Super Skulltag v1.4, RC7: More improvements, no new maps. :c

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Super Skulltag v1.4, back from the dead with RC6!

#281

Post by Ænima » Wed Dec 18, 2013 12:49 pm

Valherran wrote: Question on Chaingun... If the primary fire is already very accurate, what is the point in using the alt-fire? Does the alt fire do more damage or...?
Nope, same damage.

I find it's most useful against weak enemies (zombies, imps) at long range so that you don't waste ammo.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#282

Post by TUQfuture » Wed Dec 18, 2013 11:10 pm

I like your work, Ænima, I played this long ago (skulltag was a thing then) and I played it again, I dont know why but I like how weapon, mechanics and maps work. Also, If I,m not mistaken, when you catch an invisivilitysphere the pistol sometimes shows a graphical glich (like a sahdow square or something like that sorrounding the pistol) maybe are my configurations (im runing it on OpenGL)

If this mod had a a separate minimod to Dual wield miniguns as they are (or even all the weapons), would be cool, just for fun (because It will break the dificulty) but since I didn't do anything for Zandronum, and make the weapons dual wielded is maybe a dificult task....well,nevermind.

Keep the good work with this mod, it shines like a star in the darkness.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#283

Post by Ænima » Wed Dec 18, 2013 11:30 pm

TUQfuture wrote: Also, If I,m not mistaken, when you catch an invisivilitysphere the pistol sometimes shows a graphical glich (like a sahdow square or something like that sorrounding the pistol) maybe are my configurations (im runing it on OpenGL)
What OS are you running on? I've heard that Mac's have some problems with rendering PNG alpha correctly.
TUQfuture wrote: If this mod had a a separate minimod to Dual wield miniguns as they are (or even all the weapons), would be cool, just for fun (because It will break the dificulty) but since I didn't do anything for Zandronum, and make the weapons dual wielded is maybe a dificult task....well,nevermind.
I've thought about it. Like, I was gonna make it so that you can dual-wield Pistols, and left-click would fire the left hand pistol and right-click would fire the right hand pistol. Kinda like SMWguns9Q.pk3 ("Shooting Monsters With Guns"), if you've ever played that.
TUQfuture wrote: Keep the good work with this mod, it shines like a star in the darkness.
Dawwww, thanks. But I can't take full credit for that. After all, the mappers did a lot of work making those pretty Doom2 remakes. :wonk:
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RE: Super Skulltag v1.4, back from the dead with RC6!

#284

Post by TUQfuture » Wed Dec 18, 2013 11:39 pm

Im runing windows 7, 64 bits on a portable computer.

I,ll check out that mod, thanks!!

Of course, the mappers did a great job too, but youre keeping things actualised, and thats a lot!

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RE: Super Skulltag v1.4, back from the dead with RC6!

#285

Post by Valherran » Thu Dec 19, 2013 12:58 am

Another question, do you plan on adding alt fires to the rest of the weapons?

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RE: Super Skulltag v1.4, back from the dead with RC6!

#286

Post by Ænima » Thu Dec 19, 2013 2:05 am

Valherran wrote: Another question, do you plan on adding alt fires to the rest of the weapons?
The only ones that don't have it are the PR, BFG9K, and Chainsaw, right?


I'd like to, but I don't want to do anything that's cliche or common in other mods (chainsaw killswitch, small BFG balls, etc). I'd like to do something unique.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#287

Post by Untitled » Thu Dec 19, 2013 3:41 am

well, for PR, how about we make the current primary fire the altfire and make primary fire the original 5-40 damage plasma balls at 3 tics per shot and 1 cell per shot instead of 8-64 damage plasma balls every 6-tics for 2 cells a shot, because currently the plasma rifle sucks now.

Seriously. It's less efficient (4-32 damage a cell compared to 5-40), less in DPS (8-64 damage every 6 tics, average 36, 6 damage a tic, compared to 5-40 every 3 tics, average 22.5, 7.5 damage a tic), and less in stunlock (6-tics to 3-tics), making the BFG even better, meaning that now all I use the Plasma Rifle for is saving cells for the BFG.
Last edited by Untitled on Thu Dec 19, 2013 3:44 am, edited 1 time in total.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#288

Post by Valherran » Thu Dec 19, 2013 4:23 am

Rocket Launcher and Grenade Launcher have teleportable projectiles as an altfire... But I kind of find that useless as it should do that already by default. Some ideas for you, yes some may have been used elsewhere but by now people have thought of everything. You may need to include the reload function as a separate key instead of an alt fire:

Rocket Launcher:

Incendiary Rockets - Deals minor impact damage, but leaves a field of napalm that damages over time when you step in it. Recommend that this does not cause any pain states to keep it balanced.

