Oneshot (v7.3) - Damage control

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ijon Tichy
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RE: Oneshot (v5.2) - a damage multiplier mod WITH GAMBLING

#21

Post by Ijon Tichy » Mon Aug 27, 2012 7:31 pm

actually load the thing in zandronum, because the thing pops up a hudmessage when oneshot_skill is changed (and the thing on the hud changes)

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RE: Oneshot (v5.2) - a damage multiplier mod WITH GAMBLING

#22

Post by ProPro Username » Wed Aug 29, 2012 1:36 pm

Ijon Tichy wrote: actually load the thing in zandronum, because the thing pops up a hudmessage when oneshot_skill is changed (and the thing on the hud changes)
Yes, but how do i change the oneshot_skill?

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RE: Oneshot (v5.3) - a damage multiplier mod WITH GAMBLING

#23

Post by Yellowtail » Wed Aug 29, 2012 1:56 pm

Press `/~ (it's to the left of the 1 key) and type in "oneshot_skill <x>" where <x> is any number from 1-20.

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RE: Oneshot (v5.3) - a damage multiplier mod WITH GAMBLING

#24

Post by ProPro Username » Thu Aug 30, 2012 12:56 pm

Yellowtail wrote: Press `/~ (it's to the left of the 1 key) and type in "oneshot_skill <x>" where <x> is any number from 1-20.
Doesn't work.

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RE: Oneshot (v5.3) - a damage multiplier mod WITH GAMBLING

#25

Post by Ijon Tichy » Thu Aug 30, 2012 7:11 pm

what does "oneshot_skill" in the console say

if it doesn't say anything, then you've never loaded oneshot
Last edited by Ijon Tichy on Thu Aug 30, 2012 7:11 pm, edited 1 time in total.

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RE: Oneshot (v5.3) - a damage multiplier mod WITH GAMBLING

#26

Post by Lord_of_D: » Fri Aug 31, 2012 12:11 am

so this is what people talked about in the fnf topic, well i only have 3 words for this: Oh God Why
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RE: Oneshot (v5.4) - a damage multiplier mod WITH GAMBLING

#27

Post by Ijon Tichy » Sat Sep 01, 2012 7:02 pm

so yeah SNS happened and SSG happened and outside the map happened and bitching about the hud happened and yeah
oneshot_hidehud is added, and your mass is now basically infinity

http://ijontichy.lostsig.com/wads/oneshot5_4.pk3
Last edited by Ijon Tichy on Sat Sep 01, 2012 7:02 pm, edited 1 time in total.

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RE: Oneshot (v5.4) - a damage multiplier mod WITH GAMBLING

#28

Post by The Toxic Avenger » Sat Sep 01, 2012 7:13 pm

Good call adding this so fast. We don't need more trolls abusing that.

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RE: Oneshot (v5.4) - a damage multiplier mod WITH GAMBLING

#29

Post by Lord_of_D: » Sat Sep 01, 2012 11:34 pm

Ijon Tichy wrote: so yeah SNS happened and SSG happened and outside the map happened and bitching about the hud happened and yeah
oneshot_hidehud is added, and your mass is now basically infinity

http://ijontichy.lostsig.com/wads/oneshot5_4.pk3
shit happens, dont'ya think?
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RE: Oneshot (v6) - a damage multiplier mod WITH GAMBLING

#30

Post by Ijon Tichy » Sat Sep 08, 2012 10:19 pm

ptoo

so yeah v6, what's new
  • oneshot_skill has been split into oneshot_weakness and oneshot_strength - oneshot_skill will still work, but you'll get a deprecation warning and it'll automatically be replaced with the appropriate two weakness and strength values
  • 3x, 4x, and 5x added to weakness and monster weakness
  • if there is no specific name for a skill, a placeholder name will be given to it by taking the weakness name and monster weakness name - predefined names are gold, while placeholder names have the format mweakness name + weakness name
  • oneshot_hud_x and oneshot_hud_y - they have a granularity of 0.1%, meaning 250 -> 25% and 10 -> 1%
  • the PowerProtection items have specific damagefactors for OneshotMonster and OneshotWeapon - change your weapons and monsters to use the appropriate damagefactors (and call a certain script for monsters - yeah there really isn't a better way) and they'll work perfectly with oneshot
    this also means the recoil issue should be gone for good
also if any old bugs resurface I am going to kill a puppy

http://ijontichy.lostsig.com/wads/oneshot6.pk3
Last edited by Ijon Tichy on Sun Sep 09, 2012 4:36 pm, edited 1 time in total.

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RE: Oneshot (v6) - a damage multiplier mod WITH GAMBLING

#31

Post by abyrvalg » Sat Sep 15, 2012 3:23 pm

Is it normal that every hitscan weapon sounds like it shoots twice for a player who is using it (not for specs and others)? Also, monster infights are 1x damage unless it's a melee attack, which still gets multiplied.
Could be useful to have a cvar that toggles infight multiplier on or off.

