Closed BasicallyTDuy closed 1 year ago
Your using 21.13.2 or 21.13.1? And you already reported and I fixed the firing immediately after ADS with the rifle https://github.com/BLOODWOLF333/Brutal-Doom-Community-Expansion/issues/402
The latest version, you forgot to make the two fire states check for no ammo
Ah shoot i forgot something else, the Chaingun guy's dismembered arm sometimes renders as a normal arm when it gets kicked around, and it was the GibChainArm actor
Edit: Okay i reconfirmed it, it was the missing Pain state for that actor
What stretched weapon sprites?
(Edit 2) The stretched weapon sprites can be fixed by setting Weapon.ScaleX and Weapon.ScaleY to 1.2 in ClassicWeapons.txt and DefaultWeapons.txt
That's everything except this. I have no idea what you're talking about with stretched weapons sprites. You must be specific I cannot read your mind, I dont have the same setup as you, probably not using the same resolution, etc you must be specific and explain, don't give me vague reports. I dont see anything wrong with the weapons on my side.
(Edit 2) The stretched weapon sprites can be fixed by setting Weapon.ScaleX and Weapon.ScaleY to 1.2 in ClassicWeapons.txt and DefaultWeapons.txt
That's everything except this. I have no idea what you're talking about with stretched weapons sprites. You must be specific I cannot read your mind, I dont have the same setup as you, probably not using the same resolution, etc you must be specific and explain, don't give me vague reports. I dont see anything wrong with the weapons on my side.
Here's a little hint, if you compare the first person weapon sprites in-game and in the file, they'll look like they're squished horizontally when you're playing but look normal outside the game. Aiming down the rifle using the scope can easily help you figure it out. Also sorry for the late reply, I was busy for the whole morning.
Like this for an example
No there is nothing wrong with the weapon sprites. The render engine is stretching the sprites which are all 5:4 aspect ratio images to 16:9 or 16:10 whatever AR your using, there is nothing wrong and Im not going to risk screwing this up for all the other resolutions out there that people are playing on. No one else is bothered by or even noticed this so, nah that is way too OCD for me I'll pass.
Aight
Version: 21.13.2 (Latest)
Occurs on all devices and ports
Description:
The assault rifle skips the empty mag check and shoots an extra non-existent round when you left click immediately right after you aim down the sights and scope, so this happens in the two states: Fire2 and Fire3, I tried making them go to NoAmmo like the Fire state and it solved the problem.
The death state of the zombiemen getting cut in half alive horizontally spawns both DeadZombieman_Half and DeadZombiemanJustLegsAreLeft causes him to spawn 2 pair of legs because those 2 actors use the same stats and sprite. It can be found in Zombiemen.txt
Also remember the issue about the dying sergeant/shotgun guy who got his leg blown off? He now regrows his leg if he gets gibbed by a Super Shotgun, I think you should make him invisible and spawn a sarge leg, two arms, a sarge head along with some guts and bits
The actor BrutalizedCommandoBlasted spawns an extra pair of legs when it gets shot, kicked or walked on/over after the animation has finished, this was caused by the line TNT1 A -1, can be solved by simply removing that line. And this can be found in DyingGuys.txt
The corpse of the zombie scientist that had its right body blown off spawns another corpse with his whole upper body remain intact when it reaches the death state. One of the zombie scientist corpse actors also spawns a one-leg dead zombieman when it dies, possibly the one with its arm shot off. I also found this in LabGuy.txt
(Edited) The Chaingun guy's dismembered arm sometimes renders as a normal arm when it gets kicked around, and it was the GibChainArm actor due to the missing Pain state
(Edit 2) The stretched weapon sprites can be fixed by setting Weapon.ScaleX and Weapon.ScaleY to 1.2 in ClassicWeapons.txt and DefaultWeapons.txt
(Edit 3 Bruh how did I forget about this one completely?) The sergeant execution actor uses the zombieman head explode effect instead of the sarge one
That's all I found and fixed when I was working on my own fork. The zombieman, scientist and sergeant dead bodies also have the missing no head and no leg variants but that requires extra sprites and script lines