AP Rockets - Fire a high velocity rocket that deals more impact damage at the cost of 2 or more ammo, but takes longer to fire in between shots and has a smaller blast radius.

Grenade Launcher:

Mine Thrower - Launches land mines that detonate when enemies step on them, has larger blast radius.

Shrapnel - Explodes with a cluster of heated shrapnel that damages over time when touched, passes through enemies.

Tear Gas - Leaves a lingering cloud of tear gas that slows enemies to a crawl, Has a large blast radius. Deals very little damage over time, takes much longer to reload between shots. Slow effect diminishes after 5 seconds of exiting the cloud's blast radius. Recommend you remove pain states to preserve balance.

Plasma Rifle:

Rapid Scatter - Launches smaller plasma balls 100% faster that bounce off of surfaces up to 3 times, deals less damage and has a long cooldown between salvos.

Laser - Fires a concentrated beam of plasma that cuts through enemies and reflects off up to 3 surfaces. Deals less damage and has a long cooldown between salvos.

BFG 9000:

Force Blast - Hits everything in a 90 degree LoS of up 5 yards. Deals minor damage, but sends enemies flying backwards. Knockback distance would be based on the tier of enemy, higher the tier, the less farther they will fly.

BFG10k:

Plasma Cannon - Hold down the alt fire key to charge this up for 5 seconds. After it charges, it depletes the entire clip and launches a large, high velocity plasma bolt that explodes on impact with enough firepower to level a city block. A nuke, so to speak.

Railgun:

Frequency Charge - Tapping the alt fire key will select the amount of power (up to 4) you want to put into every shot. The larger the payload, the longer the cooldown before reloading. The higher the payload setting, slightly more damage is added.

Chainsaw:

Might - Charge up a meter over time up to 10 seconds, when your might reaches a certain point in the meter, it will instantly kill the target. You will come down on the enemy with the chainsaw Gears of War style and cut them in half from shoulder to waist. When you land the killing blow on the enemy, you are stuck in place for a couple seconds until you are done dismembering, leaving you vulnerable to attack. This will only work on non-bosses.


PS - There is a problem with switching to the BFG weapons and the Railgun, Keys 7-9 do nothing when I press them. But the next weapon function still works and lets me select them that way.
Last edited by Valherran on Thu Dec 19, 2013 4:35 am, edited 1 time in total.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#289

Post by Untitled » Thu Dec 19, 2013 12:08 pm

Valherran wrote: Laser - Fires a concentrated beam of plasma that cuts through enemies and reflects off up to 3 surfaces. Deals less damage and has a long cooldown between salvos.
...and obsolete the railgun?

You FAR underestimate how much piercing+bounce can do.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#290

Post by Ænima » Thu Dec 19, 2013 12:55 pm

Okay so I wanna keep the plasma ROF the same so I'm just gonna up the damage.

Btw the plasma balls call A_Explode with a tiny radius and only 1 damage, I did this to give it the same pain locking power as the original.


And Val, those are awesome ideas but I just don't know how I'm gonna balance all that. :/ I might make it an addon, though, and make it so that you need to pick up "upgrade chips" in order to unlock those abilities.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#291

Post by Valherran » Thu Dec 19, 2013 2:59 pm

Untitled wrote:
Valherran wrote: Laser - Fires a concentrated beam of plasma that cuts through enemies and reflects off up to 3 surfaces. Deals less damage and has a long cooldown between salvos.
...and obsolete the railgun?

You FAR underestimate how much piercing+bounce can do.
Well not exactly, putting this on the Plasma Rifle will make it so that you have some kind of piercer while playing standard Doom 2. The Railgun will still be a much more effective piercer because of that alt fire I suggested for it.