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RE: Oneshot (v6) - a damage multiplier mod WITH GAMBLING

#32

Post by Ijon Tichy » Sun Sep 16, 2012 2:00 am

the double attack sound isn't normal, that's fixed
I think I may make infighting multiply again and change the text on the hud, but I haven't really done doom in a while now and egh

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RE: Oneshot (v6.2) - ijon fixed it :O

#33

Post by Ijon Tichy » Mon Mar 24, 2014 4:33 pm

So after working on a completely different mod which revolves around making lots of dakka, I finally found the issue that caused Oneshot to break in maps with ACS.
It's #define with strings.
I'm fucking serious.

Now you have no excuse :^)

http://ijontichy.lostsig.com/wads/oneshot6_2.pk3[/size]


inb4 it still breaks[/size]

edit: well I tried it with my most acs-heavy map and it still worked so
Last edited by Ijon Tichy on Mon Mar 24, 2014 4:47 pm, edited 1 time in total.

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RE: Oneshot (v6.2) - ijon fixed it :O

#34

Post by Tux » Mon Mar 24, 2014 5:48 pm

what the fork is wrong with you this mod is trash now 1/5
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dear diary, tux today was a faggot again[/size]

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RE: Oneshot (v6.3) - Why do strings hate me

#35

Post by Ijon Tichy » Sat Mar 29, 2014 3:17 am

Okay, so the issue didn't actually disappear completely. Out of all the things that could possibly break, sv_doubleammo caused Oneshot to stop working. Double ammo. Seriously?

Well, I fixed that one, and with any luck this should be the final Oneshot release ever.

http://ijontichy.lostsig.com/wads/oneshot6_3.pk3

Now are we done here?

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RE: Oneshot (v7) - Damage control

#36

Post by Ijon Tichy » Sun Apr 27, 2014 7:53 am

Updates! Why am I updating this! I don't know!

Okay, so there was actually a 6.4 release, but you don't need to care, pay attention to v7. What changed?
  • Oneshot now has ZDoom support! Funny, it's normally the other way around. All CVars are fully supported on both ports, although they might act a bit weird in ZDoom multiplayer (but why would you play this in ZDoom multiplayer?).
  • You can actually use the chainsaw again! I forgot to add it to KEYCONF, in a fit of sheer genius.
  • Speaking of the chainsaw, it now pulls you in like it would in actually-vanilla Doom. This was an important detail.
  • Hitscanners have their original damage formulas now. No longer do they deal 5, 10 or 15 damage; now they deal 3, 6, 9, 12, or 15 damage, as they should.
  • Hitscanners now only fire out 2048 units, as they would in proper vanilla play. This should also help alleviate the pains of chaingunner sniping some.
  • The pistol, shotgun, and super shotgun no longer have a trigger-pull delay of 3 tics. They still have the same rate of fire, it's just that now that first shot comes off instantly. Feels a lot more responsive, and now you can't blame those 3 tics for the chaingunner around the corner instagibbing you.
  • The random damage can, with one exception, be completely disabled now! That one exception is the BFG - not even ZDoom can de-randomize the BFG spray damage. Oh well, it's consistent enough that it probably doesn't matter. Anyway, oneshot_norandom is the CVar that disables it. Pretty nice.
  • I probably fixed a couple bugs!
  • I probably created a couple other bugs!

Get yours today.

http://ijontichy.lostsig.com/wads/oneshot7_1.pk3[/size]
Last edited by Ijon Tichy on Sun Apr 27, 2014 5:42 pm, edited 1 time in total.

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RE: Oneshot (v7.1) - Damage control

#37

Post by TerminusEst13 » Tue Apr 14, 2015 10:47 pm

Basically Zandronum 2.0 came out and Oneshot was kind of broken with it.
Marcaek asked me if I'd be willing to fix it, and I checked with ijon and we did a little discussion about how would be best to fix things.
He's given me permission to re-release this into the wild, and I've added a couple new features that might be interesting.

Would moderators be willing to add this link to the ones in the OP, please?

(we miss you ijon ;_;)

http://www.[bad site]/download?file= ... 3-z2.0.pk3[/size]

* All oneshot_* cvars renamed to os_* to prevent crashes on load and for ergonomics.
* AN EXTRA SOUND OH GOD
* Two new cvars, os_roulette and os_roulettetimer. os_roulette randomly changes the strength and weaknesses every X seconds. os_roulettetimer stands in for X, and defaults to 60.
* Almost 200 more kilobytes OH GOD
Last edited by TerminusEst13 on Tue Apr 14, 2015 10:51 pm, edited 1 time in total.
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RE: Oneshot (v7.3) - Damage control

#38

Post by The Toxic Avenger » Tue Apr 14, 2015 11:38 pm

The deed is done

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