u/William_Wave

Image 1 — Updated cockpit HUD
Image 2 — Updated cockpit HUD
Image 3 — Updated cockpit HUD
Image 4 — Updated cockpit HUD

Updated cockpit HUD

Added decorative control panels to the cockpit. Stat displays are still available by changing the HUD mode.

u/William_Wave — 1 day ago

Centering a HUD image with any resolution, help required

Good day.

A custom HUD image that is supposed to be displayed precisely in the center bottom of the screen keeps shifting horizontally with different screen resolutions. The image width is 1280, and it is displayed properly only with the resolution of 1280x720. If anyone has an idea, let me know how to fix it.

Here is the HUD code from SBARINFO:

statusbar fullscreen, fullscreenoffsets {

`//control panel`

`drawimage "CTPNLC", 640, -1, centerbottom;`

}

reddit.com
u/William_Wave — 4 days ago

Coding a custom zoom key, help required

Good day.

I have an idea to write code for a custom zoom in-zoom out key. This is what it looks like:

addmenukey "Zoom" "+SVD_zoom"

alias +SVD_zoom "fov 20"

alias -SVD_zoom "fov 90"

defaultbind "mouse2" "+SVD_zoom"

. The issue is that with field of view set to 20 mouse sensitivity becomes too high, which harms aim accuracy. Changing the mouse sensitivity by using a command like

"fov 20; mouse_sensitivity 0.2"

is not working. Using an A_ZoomFactor action in weapon's state will not do either because both fire and altfire states are reserved for attack and special ability.

Let me know what other methods might work.

reddit.com
u/William_Wave — 6 days ago

Configuring a custom zoom key to change mouse sensitivity as well (help required)

Good day.

I have an issue with setting up a key for zooming and changing the mouse speed. This is how it is supposed to work: while the key is held, field of view sets to 20 and the sensitivity to 0.2, and when released, field of view sets to 90 and senstivity to 1.0.

Only field of view has been changing successfully so far.

Here is the current code for the key:

addkeysection "Strike Vector D" SVD_controls
//Zoom
addmenukey "Zoom" "+SVD_zoom"
alias +SVD_zoom "fov 20; mouse_sensitivity 0.2"
alias -SVD_zoom "fov 90; mouse_sensitivity 1"
defaultbind "mouse2" "+SVD_zoom"

When this code is executed, the ingame console shows a message: cannot set variable mouse_sensitivity from unsafe command. Setting an "archive" prefix before +SVD_zoom and -SVD_zoom as suggested online breaks the command and it stops working at all.

reddit.com
u/William_Wave — 8 days ago

Developing an air combat game, feedback required

Good day. Hopefully it is okay to post it here.

I have a project in development, a total conversion for Doom 2 that turns the game into an aerial shooter. One big issue that has been present for a long time is lack of variety in opponents' behavior, which is pretty difficult to solve alone for someone without actual experience or knowledge in real air combat.

The project features two major factions: military air forces (standard army jets and orbital planes) and sky pirates (makeshift light and heavy models). It would also be cool to give them distinct flight patterns.

If there are experts in this area, let me know what is worth adding, adjusting, or removing.

Here is a link to the project: https://gamebanana.com/wips/100450 .

Huge gratitude for help.

u/William_Wave — 9 days ago

Strike Vector D, development news

Version 9 is out. New in this update:

two more pirate fighters;

one linear map and one endless map that are actually opposite sides of a single location;

grappling chain combined with shotgun as a new secret weapon;

custom HUD.

Another news is that the mod has been relocated to GameBanana: https://gamebanana.com/wips/100450 . Further updates are planned to be uploaded there instead of ModDB.

u/William_Wave — 10 days ago

Good day.

I have an idea to make a sky pirate base map for my project. The map itself is a futuristic slum hovering high above the ground, and pirates inhabiting it use more or less futuristic jet fighters for combat.

Two planes are ready: the first one is a light model equipped with shotguns for close-ranged combat, the other one is a heavier type with tank-caliber rocket launchers.

There is also a third plane planned, a minigun model that rushes at the player and explodes when its health reaches zero.

It would be awesome to add something else to this particular map, maybe another plane or a combat drone.

Share your ideas.

reddit.com
u/William_Wave — 20 days ago

Durability and shield displays on the left side, special attack energy and damage boost ones on the right side, plus weapon icons closer to the center. The cockpit frame is actually a part of the weapon sprite.

Looks raw at this point, so feel free to suggest additions and adjustments.

u/William_Wave — 23 days ago

Good day.