@Aenima: Just to be clear you can just pick one for each gun, not add them all in :lol: . But if you want to do an addon, that works too. heh
Last edited by Valherran on Thu Dec 19, 2013 3:00 pm, edited 1 time in total.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#292

Post by Untitled » Thu Dec 19, 2013 6:24 pm

Ænima wrote: Okay so I wanna keep the plasma ROF the same so I'm just gonna up the damage.

Btw the plasma balls call A_Explode with a tiny radius and only 1 damage, I did this to give it the same pain locking power as the original.

Code: Select all

actor SSTPlasmaBall
{
  Radius 10
  Height 8
  Speed 50
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  scale 0.75
  //SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  Obituary "$OB_MPPLASMARIFLE"
  damagetype "Plasma"
  States
  {
  Spawn:
    PLSE AAAAAAAAAAAA 1 bright A_SpawnItemEx ("PlasmaTrail", random(-0.25,0.25), random(-0.25,0.25), random(-0.25,0.25), 0, 0, 0, 0, 160) 
    loop
  XDeath:
  	TNT1 A 0 A_PlaySoundEx("plasma/zap", soundslot6)
	NULL AAAAAAAA 0 A_SpawnItemEx ("PlasmaBallCrackleSpawner", 0,0,0, 0,0,0, 0, 160) 
    PLSE ABCDE 4 bright
    stop
  Death:
	NULL A 0 A_SpawnItemEx ("BlueParticleSphere", 0,0,0, 0,0,0, 0, 160) 
    PLSE ABCDE 4 bright
    stop
  }
}
I don't see it. Why don't you simply just up the fire rate of the Plasma Rifle (as well as reduce it's cell use to one, of course)? Simpler, balances it out, makes it worth using instead of just saving cells for the BFG.
Last edited by Untitled on Thu Dec 19, 2013 6:30 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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RE: Super Skulltag v1.4, back from the dead with RC6!

#293

Post by Ænima » Thu Dec 19, 2013 6:31 pm

I don't want a normal speed PR. AlienWolve and I wanted to make the plasma rifle less spammy (hold fire to win) and more hard-hitting. I'll just up the damage. Also, I think you're looking at the wrong plasmaball actor.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#294

Post by Untitled » Fri Dec 20, 2013 12:56 am

Ænima wrote: I don't want a normal speed PR. AlienWolve and I wanted to make the plasma rifle less spammy (hold fire to win) and more hard-hitting. I'll just up the damage. Also, I think you're looking at the wrong plasmaball actor.

