[WIP + Download] The Joyous Easy Mod [UPDATE 2]

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Kresjah
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[WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by Kresjah »

EDIT!! Pre-Alpha 2 released. Has a rather serious bug

The Joyous Easy Mod

After reading about how these classic games are hard, I decided to take matters into my own hand. Through a series of modifications, I will make this game HAPPIER and EASIER. Rainbows and smiles for everyone!

[A little more serious mode = on]
After reading a topic about the behaviour of the Heretic Maulator's fire attack (passing over water, etc.) which during the course of page 2 turned into quite some great jokes, I got inspired. So I decided to take the jokes one step further by actually making a mod out of this sillyness
[A little more serious mode = off]

I proudly present to you a pre-pre-pre-teen-pre-alpha release featuring fixed monsters.

Before you go onto the daring mission of taking on these beasts, here's some briefing data for you:
Image
Image

Good luck soldiers of Doom!

Known bugs and other issues:
- No sound for Spider Mastermind's attacks
- No limit on how many "spheres" (;)) launched by the Spider Mastermind that can reside on the battlefield at any given time (quite similar to vanilla Doom 2 Pain Elemental's Lost Soul limit) (probably easiest, and maybe even only possible using ACS, but is there a way to avoid that using pure DECORATE instead?).
- The "spheres" of the Mastermind doesn't bounce like they should.
- The railgun based attacks from the Spider Mastermind generates blood (can't seem to turn that off on railgun attacks)
- The explosion sprites for the new Cyberdemon rocket doesn't show (but the special fx does) --> Seriously need help with this one. Please help at this topic.

Download to current version:
Download at Savefile.com
Last edited by Kresjah on Wed Sep 24, 2008 6:44 am, edited 4 times in total.
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przndoom
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Re: [WIP + Download] The Joyous Easy Mod

Post by przndoom »

LOL WTF?? hahaha :lol:
Kresjah
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Re: [WIP + Download] The Joyous Easy Mod

Post by Kresjah »

Crap, I messed up with the graphics for the projectile. Hold on, a fix will be coming in a few minutes.


EDIT: Fixed version uploaded!
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XutaWoo
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Re: [WIP + Download] The Joyous Easy Mod

Post by XutaWoo »

Good lord. XD
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TheDarkArchon
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Re: [WIP + Download] The Joyous Easy Mod

Post by TheDarkArchon »

I just called to say that you're awesome.

Also, use "replaces SpiderMastermind" instead of using the same doomednum as the Spider Mastermind: it's a lot more robust.
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Captain Ventris
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Re: [WIP + Download] The Joyous Easy Mod

Post by Captain Ventris »

That was awesome. Please continue, and then do a Heretic, Hexen, and Strife version. XD
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Wills
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Re: [WIP + Download] The Joyous Easy Mod

Post by Wills »

Ha ha, excellent work. :P
Kresjah
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Re: [WIP + Download] The Joyous Easy Mod

Post by Kresjah »

Glad you like it :p Still need to do the following:
* Sounds for the attacks.
* Possibly edit the Mastermind sprites so that it's weapon is a bit more representative (but I utterly suck at sprite editing).
* Remove blood spatter from railgun attack (is this actually possible? Doesn't seem so from the A_CustomRailgun command :\).
* Possibly add some effect for the railgun attack... suggestions? :p

Also, a little teaser for you about the next chapter of this mod:
Enjay wrote:Agreed. And whilst we are at it, the Cyberdemon needs to fire something far less explosive. Those rockets can be really dangerous. ;)
TheDarkArchon: Actually, it does both. Quote from decorate:

Code: Select all

ACTOR SmilerMastermind replaces SpiderMastermind 7
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Unknown_Assassin
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Re: [WIP + Download] The Joyous Easy Mod

Post by Unknown_Assassin »

HAHAHAHAHA!!!!

If you could make the monsters smile, I'd laugh even more. :lol:
Kresjah
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by Kresjah »

Uploaded a new version. Has a bug, but heck, this is a pre-alpha.

Oh, and Unknown_Assassin, I'd be happy to do so, if I was skilled enough to edit the sprites.
CaptainToenail
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by CaptainToenail »

Can you make the doors sigh and say welcome joyfully?
Kresjah
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by Kresjah »

lol, I will consider that, but no guarantees :p The plan was to initially edit monsters and whatever extras are needed for them, to address the problem of the game being too hard (:p), although I'll consider it, but it's not the main priority right now at least.
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Phobus
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by Phobus »

Kresjah wrote: -No limit on how many "spheres" (;)) the Spider Mastermind can launch (any ideas on how to put that limit without ACS?)
For that, make an ammotype called SphereToken that looks like this:

Code: Select all

Actor SphereToken : Ammo
{
   Inventory.MaxAmount #
   Ammo.BackpackAmount 0
   Ammo.BackpackMaxAmount #
}
Replacing # with whatever you want the limit to be.

Then, in your firing code, have something like this:

Code: Select all

Missile:
      ACAR A 2 A_JumpIfInventory ("SphereToken",#,3)
      ACAR B 4 bright A_FaceTarget
      ACAR C 6 bright A_CustomMissile ("Sphere",[spawnheight],[x/y offset],[angle],[aimmode],[pitch])
      goto see
      [what happens here if it's fired all of it's spheres]
      goto see
Obviously you'll want to replace ACAR with the Spidermastermind frames, and fill in the gaps up in the A_CustomMissile bit, and generally just have it so that it looks like it's doing what you want it to, but those are the basics to the whole deal (as hacked from my own working code).
Kresjah
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by Kresjah »

Think I worded myself badly on that one. What I meant was considering the spheres are actual pickups which stay on the field until they're picked up. This means that if you don't pick them up and end up playing for an extended period (well, the odds for that aren't really high, but you never know), the battlefield gets swamped with spheres.

In other words, what I want to impose is a limit similar to that of the vanilla Doom limit on Pain Elemental's Lost Soul. If there are e.g. 20 spheres on the field, it won't use the fire attack anymore until one or more is picked up. Not just give it a total number of times it can ever shoot spheres.

However, I realize now that the way I wrote it made it easy to misunderstand. I'll rephrase that one in a moment.
CaptainToenail
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Re: [WIP + Download] The Joyous Easy Mod [UPDATE 2]

Post by CaptainToenail »

Why not just make the spheres fade out of existance after a while? Much simpler
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