This is a lot of fun! The only problem is that it tends to require more cover-based maps than ones reliant on rooms, since packed maps tend to have the players hugging walls and watching corners instead of getting into the heated gunfights you see on maps like MM1OIL. You might be able to cut this down a bit by activating the markers at a certain distance, so that when the players are close enough to each other the indicators aren't visible. That's been the biggest complaint from the servers, that the indicator can influence gameplay too much in close quarters. I like the concept, though! If I find some time between my own projects and DOS Reborn I might see about getting a map or two done for this.
it being more cover based was admittingly intentional, as the damage dropoff was meant to give players the option of either trying to lead their shots further away knowing they have a higher margine for error, or taking the risk and trying to close in on the opponent for a high damage close range shot. but the markers do make attempting the latter difficult and even more risky than it should be. I'll implement a distance maximum so you only see them when you're sufficiently far away.
Largely boring and buggy. Fix reloading, remove (horribly coded) enemy sight, add footstep sounds. Needs a lot of tuning before people play it more than once and drop it forever.
Can't please everyone, but 4 out of 5 isn't bad. still though, give me some more details on these complaints. like what about reloading needs to be fixed beyond the unintentional 2 at a time ammo loading? exactly how is the enemy tracking "horribly coded"?
does it flicker a lot? that happens with pretty much everything online, not sure if I can do much about it.
is it inaccurate? again it does go a bit off center if you are at a higher or lower angle from them, so I tried to make it more of an approximation of where they are. I don't understand the math that the Hudmessageonactor function uses so I cannot really do much tuning to it.
but otherwise, it seems to do it's job as far as I can tell.
and what other things needs tuning? it's still in an early state so it's not going to be perfect right from the get-go, but I cannot fix what I don't know is broken.
Yo, this is super fun. It's really simple to pick up, but it's challenging when you factor in finding cover, the spread the bullets do if you shoot too quickly, and going in for killshots. I also love the unique bits of flavor the mod itself adds- it certainly has a lot of character, from the obituary to the hats flying off to the silly class names. Nice work!
I will agree that the tracker kind of throws me off, but it's not a big concern. The matches fly by quickly and they're always fun to watch since they usually get pretty tense. I'd only recommend bumping the movement speed a tad- he feels super slow.
Looking forward to more updates for this.
Thanks! and I'm going to work on the tracker. and I can raise the speed on the fighters some too, or at least the strafe speed since that's what I recall was specifically complained about. I tried to make the speed more in line with games like tf2 or overwatch as the base megaman moves rather fast. since leading shots is key, I didn't want classes to be able to move so fast that it feels like hammering the fire key yields better results more often than trying to judge the opponents movements and predict where they will be.
I've had lots of fun with this just today. My only recommendation is, since LMS seems to be a thing, set up the tracer so it only appears in Duel. Having 15 different tracers on-screen is pretty disorienting.
yeah, that was more of an experimental test at that time, I'll have it disabled for LMS in the future. that and make the deathsound only work in duel.
Good mod but you should polish the lazy things like the mega buster obit and mega buster hud into something else more fresh (a new hud).
Also have the +INVENTORY.IGNORESKILL flag on the ammo because the ammo sound plays 6 times when reloading, but you get the the ammo 2 by 2 because of doubleammo. Have this flag so it gives you the ammo 1 by 1.
Speaking of which, have the reloading time only reload the missing amount of bullets and not the 6 bullets every time.
That aside yeah this mod is simple and good by me
the huds in the works, with how badly my last 2 projects bombed despite all the work put into it, I was more focused on getting a functional product first, and then adding the visual elements as I go.
the whole 2 ammo thing was definitely a first for me, as I never had that happen to me before. thanks for the heads up on that flag.
and I'll make the reload time only reload missing bullets. I wanted reloads to be those strategic openings you have to put up with, and thus know when to retreat to cover so you can safely reload before the enemy tries to close in for a close range shot. my initial worry was that people would just fire one bullet and then immediately reload it over and over, and thus keep the opening short.
Ideally. I wanted the player to reload when they had 3 bullets or less.