Code: Select all

actor SSTPlasmaRifle : PlasmaRifle replaces plasmarifle
{
  Game Doom
  SpawnID 30
  Weapon.SelectionOrder 98
  Weapon.AmmoUse 2
  Weapon.AmmoGive 40
  Weapon.AmmoType "Cell"
  Inventory.PickupMessage "$GOTPLASMA" // "You got the plasma gun!"
  Obituary "%o was fried by %k's plasma rifle."
  Weapon.preferredSkin "PlasmaSkin"
  +NOALERT
  States
  {
  Ready:
	SSPL CB 2
  ActualReady:
    PLSG A 1 A_WeaponReady
    Loop
  Deselect:
    TNT1 A 0 ACS_ExecuteAlways(779,0, 2,0,0)
    TNT1 A 0
    PLSG A 1 A_Lower
    Goto DeSelect+2
  Select:
    TNT1 A 0 ACS_ExecuteAlways(779,0, 11,0,0)
    TNT1 A 0
    PLSG B 1 A_Raise
    Goto Select+2
  Fire:
    PLSG A 0 A_JumpIfInventory("RedPlasmaChecker", 1, "Fire2")
    //PLSG A 0 A_JumpIfInventory("cell", 2, 1)
	//Goto FireA
    PLSG A 0 A_Jump(127, "FireA")
    PLSG A 0 A_GunFlash
    PLSG A 0 A_FireCustomMissile ("SSTPlasmaBall", 0, 1, 0, 1) 
    PLSG A 0 A_PlaySoundEx ("weapons/plasmaf", "Weapon") 
    PLSG A 0 //A_TakeInventory("cell", 1)
    PLSG A 5
    PLSG B 0 A_ReFire
	SSPL DDDDCB 1
	//SSPL BCDDDD 1
    Goto ActualReady
  FireA:
    PLSG A 0 A_GunFlash
    PLSG A 0 A_FireCustomMissile ("SSTPlasmaBall3", 0, 1, 0, 1) 
    PLSG A 0 A_PlaySoundEx ("weapons/plasmaf", "Weapon") 
    PLSG A 5
    PLSG B 0 A_ReFire
	SSPL DDDDCB 1
	//SSPL BCDDDD 1
    Goto ActualReady
  Fire2:
    PLSG A 0 A_Jump(127, "Fire2A")
    //PLSG A 0 A_JumpIfInventory("cell", 2, 1)
	//Goto Fire2A
    PLSG A 0 A_GunFlash
    PLSG A 0 A_FireCustomMissile ("SSTPlasmaBall2", 0, 1, 0, 1)
    PLSG A 0 A_PlaySoundEx ("weapons/plasmaf", "Weapon") 
    PLSG A 0 //A_TakeInventory("cell", 1)
    PLSG A 5
    PLSG B 0 A_ReFire
	SSPL DDDDCB 1
	//SSPL BCDDDD 1
    Goto ActualReady
  Fire2A:
    PLSG A 0 A_GunFlash
    PLSG A 0 A_FireCustomMissile ("SSTPlasmaBall4", 0, 1, 0, 1) 
    PLSG A 0 A_PlaySoundEx ("weapons/plasmaf", "Weapon") 
    PLSG A 5
    PLSG B 0 A_ReFire
	SSPL DDDDCB 1
	//SSPL BCDDDD 1
    Goto ActualReady
  Flash:
    NULL A 0 A_SpawnItemEx ("PlasmaEcho", 0,0,0, 0,0,0, 0, 160)
    PLSG A 0 A_JumpIfInventory("RedPlasmaChecker", 1, 5)
    PLSF A 2 Bright A_Light1
    TNT1 A 0 ACS_ExecuteAlways(925,0, 150,0,0)
    PLSF B 2 Bright A_Light0
	RLGG E 0 A_AlertMonsters
    Goto LightDone
    PLSF C 2 Bright A_Light1
    TNT1 A 0 ACS_ExecuteAlways(925,0, 150,0,0)
    PLSF D 2 Bright A_Light0
	RLGG E 0 A_AlertMonsters
    Goto LightDone
  Spawn:
    PLAG A -1
    Stop
  }
}

actor SSTPlasmaBall
{
  Radius 10
  Height 8
  Speed 50
  Damage 8
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Alpha 0.75
  scale 0.75
  //SeeSound "weapons/plasmaf"
  DeathSound "weapons/plasmax"
  Obituary "$OB_MPPLASMARIFLE"
  damagetype "Plasma"
  States
  {
  Spawn:
    PLSE AAAAAAAAAAAA 1 bright A_SpawnItemEx ("PlasmaTrail", random(-0.25,0.25), random(-0.25,0.25), random(-0.25,0.25), 0, 0, 0, 0, 160) 
    loop
  XDeath:
  	TNT1 A 0 A_PlaySoundEx("plasma/zap", soundslot6)
	NULL AAAAAAAA 0 A_SpawnItemEx ("PlasmaBallCrackleSpawner", 0,0,0, 0,0,0, 0, 160) 
    PLSE ABCDE 4 bright
    stop
  Death:
	NULL A 0 A_SpawnItemEx ("BlueParticleSphere", 0,0,0, 0,0,0, 0, 160) 
    PLSE ABCDE 4 bright
    stop
  }
}

