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Weakener issue


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 Post subject: Weakener issue
PostPosted: 27 Feb 2012, 11:59 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
Posts: 384
Location: Washington
I just tested out the Weakener and there seems to be an issue with its projectiles. When it spits out a projectile and it misses the player the "power-down" sphere will end up stuck to a wall until the player runs into it. Unless this is a feature, the power-down sphere should disappear when it hits a wall/floor/ceiling instead of remaining there.
http://www.youtube.com/user/DoomedArchv ... ature=mhum

Killing bosses and working on getting Fraps to record a tutorial and some of my mods.


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 Post subject: Re: Weakener issue
PostPosted: 27 Feb 2012, 12:02 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Sounds like you are definitely right with this, you should contact the author though...


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 Post subject: Re: Weakener issue
PostPosted: 27 Feb 2012, 19:54 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 432
Location: United States of America
Tormentor667 wrote:
Sounds like you are definitely right with this, you should contact the author though...


Hi.


Uhh....yeah...I need to check that. That seems odd...when I tested it it never stayed.


EDIT: Wow. It had the code as loop, not stop. That would do it.

EDIT2: Try this. I replaces loop with stop, and in addition put additive time on the power down. Which makes sense.

Attachment:
Weakener.rar [173.81 KiB]
Downloaded 29 times


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 Post subject: Re: Weakener issue
PostPosted: 27 Feb 2012, 22:40 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
Posts: 384
Location: Washington
Quote:
Script error, "Weakener.WAD:DECORATE" line 98:
"POWERUP.ADDITIVETIME" is an unknown flag


This appears when I try it in Zdoom, GZdoom and Skulltag. All of them are up to date as well.


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 Post subject: Re: Weakener issue
PostPosted: 27 Feb 2012, 23:28 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 432
Location: United States of America
>.<
Attachment:
Weakener.zip [174.4 KiB]
Downloaded 34 times

I swore that ran when I uploaded it...I got it fixed...I am 100% sure it works now. At least for testing purposes.


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 Post subject: Re: Weakener issue
PostPosted: 27 Feb 2012, 23:38 
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Arachnotron  Tester of the Realm.
Joined: 20 Jan 2010, 20:55
Posts: 384
Location: Washington
Ok now it works fine. ^.^ Although one minor thing that isn't really an issue but could be touched up, the power-down spheres disappear after the projectile does. So when the projectile hits a wall the player can still see the power-down sphere while the animation for the projectile is still playing.
Nothing bad but it looks a little weird is all.


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 Post subject: Re: Weakener issue
PostPosted: 28 Feb 2012, 01:37 
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Commander Keen  A rather ghastly dragon
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Joined: 11 Dec 2009, 20:01
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Actually, I think the way it gives the power-down should be revamped entirely, into how the Hierophant does it. It requires a custom pain state on the player, but it's a MUCH more fool-proof way of doing that.
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 Post subject: Re: Weakener issue
PostPosted: 29 Feb 2012, 00:01 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
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Location: United States of America
Ghastly wrote:
Actually, I think the way it gives the power-down should be revamped entirely, into how the Hierophant does it. It requires a custom pain state on the player, but it's a MUCH more fool-proof way of doing that.


I'll get to work on that. Soon, anyway. Treating pain right now :P


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 Post subject: Re: Weakener issue
PostPosted: 05 Mar 2012, 11:23 
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Cyberdemon  Approved Adder
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Joined: 01 Feb 2011, 20:07
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On Infirnex's behalf, here is a fix for the "power-down" issue using the method Ghastly pointed out.
Attachment:
Weakener.zip

Note: If there is anything that isn't working like it's originally supposed to be or you don't like any other modification to the code, then just let me know.

Also, my condolences to Infirnex for his loss.


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 Post subject: Re: Weakener issue
PostPosted: 07 Mar 2012, 20:20 
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Satyr  Satyr
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Joined: 13 Dec 2009, 23:09
Posts: 432
Location: United States of America
Blue Shadow wrote:
On Infirnex's behalf, here is a fix for the "power-down" issue using the method Ghastly pointed out.
Attachment:
Weakener.zip

Note: If there is anything that isn't working like it's originally supposed to be or you don't like any other modification to the code, then just let me know.

Also, my condolences to Infirnex for his loss.


Thank you.

I'm going to test this soon...hopefully it works. I couldn't figure out how to get it working myself.

EDIT: I'll post this as an update, with the only change being a speed increase in the monster itself (It seemed slow for it's purpose).


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