[Submission] Quad-Shotgun
- DBJ87
- Topic Author
- Wicked
- Posts: 228
The changes to GZDoom also stopped standard versions of Doom, Doom2 etc from working, so I'm pretty much stuck with what I've got.
What should be happening:
The extra damage is dealt by a "Custom_Punch" is sent out when firing the gun, (adding a MeleeRange/Threshold I tried it, to be sure but I know that weapons don't use this) didn't work) anything standing in front of you (within default Melee range of the Player) takes some extra damage, mostly to knock them back but it also rarely gibs weaker enemies. Although it's easier to see with higher damage outputs (or more bullets, but any higher isn't what everyone's looking for).
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.
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.
I'm a bit confused about this (sorry), it's sad & a bit frustrating that the weapon's not loading, can someone explain this a bit more? The extra close-up damage added isn't something I really had planned on adding, if it's now going to keep causing errors, I'll remove it.
Appearance wise, I don't see what else can be done. But at least it's better than what I had originally.
Thanks for replying Blue Shadow, MagicWazard
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- Blue Shadow
- Administrator
- Posts: 1129
I have to say, this came a long way. My gripes seem to have been addressed, except one; the firing sound is still being cut off by the reload sound.
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
Blue Shadow wrote: The game starts and runs fine, since it's just a warning, not a fatal error. Now that I had a look, fixing the warnings is easy: the damage parameter for A_FireBullets is an integer, so you can have it as 7 or 8, and nothing in between. I say go with 7.
I have to say, this came a long way. My gripes seem to have been addressed, except one; the firing sound is still being cut off by the reload sound.
Thank you, I'll knock the bullet's damage down to 7 & take a look at the sound issues.
[Edit]
-Fixed the problems with sounds, everything was allocated to 1 channel because it was still using A_PlayWeaponSound. It's now been set up via A_PlaySound and split into seperate Channels so the Alternate Fire or 4th Shot aren't be cut off by the reload sounds.
-Bullet's Damage from Primary is 7. No Changes to Secondary Fire or the amount of Bullets fired.
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- MagicWazard
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- Dreadopp
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- DBJ87
- Topic Author
- Wicked
- Posts: 228
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- Blue Shadow
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