actor SSTPlasmaBall3 : SSTPlasmaBall
{
  Damage 7 //this was 6 in 1.3
  States
  {
  Spawn:
    PLSE AAAAAAAAAAAA 1 bright A_SpawnItemEx ("PlasmaTrail", random(-0.25,0.25), random(-0.25,0.25), random(-0.25,0.25), 0, 0, 0, 0, 160) 
    loop
  XDeath:
  	TNT1 A 0 A_PlaySoundEx("plasma/zap", soundslot6)
	NULL AAAAAAAA 0 A_SpawnItemEx ("PlasmaBallCrackleSpawner", 0,0,0, 0,0,0, 0, 160) 
    PLSE A 1 bright
    PLSE A 0 A_Explode(1,16,0,0) //16 was 8
    PLSE A 3 bright
    PLSE ABCDE 4 bright
    stop
  Death:
	NULL A 0 A_SpawnItemEx ("BlueParticleSphere", 0,0,0, 0,0,0, 0, 160) 
    PLSE A 1 bright
    PLSE A 0 A_Explode(1,16,0,0) //16 was 8
    PLSE A 3 bright
    PLSE ABCDE 4 bright
    stop
  }
}
You're right. it's 7-56 or 8-64 damage, average 7.5-60, with a worse stunlock rate than the Plasma Rifle.
Really, the easiest (and most logical) solution is to just make it a normal plasma rifle (3 tics per shot, one cell per shot).
Do you know how cool it'd look to spray the area with white-hot plasma given all the fancy effects? It'd look flashy as heck.
Besides, what's wrong with a fast-fire plasma rifle? Rapidfire stuff is fun.
That and, it was never "Press fire to win". It's not powerful enough to do so, and it uses cells, the rarest ammo type in the game.
Really, the SSG is that role more than anything else; and we wouldn't have it any other way.

On an unrelated note,

Code: Select all

ACTOR SSTBFG10k : BFG10k replaces bfg10k
{
  SpawnID 165
  Radius 20
  Height 20
  Weapon.Selectionorder 2799
  Weapon.AmmoUse2 0
  Weapon.AmmoGive2 80
  Weapon.AmmoType2 "Cell"
  Weapon.AmmoUse1 1
  Weapon.AmmoGive1 0
  Weapon.AmmoType1 "10kShot"
  Weapon.Kickback 100
  Inventory.Pickupmessage "You got the BFG10000!  (Alt-fire reloads.)" // "You got the BFG10000!  (Alt-fire reloads.)"
  Obituary "%o blown away by %k's BFG10k."
  +NOALERT
  +WEAPON.NOAUTOFIRE
  +WEAPON.NOLMS
  +BLOODSPLATTER
  +AXEBLOOD
  //+AMMO_OPTIONAL
  Weapon.preferredSkin "10kSkin"
  States
  {
  Spawn:
    BFG2 A -1
    Stop
  AlmostReady:
    BG2G OOOOOOOO 2 A_Raise
    BG2G O 1 //A_WeaponReady
    BG2G A 0 //A_Refire
    BG2G O 1 A_Raise
    Goto Ready
  Ready:
    TNT1 A 0 A_ZoomFactor(1.0)
    RLGG E 0 A_JumpIfNoAmmo("Reload")
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto ReadyEmpty
    BG2G A 0 A_PlayweaponSound ("weapons/bfg10kidle")
    BG2G A 1 A_WeaponReady
    BG2G A 1 A_WeaponReady
    BG2G A 1 A_WeaponReady
    BG2G B 1 A_WeaponReady
    BG2G B 1 A_WeaponReady
    BG2G B 1 A_WeaponReady
    BG2G C 1 A_WeaponReady
    BG2G C 1 A_WeaponReady
    BG2G C 1 A_WeaponReady
    BG2G D 1 A_WeaponReady
    BG2G D 1 A_WeaponReady
    BG2G D 1 A_WeaponReady
    Loop
  ReadyEmpty:
    BG2G OO 1 A_WeaponReady
    RLGG E 0 A_JumpIfNoAmmo("Reload")
    Loop
  Deselect:
    TNT1 A 0 ACS_ExecuteAlways(779,0, 2,0,0)
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto DeselectEmpty
    TNT1 A 0
    BG2G E 1 A_Lower
    Goto DeSelect+2
  DeselectEmpty:
    TNT1 A 0
    BG2G O 1 A_Lower
    Goto DeSelectEmpty
  Select:
    RLGG F 0 A_GiveInventory("10krefirecheck", 1)
    TNT1 A 0 ACS_ExecuteAlways(779,0, 6,0,0)
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto SelectEmpty
    TNT1 A 0
    BG2G E 1 A_Raise
    Goto Select+3
  SelectEmpty:
    TNT1 A 0
    BG2G O 1 A_Raise
    Goto SelectEmpty
  Fire:
    BG2G E 0 A_JumpIfNoAmmo("Reload")
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto Reload
    RLGG F 0 A_TakeInventory("10krefirecheck", 1)
    BG2G E 20 A_PlayweaponSound ("weapons/bfg10kf")
    BG2G F 4
    BG2G G 1
    BG2G H 1
    BG2G I 1
    BG2G J 1
    TNT1 A 0 BRIGHT A_ZoomFactor(0.90)
    Goto Hold
  Hold:
    BG2G E 0 A_JumpIfInventory("10krefirecheck", 1, "Fire")
    BG2G E 0 A_JumpIfNoAmmo("Reload")
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto Reload
    //RLGG F 0 A_TakeInventory("10kShot", 1)
    BG2G K 2 BRIGHT A_GunFlash
	TNT1 A 0 Radius_Quake(2,4,0,1, 0)
    RLGG E 0 A_AlertMonsters
    BG2G L 0 A_RailAttack (0, 0, 0, "none", "00 DD 00", 1, 0, "Bulletpuff") 
    BG2G L 2 BRIGHT A_FireBullets(0,0,1,0,"SSTBFG10kShot")
    BG2G M 2
    BG2G E 0 A_JumpIfInventory("10kShot", 1, 1)
	Goto Reload
    BG2G N 0 A_ReFire
    BG2G O 0 A_PlayweaponSound ("weapons/bfg10kcool")
    BG2G O 1 A_ZoomFactor(0.91)
    BG2G O 1 A_ZoomFactor(0.92)
    BG2G O 1 A_ZoomFactor(0.93)
    BG2G O 1 A_ZoomFactor(0.94)
    BG2G O 1 A_ZoomFactor(0.95)
    BG2G O 1 A_ZoomFactor(0.96)
    BG2G O 1 A_ZoomFactor(0.97)
    BG2G O 1 A_ZoomFactor(0.98)
    BG2G O 1 A_ZoomFactor(0.99)
    BG2G O 1 A_ZoomFactor(1.0)
    BG2G O 25
    Goto Ready
  Flash:
    TNT1 A 0 A_Playsoundex ("weapons/10kshoot",soundslot7)
    TNT1 A 2 Bright A_Light2
    TNT1 A 2 Bright A_light0
    TNT1 A 0 ACS_ExecuteAlways(925,0, random(200,320),0,0)
    TNT1 A 1 Bright A_light0
    Goto LightDone
    Stop

