OP Weapons (current version: v44), when balanced weapons just won't do

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Empyre
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Re: OP Weapons (current version: v28), when balanced weapons just won't do

#21

Post by Empyre » Tue Jul 25, 2017 5:27 am

I haven't tried it, but all the weapons do a custom damage type that players are immune to, so this should be completely useless in competitive modes.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v28), when balanced weapons just won't do

#22

Post by Empyre » Tue Jul 25, 2017 9:56 pm

Finally updated the screenshots.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v29), when balanced weapons just won't do

#23

Post by Empyre » Fri Aug 04, 2017 5:17 am

A very small update:

Download: opweapons_v29.pk3

Changes in opweapons_v29.pk3:

- Changed all powerups to use Powerup.Color None so they will have no visual
effect as desired in ZDoom and GZDoom (and presumably QZDoom). Even in Zandronum,
the unwanted visual effect looks better than what I was using in v28, so much so
that I decided to release a new version with just that one small change.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v30), when balanced weapons just won't do

#24

Post by Empyre » Mon Aug 14, 2017 3:58 am

I fixed a couple bugs and tweaked several things:

Download: opweapons_v30.pk3

Changes in opweapons_v30.pk3:

- Fixed the bug that caused the invulnerability granted by your fist when you
have berserk to fail after a while. The invulnerability granted by a switch in
a map, like my maps for example, still breaks it, but that can't be fixed.
- Fixed a bug that caused the armor bonus to displayed as your armor level when
it should be green or blue armor.
- Reduced the blue armor's protection from 75% to 66.667%.
- Reduced the both health and damage of turrets and ghosts by half.
- Made the Chainsaw primary fire 3/4 as strong, and the alt-fire's twice as
strong.
- Doubled the radius of the explosions from both primary and alt-fire on the
Shotgun, but the actual damage is unchanged.
- Made Super Shotgun primary fire 5/8 as strong, and the alt-fire about twice
as strong.
- Made the puffs from the big rocket do damage like they used to.
- Doubled the damage of the Plasma Rifle alt-fire.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v31), when balanced weapons just won't do

#25

Post by Empyre » Wed Sep 20, 2017 3:07 am

Big changes this time:

Download: opweapons_v31.pk3

Changes in opweapons_v31.pk3:

- Replaced many default sprites and sounds with custom ones, credited above.
- Added two new weapons: Quad Shotgun on Hax and Ultimate Unmaker.
- Added Open GL glowing effect to Shotgun alt-fire.
- Made sure all weapons sprites were bright while firing.
- Made the turrets and ghosts especially vulnerable to the players' fists,
so they can be easily removed if desired.
- Made the ghost actor not inherit from the lost soul actor because that was
causing problems with certain mods.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v32), when balanced weapons just won't do

#26

Post by Empyre » Fri Sep 22, 2017 12:49 am

Bug fixes and tweaks:

Download: opweapons_v32.pk3

Changes in opweapons_v32.pk3:

- Made the Quad Shotgun on Hax not damage players, ghosts, and turrets.
- Made the Unmaker primary fire shoot 6 projectiles as intended, instead of 5.
- Increased the damage from the alt-fires of BFG666000 and Unmaker, but they're
still surprisingly weak in tight spaces.
- Made the puffs from all weapons (except fists) go through players, ghosts,
and turrets.
- Fixed: Some weapons weren't using ammo.
- Tweaked ammo usage on several weapons.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v33), when balanced weapons just won't do

#27

Post by Empyre » Tue Sep 26, 2017 11:56 pm

Bug fixes, tweaks, and another new weapon!:

Download: opweapons_v33.pk3

Changes in opweapons_v33.pk3:

- Added the Lightning Gun.
- Fixed the select state for the Unmaker.
- Added a trail to Unmaker alt fire.
- Added do-nothing inventory items before and after the teleport to prevent
accidental teleporting.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v34), when balanced weapons just won't do

#28

Post by Empyre » Sun Oct 01, 2017 12:37 am

A skin, yet another new weapon, and some tweaks:

Download: opweapons_v34.pk3

Changes in opweapons_v34.pk3:

- Added a skin for the player, Zandroguy by President People.
- Added a new weapon, the Many Launcher!
- Made the Lightning Gun more powerful because it was under-performing relative
to the Plasma Gun that shares its slot.
- Increased the sparsity and decreased the duration of the Lightning Gun's rail
to reduce the problem of it not always drawing when shot at an extreme distance.
- Changed the sprite for the Chaingun because the old one, which was really
nice looking and had extra frames in the animation, but it was so big that the
player could barely see the rails.
- Set the radius and height of several projectiles that were scaled larger or
smaller than their parent actor.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v36), when balanced weapons just won't do

#29

Post by Empyre » Thu Nov 16, 2017 3:51 pm

A bug fix and some tweaks:

Download: opweapons_v35

Changes in opweapons_v35.pk3:

- Corrected a misspelled sprite name in the Many Launcher.
- Increased the starting (and respawning) health and armor to the same as the
maximum, 2000.
- Made the Plasma Gun alt-fire blue, to better match the primary fire.
- The Quad Shotgun on Hax now makes bullet chip decals.
- Changed the sprites for the ghosts. Thanks, WARDUST!

