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dehacked to make minigunner use DSPISTOL? #897
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Disregard, I'm reminded this would require changing the entire action function the zombieman pistol, which I'm sure will lead to Unintended Consequences elsewhere - and is arguably far beyond the scope of this project. (I'm happy to reopen this, or even submit a PR, if I'm wrong in this assessment.) Either way I might be putting this in my autoloads (where i'm not loading mdt already). # Created with WhackEd4 1.2.4 BETA
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
# Freedoom's minigunner has a no-flash E frame.
# This makes only the F frame shoot,
# while also changing the firing to zombieman pistol
# so the sound correctly reflects what is going on.
Frame 417
Duration = 2
Frame 418
Sprite subnumber = 4
Duration = 1
Frame 419
Sprite subnumber = 4
Pointer 234 (Frame 417)
Codep Frame = 185
Pointer 235 (Frame 418)
Codep Frame = 0 (Incidentally, TIL the minigunner is actually a bit slower than the player's minigun - a loop of 2 shots 4 tics each plus 1 refire tic, for an average of 4.5 tics per shot as opposed to the player's 4, or 77.78 dps versus 87.50 dps. There might be other stuff going on as well.) |
I was grossly overthinking it.
The presentation is different but mechanically they are identical and the only material difference is the sound: Maybe I'll reopen this for a bit for comment... |
#899 is unaffected by the different codepointer. |
One note of potential interest: when i tried this in id it sounded awful in ways that it didn't sound in FD. Id's DSPISTOL is much too clean compared to every other gunshot sound involved in this, so the slower, uneven rhythm was painfully audible where it tends to be masked with either FD's or id's shotgun sounds or FD's pistol sound. Which means I think the primary motivation for using the wrong sound in id no longer applies. |
can you provide us a video of how it plays in freedoom? |
Posted in the Discord. Here's the DEHACKED file in its entirety:
|
Note that this makes it harder to distinguish between a chaingunner and another player firing a chaingun, which may be undesired for cooperative play. |
shotgun guys and shotguns though personally I think it's too easy to distinguish them still, given the slightly different rates of fire... |
Imma close this since after all this time I seem to be the only person interested in this and it's a wildcard how this could affect demos. If anyone actually is interested though they can check out the Aesthetic Vanilla Gun Fixes mod that I've posted to my website (which I've just updated tonight to include #1048). |
I just gave this a try with 0.13.0 and the following:
Tried all 4 demos, then recorded a brief interaction with an SS in map01 of Garrulismo with Doom 2 and played it back with the modified Freedoom. No desyncs. |
I'm probably getting way too carried away here but having these guys actually use the right sound by default would be such a relief... and a boon to new players who might spend years totally misgauging the threat they pose when they hear the same effect as the spider mastermind (which really is a chain-shotgun doing a shotgunguy's 3 bullets every firing frame)
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