  Reload:
    TNT1 A 0 A_ZoomFactor(1.0)
    RLGG F 0 A_JumpIfInventory("Cell", 10, 2)
    BG2G E 0 A_JumpIfInventory("10kShot", 1, "Ready")
    Goto ReadyEmpty
    RLGG F 0 A_GiveInventory("10krefirecheck", 1)
    BG2G OOOOOOOOO 2 A_Lower
    BG2G O 0 A_playsoundex("weapons/BFG10Kreload", "soundslot5")
    BG2G O 40
  Load:
    RLGG F 0 A_JumpIfInventory("10kShot", 16, "AlmostReady")
    RLGG F 0 A_TakeInventory("Cell", 10)
    RLGG F 0 A_GiveInventory("10kShot", 1)
    RLGG F 0 A_JumpIfInventory("Cell", 10, 1)
    Goto AlmostReady
    RLGG F 0
    LOOP
  Altfire:
    BG2G E 0 A_JumpIfInventory("10kShot", 16, "Ready")
    BG2G O 1
    Goto Reload
  }
}

actor 10kShot : Ammo
{
  +IGNORESKILL
  inventory.pickupmessage "You probably shouldn't see this."
  inventory.amount 1
  inventory.maxamount 16
  inventory.icon "CELLA0"
  ammo.backpackamount 0
  ammo.backpackmaxamount 16
}

actor 10krefirecheck : Inventory
{
  inventory.amount 1
  inventory.maxamount 1
}

