[WIP] Psychic -- Beta #5, now with Raven & Strife!

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Re: [WIP] Psychic -- Public Beta #4

Postby Xaser » Sun Dec 26, 2010 5:33 pm

Graf Zahl wrote:If you replace the entire intermission text graphics, you should also replace WISLASH. Nobody seems to know that this gets used if you set 'wi_percents' to 0!

WISLASH? That's not an IWAD-standard graphics lump -- I always thought BIGFONT took care of the slash (I can only guess that WISLASH predates it). Good find, though -- fixed now, at any rate.

Blue Shadow wrote:I found out that the issue, I described earlier, only happens when the player class is 'Automatic'.

Fixed, finally. Thanks for the tip -- I had marked this earlier as a "Works for me," but I play Normal and didn't think about the weapon difference between N & A.

Doomhuntress wrote:1. One of the coins Caco's drops have a typo
2. Quitting message also have a typo.
3. Revenant rockets and Lost Souls do not have transluency.
4. Hell Noble blood does not match the color of the money they drop.

Fixed the first two, third is intentional (never liked the solid parts being translucent), and I don't know what you mean by the fourth. Be specific -- there are two Hell Nobles (do you mean the Knight or Baron? Both work for me), and mentioning exactly what the typo is specifically next time would help (instead of making me hunt them down). I assume you mean "preferrably" and the rather obvious "dakn" -- both fixed now.

Doomhuntress wrote:Oh! I almost forgot. When I got the Psychic Level Up power, I can't see on the hud whether my current psychic power leveled up! It DOES level up, though, I just can't see any changes until I open up the buying screen.

Is the level indicator on the bottom-right of the HUD not working? Seems fine to me.
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Re: [WIP] Psychic -- Public Beta #4

Postby Jimmy » Sun Dec 26, 2010 6:09 pm

I think Doomhuntress might be referring to the DOSY string: "Ready to to bug out?"
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Re: [WIP] Psychic -- Public Beta #4

Postby Xaser » Sun Dec 26, 2010 6:12 pm

How have I never noticed that that? :P
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Re: [WIP] Psychic -- Public Beta #4

Postby Princess Viscra Maelstrom » Sun Dec 26, 2010 6:12 pm

2. Yes, just as Jimmy said, it was the extra "to" that I noticed.
4. Ah yes, that was kind of a rushed point. I meant the Hell Knight's money drop; the Hell Knight has a darker shade of green than the Jade money it drops.

About the Psychic indicator: it works when the player is not "automatic"; if he/she is, it doesn't. By the way, how do you change the "automatic" for the weapons? When I loaded up one wad, it was automatic; when I loaded another one, it wasn't.
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Re: [WIP] Psychic -- Public Beta #4

Postby ChronoSeth » Sun Dec 26, 2010 6:44 pm

It picks randomly when you start a game... the original intention was that it would be set in the "player options" menu, but there have been some problems with that...
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Re: [WIP] Psychic -- Public Beta #4

Postby Xaser » Sun Dec 26, 2010 10:11 pm

The problem has been fixed in the latest SVN build [3078] -- Check that out and you'll be able to select it yourself as a player option.

And I'll take a closer look at the indicator. Strange how Auto mode is affecting Psychics -- it shouldn't do that at all.
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Re: [WIP] Psychic -- Public Beta #4

Postby CrystalWolf » Mon Dec 27, 2010 3:14 pm

I sincerely appreciate that there's a good bit of original-looking resources in this and it apparently contains maps.

That is all.
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Re: [WIP] Psychic -- Public Beta #4

Postby wildweasel » Mon Dec 27, 2010 5:35 pm

CrystalWolf wrote: and it apparently contains maps.

It doesn't. Sorry to disappoint; you don't need to download it now. =P
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Re: [WIP] Psychic -- Public Beta #4

Postby XutaWoo » Mon Dec 27, 2010 5:57 pm

Not yet, anyway. Supposably we'll be getting some sort of episode for it eventually. :P
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Re: [WIP] Psychic -- Public Beta #4

Postby Princess Viscra Maelstrom » Mon Dec 27, 2010 6:07 pm

"Eventually"? :P
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Re: [WIP] Psychic -- Public Beta #4

Postby XutaWoo » Mon Dec 27, 2010 6:50 pm

Xaser wrote:.....SIR Belfin (MasterOFDeath) - Accidental co-founder, ideas&support, future mapping

;)
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Re: [WIP] Psychic -- Public Beta #4

Postby Xaser » Mon Dec 27, 2010 11:15 pm

There will be a campaign to go along with it eventually, yeah. The screenshots on the first page were taken with Equinox, Requiem, and Lost Episode, though I suppose I could just market the latter as "Psychic approved!" and say they were meant work together. Which would totally not be a lie. :P
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Re: [WIP] Psychic -- Public Beta #4

Postby Princess Viscra Maelstrom » Tue Dec 28, 2010 8:57 am

Yeah, you're totally right about Equinox, it works just plain... excellent with Psychic (well, except the last level then, but that level is very hard in general). Another one to mention would be TVR!, also works excellent with Psychic.
Edit: Also, Dark 7.
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Re: [WIP] Psychic -- Public Beta #4

Postby Jimmy » Thu Dec 30, 2010 10:22 am

Just a couple gripes here, Xaser:

- The blue blood money pickups (that replace cells) could probably be called "Sapphire" or something as opposed to "Crystal". Picking up something called a "crystal gem" doesn't sound quite right.
- None of the weapons or psychic inventory items have Tags to display onscreen when they are enabled.

Otherwise, a thoroughly excellent new version. :D
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Re: [WIP] Psychic -- Public Beta #4

Postby Princess Viscra Maelstrom » Thu Dec 30, 2010 10:38 am

One thing I wonder about, isn't Fire a bit... overpowered? I love that power, it's possibly my favourite of them all, but when it's upgraded to 2 and then 3, it seems like it's a bit too useful. I can easily overpower single Archies, Arachs, Mancs, Barons, and groups of Revvies and Hell Knights with it, just by firing a bit of Fire here and there.
Also, could you make Gravity a bit more useful? Maybe... make it draw blood money to you? By holding down the alt-fire key, you would draw the blood money towards you whilst your psychic meter constantly drains. And when just pressing the button, you would fire Gravity like you usually do, but not only would it move the enemies away, it would also affect the blood money, meaning that you could kill a enemy in a cage, switch to Gravity and shoot a burst into the cage, the money would bounce against the wall in the cage and then towards you. How's that sound?

Other than that, I can't find anything I noticed now. This is a real fun mod. I played Speed of Doom with it and ho boy, that has to be some of the most frenetic, speediest and most fun I've had with DooM for quite some time. :)
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