EDIT: A quick same-day release for a bug fix:

Download: opweapons_v36

Changes in opweapons_v36.pk3:

- Edited GLDEFS so the new sprites for Ghosts and Plasma Gun alt-fire now glow,
because I forgot to do that in v35.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v37), when balanced weapons just won't do

#30

Post by Empyre » Tue Dec 26, 2017 11:49 pm

Another update:

Download: opweapons_v37.pk3

Changes in opweapons_v37.pk3:

- Replaced PermaRadSuit with 100% resistance to Slime and Drowning damage. This
achieves the same effect, but without leaking and without the always-there
power-up color dimming the screen.
- Fixed the problem of other mods overriding some of the sounds in OPWeapons.
- Re-did the recoloring of the Plasma Gun alt-fire.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v38), when balanced weapons just won't do

#31

Post by Empyre » Wed Feb 07, 2018 2:47 am

A couple small fixes:

Download: opweapons_v38.pk3

Changes in opweapons_v38.pk3:

- Fixed a bug with the blue armor that you spawn with not acting like you have
blue armor.
- Renamed some sprites to be different from sprites used by SunMadcat's
monsters, giving me an excuse to fix the above bug.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v39), when balanced weapons just won't do

#32

Post by Empyre » Wed Feb 21, 2018 1:05 am

A small bug-fix and a big turret update:

Download: opweapons_v39.pk3

Changes in opweapons_v39.pk3:

- Fixed a bug in the Megasphere's armor that was just like the spawn armor bug
I fixed in v38, but forgot to also fix this bug then.
- Made the turrets take 3 seconds to be created.
- Changed the sounds for turret creation, idle, and pain, and added a see sound
for turrets.
- Fixed the way turrets shoot so now they shoot more reliably, working much like
the Chaingun Guy, Arachnotron, and Spider Mastermind.
- Added Rocket Turret. The rockets fly fast, but they do not home.
- Added Minigun Turret. It shoots faster than Rail Turret, but does not pierce.
- Lowered carrying capacity for each kind of turret from 4 to 3, but the new
4 kinds * 3 each is more than the old 2 kinds * 4 each.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v40), when balanced weapons just won't do

#33

Post by Empyre » Fri Mar 09, 2018 1:15 am

Another small bug fix and some look-and-feel polish:

Download: opweapons_v40.pk3

Changes in opweapons_v40.pk3:

- Fixed a bug that displayed armor bonus icon when you pick up green or blue
armor and you have none already.
- Changed the sprites for medikit, stim pack, blur sphere (now ghost sphere),
allmap, berserk, and radsuit (now power suit).
(now power suit).
- Changed the pick-up sounds for health and armor.
- Made sure all graphic are in PNG format so they won't be messed up by custom
palettes.
- Made all hud icon offsets line up right.
- Sprites and sounds are now (nearly) all included even if unchanged, so other
wads can't mess them up.
- Got rid of the annoying turret see sound.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v41), when balanced weapons just won't do

#34

Post by Empyre » Sun Apr 22, 2018 1:38 am

Teleport update!

Download: opweapons_v41.pk3

Changes in opweapons_v41.pk3:

- Changed the teleport so that instead of always teleporting to spawn, the
player can place a teleport marker to teleport to. This should allow a single
player to use those dreaded coop-only switches.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v42), when balanced weapons just won't do

#35

Post by Empyre » Sun May 20, 2018 1:45 am

Two new weapons! and some other tweaks.

Download: opweapons_v42.pk3

Changes in opweapons_v42.pk3:

- Added a new weapon: Goo Gun, which shoots radioactive goo that the player can
detonate with alt-fire. It randomly replaces the Chainsaw, but it joins the
pistol in slot 2.
- Added a new weapon: Sniper Rifle, which shoots a rail that does twice enough
damage to kill a cyberdemon, but with a slow firing rate. Alt-fire zooms, but
with only one zoom level, so returning to normal is easier. It randomly replaces
the chaingun, and joins it in slot 4.
- Instead of zooming, the Pistol alt_fire now fires a concussion wave that
damages and pushes all nearby monsters.
- When a player disconnects, his teleport markers and turrets are now removed.
- When player is healing with alt-Fist, it heals other players in a much larger
radius now, and announces that the player is healing the team.
- Tweaked the weapon selection order.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v43), when balanced weapons just won't do

#36

Post by Empyre » Tue Sep 18, 2018 4:25 pm

Lots of tweaks!