actor SSTBFG10KShot : BFG10KShot replaces bfg10kshot
{
damagetype "Rocket"
  //SpawnID 217
  //Radius 11
  //Height 8
  //Speed 20
  //Damage 160
  +NOBLOCKMAP
  +NOGRAVITY
  +ACTIVATEIMPACT
  +ACTIVATEPCROSS
  +NOTELEPORT 
  +PUFFONACTORS
  //+PUFFGETSOWNER
  +FORCERADIUSDMG
  Renderstyle Add
  Alpha 0.75
  SeeSound "weapons/bfg10kx"
  AttackSound "weapons/bfg10kx"
  Obituary "$OB_BFG10K" // "%o was blasted by %k's BFG10K."
  States
  {
  Spawn:
    BFE1 A 0 Bright
	NULL A 0 A_SpawnItemEx ("GreenParticleSphere", 0,0,0, 0,0,0, 0, 160) 
    NULL A 0 A_SpawnItemEx ("RocketEcho", 0,0,0, 0,0,0, 0, 160)
         NULL A 0 Radius_Quake (2.75, 10, 0, 8, 0)
    BFE1 A 3 Bright A_Detonate
    BFE1 BCDEF 3 Bright
    Stop
  }

}
The BFG10000's only supposed to take 5 cells per shot, but currently it's taking 10 cells to reload (and 160 cells total to reload the clip). You might wanna fix that, as currently the BFG9000's overall the better weapon (except maybe in DM since hitscans, but what maniac places BFGs in a DM map).
Last edited by Untitled on Fri Dec 20, 2013 1:13 am, edited 1 time in total.
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Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

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Ænima
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RE: Super Skulltag v1.4, back from the dead with RC6!

#295

Post by Ænima » Fri Dec 20, 2013 1:02 am

So is the PR's damage output fine where it is or should I buff it a bit?


And I've never noticed that about the 10k. But I think a loooooooong time ago, AlienWolve convinced me to make it 10 per shot instead of 5 (since if you think about it, it's about the same damage output as the Railgun which uses 10 cells-per-shot, just in explosion radius form instead of a concentrated rail).
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Untitled
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Posts: 519
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RE: Super Skulltag v1.4, back from the dead with RC6!

#296

Post by Untitled » Fri Dec 20, 2013 1:18 am

Ænima wrote: So is the PR's damage output fine where it is or should I buff it a bit?
Change all the SST Plasma Balls to do 10-80 damage and we're talking, since that levels the DPS with the original, as well as make all the SST Plasma Balls explode for 1 so the stunlock potential is kept.
Ænima wrote: And I've never noticed that about the 10k. But I think a loooooooong time ago, AlienWolve convinced me to make it 10 per shot instead of 5 (since if you think about it, it's about the same damage output as the Railgun which uses 10 cells-per-shot, just in explosion radius form instead of a concentrated rail).
Eh, 16 damage per cell (160 for ten cells) vs. 15 (150 for 10 cells), but piercing is a REALLY useful utility. That and the thing is the BFG10K is a BFG weapon; even if it was overpowered originally, the reload thing prevents it being a spam cannon, which was it's main asset.
Also, the railgun was a utility weapon, not a BFG weapon.
Last edited by Untitled on Fri Dec 20, 2013 1:18 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

User avatar
Snakezz
 
Posts: 77
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RE: Super Skulltag v1.4, back from the dead with RC6!

#297

Post by Snakezz » Tue Jan 07, 2014 2:25 am

Are all the maps now included with this wad?

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Ænima
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Posts: 3523
Joined: Tue Jun 05, 2012 6:12 pm

RE: Super Skulltag v1.4, back from the dead with RC6!

#298

Post by Ænima » Tue Jan 07, 2014 4:04 am

Snakezz wrote: Are all the maps now included with this wad?
The ones that are finished, yeah. There's still a chunk that's unfinished though.
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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: a pack made by our community

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SwordGrunt
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Joined: Thu Jun 07, 2012 8:43 pm

RE: Super Skulltag v1.4, back from the dead with RC6!

#299

Post by SwordGrunt » Wed Feb 26, 2014 2:29 pm

Hey I wanted to ask. What about those two maps on the list?

SSTMAP20: Sgt Dopey - ?%
SSTMAP28: Snakez?

Any idea if they're actually being done? If not, I'd love to make another map for this (and if there's anything about 14 that needs to be changed, I'd be glad to review it)

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RE: Super Skulltag v1.4, back from the dead with RC6!

#300

Post by shayanomer » Wed Feb 26, 2014 3:38 pm

This is the error I get when opening it with Zandronum:

Execution could not continue.

Script error, "sst_v1.4rc6.pk3:sst_v1.4rc6.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun

I haven't even touched the file.

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