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Are you going to add some previously requested features in the future, like sounds when you step on mags and bullet casings?
Besides that, would it be possible for you to add a different sprite for the mag once it comes to a full stop, so it won't be lying on it's side when it's on the floor? If yes, that would be super great, that always bugs me when i play.
I think it would be a small enough addition as to not stray too far from standard bdoom.
I've found another gore related bug. I.imgur.com
Pinky Demon heads, when i move around their general area, like to float to the ceiling and drop back down to the ground. While entertaining to watch, i don't think it belongs. :P
Edit: Only happened on this map so far.
Good to hear, thanks.
I noticed that spent shells and bulletcasings started to dissapear now. Is there any way to disable this?
I have a pretty good machine and i don't get any sort of impact from playing with a metric shitton of casings all over the map, and i like it that way.
We already have grenades, i don't see how we also need a grenade launcher. Perhaps it would be cool to have some kind of grenade alt-fire that blows them at impact or something.
Update 4 looks really promissing so far, i'm waiting for it.
Appreciate that you're so active, good on you man.
I played a little more and there seems to be a problem with the distance at which you can hear gunfire. I had two marine buddies with chainguns, who got stuck at some point of the map, trying to shoot some hellspawns far away, missing pretty much every shot, but even on almost the other side of the map, i heard the gunfire spam. So yeah, if you can, it would be cool if you could reduce the distance at which you could hear gunfire.
Okay, third attempt, as it seems my comments don't get posted, if i include a link.
So i found a bug where pinky demon leg gibs would get stuck in a certain upright position at random. It happens a lot less in v3 compared to v2, but still. Also, zombieman gibs sometimes do a little flip, if you sprint towards them, for some reason, sometimes. Could also have nothing to do with running but i don't know.
I would also like to make a request. A certain submod, i can't remember, had a feature where the shotgun would go back to normal hipfire mode, after taking a shot with the ironsights. I think it felt much more natural, than having it zoom in after a shot again, only to make you zoom out. I would appreciate it, if you could add this as, perhaps, an optional feature, since i can imagine not everyone would enjoy this.
Anyway, i really enjoy this mod. The sounds feel like the weapons have some real punch to them, and kills are even more sadisfying, so yeah, thank you for this.
Sorry if this gets posted twice now, but my last comment didn't seem to show up here. So i found a bug where a pinky demon gib would get stuck in a certain at random. It doesn't happen as often as in v2 but it's still there. Here is a screenshot: I.imgur.com
Besides, sometimes zombieman gibs do a little flip in the air, after you sprint towards them, for some odd reason. Looks funny, but it's not supposed to be that way.
I would also like to make a request. A certain submod, i forgot which one, included the feature that, after aiming down the shotguns sights and taking a shot, it would automaticly return to hipfire, which, i feel like, is much more natural than having it go back to sights first, only to right click, to make it go back to hipfire again. If possible, could you include that as an optional feature, as i can imagine, not everyone will like this?
Either way, this mod is freaking great. The sounds are much more powerful and do so much to make kills feel more sadisfying. Thank you.
I found a little bug with pinky demon gibs. Below is a screenshot i made, which shows a gib stuck in a certain position. It won't land sideways, like normaly, but stay like that forever.
Besides, some gibs, especialy zombieman ones, like to jump up and do a flip, when you sprint towards them for some reason. I don't know the specifics, since it doesn't happen to often, but it looks hilarious when it does.
Or rather, who of them hit them.
Holy hell, this looks like it has potential through the roof. Tracking.
Thank you so much for this! The sights on the new rifle have been bugging me since it was introduced.
Same for me.
The main file won't load, but at least the map pack and metal file work fine.
Perhaps try it with GZDoom. I'm using it and it works fine.
That bodies dissapearing is actually Valves way of censorship, in certain countries. Don't know why this mod has it, but you can disable that by opening the console, and typing in 'g_ragdoll_lvfadespeed 0'.
You need to go to the 'tools' tab in your library, then download the Source SKD Base 2013 Singleplayer. Once you've done that, right click it, open 'properties', go to 'BETAS' and there, switch it to 'upcoming -'. After that, it should download a few files and you're ready to go.
As cool as these improvements sound, i think a bunch of manhacks on every map that has many CPs would significantly worsen the fun-factor, for me personaly. Those things are annoying as hell, so swarms of them, whenever there are groups of CPs around, would just make those parts really frustrating instead of more fun or challenging, for me. But otherwise, this looks cool as really cool, so keep it up.
I've played with this for a while and it seems a little underpowered. It is strong, but often times can't kill an Imp from almost point-blank range with a shot to the chest and the long reload coupled with only having 6 shots makes it a bit underpowered, so maybe buff up the damage.
Also, and this is just a personal complaint, i don't like how it comes after the rifle, before the shotgun in the inventory. It just seems logical to place it right after the fists, since it's the starting weapon, but this is just nitpicking.
Alright, tried it out again, this time it seems to work properly, couldn't yet find any bugs or anything like that. Good job
So, i've tried the updated version and it seems to be no different from the last one. Delay is still in place and the firing sound as well. Maybe you accidentaly uploaded the wrong file? (Tried it out with bdoom v20 april test version and bdoom v19, both without any extras)
Sounds seems good this time around, so overall i'm really into it.
Tried out the updated version and it works as intended. The delayed reload is a little irritating at first, but nothing major.
Good work on this.
Currently you have to cheat to get it, since you won't spawn with it.
Oh yes, almost forgot, the firing sound is too long, so it always gets cut off by the reload sound. I'd suggest, if you want to keep the current one, shorten it a little, or simply try out another one.
Alright, so i tried this out and the revolver works wonderfuly. And as the description states, it doesn't replace the rifle, you simply START with this instead of the rifle, although currently there is a bug where i still spawn with the rifle instead of the revolver (i had to cheat to get it). Also, there is no bouncing shot and it is actually pretty well balanced.
Just finished chapter 1 for the third time, and it was a blast, just like every time before.
I hope the whole thing will be released within my lifetime.