Download: opweapons_v43.pk3

Changes in opweapons_v43.pk3:

- Added player firing frame to GLDEGFS.
- When a player disconnects, his ghosts are removed like his turrets and
teleport markers.
- Improved the BFG 666000's alt-fire, thanks to studying Ijon Tichy's code for
his TCBPR in LelWeps.
- Removed the word Maker from the names for the turret makers.
- The DoNothings are now correctly placed in the inventory in coop as well as
single-player, on either side of the teleports to help prevent accidental
teleporting when placing turrets.
- Improved the spread of the Many Launcher primary fire.
- The Fist alt-fire now heals all players everywhere. To make this slightly
less OP, the berserked healing is now 100 at a time instead of 250, double the
non-berserked rate instead of 5 times.
- The Goo Gun no longer hurts turrets and ghosts, and the goo now passes right
through them, and through players too.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v44), when balanced weapons just won't do

#37

Post by Empyre » Fri Aug 12, 2022 2:29 am

So many changes! Barring unexpected bugfixes, this is intended to be the final version.

Download: opweapons_v44.pk3

Changes in opweapons_v44.pk3:

- Players' homing projectiles autoaim at only hostile monsters, because
+NOTAUTOAIMED on the player caused monsters to not aim at the player, too. For
this to work in multiplayer, YOU MUST HAVE +sv_smartaim 3 ON THE SERVER!
- Gave the weapons DoomEd numbers and //$Category.
- Added keybinds for using turrets and teleport.
- Added the following CVars to customise your gameplay experience:
float OPDamage = 1.0; //0.01 - 10.0 Multiplier for damage dealt.
int OPHealth = 10; //1 - 100 Multiplier for player health.
int OPArmor = 10; //1 - 100, but only certain values are allowed.
int OPTurrets = 3; //0 - 5, How many turrets of each kind?
int OPTurretLife = 600; //0 - 900 Life-span of turrets in seconds.
//0 means forever.
bool OPTeleport = True; //Is the teleport allowed?
bool OPSkulltag = False; //Do OPWeapons need to replace Skulltag weapons?
int OPRedGhost = 12; //0 - 100 Percent chance of Red Ghost appearing instead
//of white ghost.
bool OPPistolStart = False; //If True, each map will be a fresh pistol,start.
bool OPInvul = True; //Replaces Invulnerability with OPInvulnerability
//Setting this to False also removes invul from Megasphere.
bool OPPowerSuit = True; //Replaces the RadSuit with OPPowerDSuit.
//Setting this to False also reduces immunity to\
//slime and drowning to 50%.
bool OPGhostSphere = True; //Replaces BlurSphere with OPGhostSphere.
bool OPAllMap = True; //Replaces AllMap with OPAlllMap, which adds radar.
- A Change to any CVar takes effect on the next map change.
- Changed the Radius of the OPPlasmaBall to match the original PlasmaBall.
- Made turret and ghost health show correctly in OPMonsters version of HPBar.
- Gave powerups a Powerup.Color that is not None, but subtle enough to be only
noticeable when it is ending.\
- Organized DECORATE and .gl files into more organized folders.
- Made the explosions of the BFG alt-fire glow.
- Improved the Unmaker alt-fire's glow.
- Fixed sprite name conflicts with plasma gun, lightning ball, and unmaker ball.
- All weapons have a sound to play when selected.]
- Tried yet again to fix projectiles sometimes living forever.
- Changed how armor pickups work to act more like health pickups.
- The inventory items will no longer rearrange themselves at map change.
- Made the berserk fist invulnerability work in a much more elegant way.
No more spaghetti code.
- The ghost launched by the Magic Powers weapon has a chance to be a red variant
with no projectile attack but with the ability to raise an enemy. This can be
controlled with a CVar.
- Some weapons will be able to foil an enemy's invulnerability.
- Changed the sparsity and duration of rails so you will actually be able to see
them more often.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v44), when balanced weapons just won't do

#38

Post by Empyre » Fri Aug 12, 2022 10:05 am

Aaaaaugh! Bugs! There re bugs that apparently happen only in multiplayer. Here is what I have found so far:

The turrets explode immediately as soon as they are finished building.
The invulnerability sphere appears to be the 30-second standard one when the flag should default to the 60-secomnd OP version.

While I am working on these, please tell me if you find other bugs.
"For the world is hollow, and I have touched the sky."

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Re: OP Weapons (current version: v44), when balanced weapons just won't do

#39

Post by Empyre » Fri Aug 12, 2022 2:09 pm

I found another bug. Some weapons disappear when picked up, despite the Weapons Stay flag being set.
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Re: OP Weapons (current version: v44), when balanced weapons just won't do

#40

Post by Empyre » Sun Aug 21, 2022 3:16 am

In the not-yet-released version 44a, I have fixed the problems with the weapons and powerups, but I found another bug, a rocket sprite conflict with OPMonsters. I plan to release v44a with the bug fixes when I fix that bug too, probably Tuesday, my next day off from work.

Also, I solved the mystery of the exploding turrets. When I updated my servers from v43 to v44, I forgot to remove the turret health patch for v43 when run with OPMonsters. V44 doesn't need that patch, and the patch was causing the turrets to die immediately. So, at least that bug is now fixed on my servers.
"For the world is hollow, and I have touched the sky."

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