[WIP] Unnamed Gameplay Mod

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Re: [WIP] Unnamed Gameplay Mod

Postby Kate » Mon Sep 12, 2011 8:24 pm

DoomRater wrote:I mean seriously, guns that actually kill demons?

I know, let's make guns that teleport enemies away instead!

...Oh, wait.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sat Oct 22, 2011 2:38 pm

Ok, I decided I was going to release the mod for testing and/or criticism. I checked permissions for the resources I have used and all authors have stated that they are free to use. I will give full credit still when the mod is complete, until then I have given it in comments within the decorate files.

http://www.mediafire.com/?glla2dl8ss4j9ss

Keep in mind that this is incomplete alpha quality for the moment, I'm still hoping someone will lend a hand and write some code for the required features I need.
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Re: [WIP] Unnamed Gameplay Mod

Postby Doomer_1996 » Sat Oct 22, 2011 8:21 pm

I've played it and i think it's awesome, but there's the rocket that don't explode on your feet.That is a mere nuisance to me, cause it doesn't affect too much the gameplay.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sat Oct 22, 2011 8:46 pm

doesn't explode at your feet? I'll need more detail

Edit: i see the problem, thanks :)
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Re: [WIP] Unnamed Gameplay Mod

Postby JimmyJ » Sun Oct 23, 2011 5:59 am

I haven't played more than a few minutes, but I've already got a very niggling issue. When you fire the shotgun, there is a bit of time before you're able to fire again, and it's very irksome to me. The pistol has the same issue, although it's a lot more minor with it.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sun Oct 23, 2011 11:34 am

Ya, it's intentional on the pistol and fist but i tried it on the other weapons and i don't think it worked too well. trail and error.

The fist and pistol fire as fast as you can click, similar to how they work in modern games.
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Re: [WIP] Unnamed Gameplay Mod

Postby -Ghost- » Tue Oct 25, 2011 10:41 am

I wanted to try this out, but I get an error on launching Doom.

Execution could not continue.

Script error, "XtDoom.pk3:actors/xtprojectiles.txt" line 101:
Invalid state parameter a_checkflag
I'm running GzDoom at the moment, is this just for Zdoom or Skulltag or something? The mod sounds interesting though, the changes sound good and I'd like to try it out at some point :P
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Tue Oct 25, 2011 10:50 am

Ya, you will need an SVN version of ZDoom and/or GZDoom to run the mod.
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Re: [WIP] Unnamed Gameplay Mod

Postby Doomer_1996 » Sun Oct 30, 2011 3:53 pm

Sorry if i'm being too much curious, but it'll have more weapons and effects or just the classic DooM guns with revamped sprites and behavior?
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sun Oct 30, 2011 7:30 pm

This is just a revamp of vanilla, however it will be part of a map set that i'm working on
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Re: [WIP] Unnamed Gameplay Mod

Postby localhosed » Sat Dec 10, 2011 11:37 pm

Thanks for preparing the mod for everyone to use. I'm enjoying it.
I'm having a bug, I don't know if it is related to your mod specifically but thought you might like to know about it.
These are screenshots from the first map from DTWiD map pack, ( viewtopic.php?f=19&t=31485 ) . Nightmare difficulty, gzdoom r1269 . The zombiemen on a higher height level are shooting through some sectors ( windows ) above me, but not at me. Others at ground level didnt have the problem.

http://i43.tinypic.com/au9jpi.jpg

Otherwise the mod has been working fine on regular doom maps, very good gameplay changes IMO. Monsters are much more mobile now, and seem more intelligent because of it. Demons (pinky) are fearsome things in small rooms.
Last edited by localhosed on Sun Dec 18, 2011 5:08 am, edited 1 time in total.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Fri Dec 16, 2011 12:12 pm

I'm aware of this problem. It's very noticeable at the end of tnt.wad map01 with the chaingunners. It's due to limitations in the attack functions I have them use, hopefully will be fixed in later zdoom versions :)
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Re: [WIP] Unnamed Gameplay Mod

Postby localhosed » Sun Dec 18, 2011 5:28 am

Its good to know that that bug isn't a surprise then. In case anyone is going to play this for the first time I wanted to mention a bug I had and a workaround for it. Sometimes after firing the chaingun but without waiting for it to stop spinning before switching to another weapon, the player's speed gets stuck at slower than normal speeds. To fix it I switch from whatever other gun I'm using to the chaingun, shoot one burst from the chaingun and wait for it to stop spinning, then the player's speed will reset. Unless I'm forgetting something since I played it a few days ago.

EDIT: I think the stuck slow speed bug only happens when you are also slowed by low health. Or else, it's more complicated than that, but after I tested it just now , I was able to get the slower-than-slowwed-by-low-health-speed to get stuck lower than that after using the chaingun. Then the workaround fixed it temporarily like in my description above.

I thought that newcomers might benefit from knowing : player's speed can drop really low sometimes when health is very low, so that you can barely walk. I don't know whether there is any variation in that but it makes so that you've got to watch your health before you try something daring, and pay attention to where stimpacks are around the maps . The reason is that the speed penalty makes it so that you can benefit often from running into a room full of monsters to grab a stimpack, and then run out for cover so that you don't get crippled after being hit for the first time when your health is already low. I'm liking that change to gameplay.
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Re: [WIP] Unnamed Gameplay Mod

Postby Xtyfe » Sun Dec 18, 2011 1:17 pm

Noticed that too I see :).

Ya, there seems to be a bug with that so I ended up removing all low health slowing, chaingun fire slowing and recoil on it. You have no idea how frustrating it is to have all these good ideas and then ZDoom slap you in the face with bugs and limitations.
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Re: [WIP] Unnamed Gameplay Mod

Postby DoomRater » Sun Dec 18, 2011 4:06 pm

I have ways of fixing things... mainly if you don't want the chaingun to keep slowing you if you change weapons before the ending of the spindown, there are two things you can do to ensure it does spin down:
1. Use the parameter list in A_WeaponReady() to disallow selection of weapons during those codepointers
2. force the player's speed to go back up in the Deselect states (which sounds like it would be more hacky than anything)
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