I have an issue with writing an ACS script for a HUD minimap. Compilation fails and the only error message shown in the error report is "function drawmap is used, but not defined".

If anyone has a guess, explain what might be wrong.

Here is the code in its current state:

#include "zcommon.acs"

script "MINIMAP" ENTER
{
    SetHudSize(640, 480, 0); 
    
    // DrawMap(x, y, width, height, stayOnScreen)
    DrawMap(0, 0, 300, 300, 1);
}
reddit.com
u/William_Wave — 24 days ago

Solved: found an alternative solution. See comments.

----------------

Good day.

I have an idea to make an object that is solid for monsters and passable for the player at the same time, something that might be used like a cover in combat.

Google suggests to use a -BLOCKPLAYERS flag which doesn't work for some reason; Slade refuses to recognize it at all. Further searching hasn't given any result yet.

This is what the code currently looks like:

ACTOR HangingCrate 10125 {
+SPAWNCEILING
+FLOAT
+NOGRAVITY
+SOLID
Height 512
Radius 384

States {

Spawn:
DUSC A 1
Loop
}
}

The object is written in Decorate for Zandronum if it matters.

reddit.com
u/William_Wave — 1 month ago

[Solved]

Good day.

Custom weapons keep switching to weapons with a higher selection order when altfired without ammo. What they have to do is to stay selected, but do not perform an attack when the altfire button is pressed.

Using an ALT_AMMO_OPTIONAL flag will not work because with it the altfire attack is still usable.

Here is an example of one weapon. Other weapons are coded in a similar way.

ACTOR GatlingStriker: Weapon Replaces Chaingun {

`+WEAPON.NOAUTOAIM`

`+WEAPON.DONTBOB`

`+WEAPON.AMMO_OPTIONAL`

`Weapon.SelectionOrder 104`

`Weapon.AmmoUse 0`

`Weapon.AmmoUse2 5`

`Weapon.AmmoGive 0`

`Weapon.AmmoType "None"`

`Weapon.AmmoType2 "N-TANK"`



`Inventory.PickupMessage "Gatlings."`



`States {`

	`Spawn:`

	`EMPT Y -1`

	`Loop`

	

	`Select:`

	`GATL F 0 A_PlaySound ("weapon/GunRaise", CHAN_WEAPON, 1.0)`

	`GATL F 0 A_Raise`

	`Loop`

	

	`Deselect:`

	`GATL C 2 A_PlaySound ("weapon/GunLower", CHAN_WEAPON, 1.0)`

	`GATL DE 2`

	`GATL F 10`

	`Goto DeselectAnim`

	

	`DeselectAnim:`

	`GATL F 0 A_Lower`

	`Loop`

	

	`Ready:`

	`GATL FED 2`

	`GATL C 2 A_AlertMonsters`

	`Goto Ready2`

	

	`Ready2:`

	`GATL A 1 A_WeaponReady`

	`Loop`

	

	`Fire:`

	`GATL A 0 A_PlaySound("weapon/GatlingStart", CHAN_WEAPON, 1.0)`

	`GATL ABA 5`

	`GATL BAB 3`

	`GATL ABA 1`

	`Goto FireAttack`

	

	`FireAttack:`

	`GATL A 0 A_GunFlash ("Flash")`

	`GATL A 0 A_PlaySound ("weapon/GatlingShot")`

	`GATL A 1 A_FireBullets (5, 2, 2, 2, "ShotGatBullet")`

	`GATL B 1`

	`GATL A 0 A_ReFire ("FireAttack")`

	`GATL B 0 A_PlaySound ("weapon/GatlingStop", CHAN_WEAPON, 1.0)`

	`GATL BAB 1`

	`GATL ABA 3`

	`GATL BAB 5`

	`Goto Ready2`

	

	`AltFire:`

	`GATL G 0 Bright A_PlaySound ("weapon/CarabineTesla", CHAN_WEAPON, 1.0)`

	`GATL G 4 Bright A_FireBullets(359, 180, 180, 15, "ShotGatBullet")`

	`GATL H 0 Bright A_PlaySound ("weapon/CarabineTesla", CHAN_WEAPON, 1.0)`

	`GATL H 4 Bright A_FireBullets(359, 180, 180, 15, "ShotGatBullet")`

	`GATL A 0 A_ReFire`

	`Goto Ready2`

	

	`Flash:`

	`GATF A 1 Bright A_Light2`

	`Goto LightDone`

`}`

}

Let me know what other solutions might help in this case.

reddit.com
u/William_Wave — 1 month ago