Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Sangelothi »

actually, maybe if I just replace them display pictures with "null sprites" they won't display since they're replaced by "nothing", let try that at out, it should work :mrgreen:

EDIT: yeah, simple yet affective trick :3: (I apologize if you feel like you've wasted your time :? of course, I still need help on those shops :D )
Last edited by Sangelothi on Thu Aug 05, 2010 3:37 am, edited 1 time in total.
User avatar
lukas
Posts: 586
Joined: Sun Apr 04, 2010 10:37 am
Location: Belgrade, Serbia

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by lukas »

Yeah, but I just don't get why what I did didn't work. :? I went through it step-by-step and I made sure there were no errors...
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Sangelothi »

edited above post in response

Anyhow, acolytes no longer have the original display pictures showing (thanks to a null sprite I have no idea where I found it, it is just a "blank" sprite but still it bothers me I can't remember where I got it from originally)
User avatar
lukas
Posts: 586
Joined: Sun Apr 04, 2010 10:37 am
Location: Belgrade, Serbia

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by lukas »

I apologize if you feel like you've wasted your time :? of course, I still need help on those shops :D
No, I haven't wasted time at all. I'm just a little surprised at the amount of problems that are there when editing original strife stuff. As I said I never got any problems when adding new stuff... :?

Well, changing just text works just fine so when you want me to start work on the shops just tell me details (weapon name, prices... what you want me to change)
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Sangelothi »

Well, when you get the wad, and play around with the mod itself, you can edit the shop prices as you see fit, of course, when the the beta is released to the testers, they too will also judge if the prices should be changed to balance things out ;P
User avatar
Reilsss
Posts: 184
Joined: Thu Mar 06, 2008 1:38 am
Location: Germany
Contact:

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Reilsss »

Out of curiose are there any news on the martyr? Looks like best strife experinces possible but then been a while sinces anything go posted?
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by amv2k9 »

Reilsss wrote: but then been a while sinces anything go posted?
I think you answered your own question, and it's a general rule that you don't go posting in year old project threads. They're either working on it or they're not working on it.
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Sangelothi »

I know I haven't updated the thread in a long time, that's mostly because I haven't touched any of my wads in a long time with the exception of a few times I checked to see if I knew my stuff still or I wanted to get the basis of an idea I had done...
After going through all the wads I had made in the past, I've decided to hit modding/mapping for Doom(and other Iwads) hard once again.

I'm picking up The Martyr and plan to get out as soon as possible (hopefully some time in November) a while back I posted this video showing a new feature I added to The Martyr to help change up gameplay between the classes...and just make it more interesting in general :D



Weapons now heat up, when too hot to fire another shot the player has to wait for the weapon to cool down. Weapons have different speeds at which they cool down, and some guns can eject a thermal clip which will cool down the gun instantly in the case of a firefight. Of course some guns won't cool down and will have to eject a clip, and others can't eject a thermal clip and will have to cool down over time :3:

Also I added in a dash system, it's not that great yet and it's still a work in progress, it only goes forward. Each dash takes way from the stamina bar, and each class uses a different amount per dash. If the stamina bar is full they can perform a specialty :wink: (Phoenix being the Viro Blade, which means I need to give her a new-less cheap starting weapon :roll: )

I plan to do another video like above, but with a different class to show off how they play...so should it be Gabriel or Maliki :?: :mrgreen: (vote in poll above)
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by amv2k9 »

I notice Acolytes drop gold... so how does that work with the acolyte variants that drop keys and so forth? I know from personal experience how you can frack things up when you go changing the DropItem properties.
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by ChronoSeth »

It would be easy enough to use A_SpawnItem(Ex) to replicate the item drop effect. I had the same idea for my mod but used A_GiveToTarget instead.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by amv2k9 »

ChronoSeth wrote:It would be easy enough to use A_SpawnItem(Ex) to replicate the item drop effect.
Now how did I forget about that... Well, maybe I should get back to work on Weapons of Rebellion.
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Sangelothi »

Enemies spawn "loot" or "bloot" (for big loot) which is just a random spawner to determine if they drop gold or not, and if they do how much.
User avatar
Reilsss
Posts: 184
Joined: Thu Mar 06, 2008 1:38 am
Location: Germany
Contact:

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Reilsss »

I hope to see this mod one day, it inspired me to make a small strife mod myself recently. But it has by far not that many cool features as the martyr has!
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by insightguy »

REILSSS! Y U BUMP THREAD!
User avatar
Trooper 077
Posts: 856
Joined: Mon Aug 17, 2009 7:29 pm

Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)

Post by Trooper 077 »

Reilsss wrote:I hope to see this mod one day, it inspired me to make a small strife mod myself recently. But it has by far not that many cool features as the martyr has!

True, But bumping it ain't gonna make that day come faster
Post Reply

Return to “Gameplay Mods”