of data" (or something like that - not sure about the exact term). An explicit conversion from float to integer should solve this, I think.

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