[Contest] Doom Mutator Contest 2!

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Re: [Contest] Doom Mutator Contest 2!

Postby Jimmy » Tue Jun 01, 2010 6:25 pm

Ah, I see.

I was (not any more) considering making it so that the Level 2 skill was ALWAYS selected if it was present in the player's current skills for the selected Omega reserve. My reasoning behind that was that Level 2 is the more ideal skill to start off with as soon as you activate your Omega (since Level 2 skills are invariably more powerful than Level 1 skills), but it also prevents the player from (potentially) harming themselves or draining unnecessary amounts of zeal, that is, if the Level 3 skill was to be selected on activation. Intuitive, but possibly not useful since the player has no control over it.

I guess I can employ some InventoryBar hackery to allow the player to choose which skill they'd like to have selected for them on activation. Would a system like that come in handy?

EDIT: I'll reword the above statement. Which system would work better?
  1. The player may change which skill he would like automatically selected, regardless of the currently active Omega.
  2. The player may set which skill he would like automatically selected for each color of Omega.
  3. Level 2 skill is ALWAYS automatically selected on activation, if it's present in the player's skills for the currently active Omega.
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Re: [Contest] Doom Mutator Contest 2!

Postby Xaser » Wed Jun 02, 2010 5:45 am

I feel kinda bad for sniping Jimmy's question, but if it's any consolation, my two bits: I'd say go with 1. #2 seems a bit overkill-ish, and the first is the more user-friendly option of the remaining two.

Anyhow, here's my entry: Parkour -- to quote the trailer, think of it as a "weapon mod you can fit inside a matchbox." It's got little to do with real freerunning, but you can kickjump and airdash. ;)

A few notes:
  • Be sure and bind keys for Reload and Parkour Dash, else you'll be missing out.
  • There are some new cheats -- look in KEYCONF if you so desire.
  • Requires and SVN of some sort. The latest should do. :P
  • The extra jumping and dashing abilities are potentially map-breaking, but then again, so is jumping in general. Rule of thumb: If you're afraid of using it, don't use it. There are guns too. :P

Unless there are any pressing issues, this'll be the contest submitted release. I'll continue tweaking it afterwards though -- consider this a beta. ;)
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Re: [Contest] Doom Mutator Contest 2!

Postby Project Dark Fox » Wed Jun 02, 2010 8:34 am

Where did the grenade graphics and blood splatters come from, Xaser?
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Re: [Contest] Doom Mutator Contest 2!

Postby Captain Ventris » Wed Jun 02, 2010 8:37 am

The more I play these, the more I'm considering getting some help and combining Style Mod, Omega, and Parkour into a multiplayer mod with three classes. :P

Then, just wait for Skulltag to catch up on the necessary features. PROFIT

EDIT: Made a list of what happened when you loaded the 3 mods in conjunction, in different orders.

Spoiler:


So, no combination gave you actual Omega capabilities. :(

So, yeah, that gives SOMETHING to start with. I'm going to make this a pet project for the lulz.
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Re: [Contest] Doom Mutator Contest 2!

Postby DoomRater » Wed Jun 02, 2010 9:49 am

Can't wait to see that project.
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Re: [Contest] Doom Mutator Contest 2!

Postby Jimmy » Wed Jun 02, 2010 3:19 pm

Final version of Omega is up.

GO TO PAGE 14 FOR THE LATEST
Last edited by Jimmy on Sat Nov 27, 2010 10:09 pm, edited 2 times in total.
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Re: [Contest] Doom Mutator Contest 2!

Postby Captain Ventris » Wed Jun 02, 2010 3:20 pm

Ahhhh, fudge. What did you change?
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Re: [Contest] Doom Mutator Contest 2!

Postby Jimmy » Wed Jun 02, 2010 4:01 pm

The most notable change is that there's a new "Change preferred skill" action which changes the skill automatically selected when Omega is activated. Set the keybind in the Customize Controls menu.

There's also been another (slight) clean-up in the ACS lump.
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Re: [Contest] Doom Mutator Contest 2!

Postby Xaser » Wed Jun 02, 2010 4:18 pm

Project Dark Fox wrote:Where did the grenade graphics and blood splatters come from, Xaser?

The Grenades are in zdoom.pk3 (from Skulltag), since it was decided at some point to halfway implement them. No sounds, though, hence why I had to use DSTINK. :P

The splats are just POB2A0, cut and pasted into smaller bits. They seem to work, surprisingly, with the slight side effect that crushing 30-ish Cyberdemons at once (aaaa Bad Dream) has a tendency to slow the game... xP

Anyhow, I do hope Skulltag catches up sometime this decade. I want to try these in DM, now. :)
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Re: [Contest] Doom Mutator Contest 2!

Postby Captain Ventris » Wed Jun 02, 2010 5:33 pm

jimmy91 wrote:The most notable change is that there's a new "Change preferred skill" action which changes the skill automatically selected when Omega is activated. Set the keybind in the Customize Controls menu.

There's also been another (slight) clean-up in the ACS lump.

Okay. I was wondering, since I have successfully jammed it together with Parkour and Style Mod. ;)

I'll just have to update those files. It's going to be unbalanced for a long time, and I'll have to keep classes other than Freerunner to stop walljumping and dashing, and I'll have to find a way to keep classes other than Chaos and Order from seeing the on-screen messages when they accidentally pick up an Omega, but it's functional.

EDIT: Got it. Yeeeaaaaaah
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Re: [Contest] Doom Mutator Contest 2!

Postby KILLER2 » Fri Jun 04, 2010 1:05 pm

Xaser wrote:[*]There are some new cheats -- look in KEYCONF if you so desire.

What is KEYCONF and how do I look in it?
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Re: [Contest] Doom Mutator Contest 2!

Postby Mikk- » Fri Jun 04, 2010 1:08 pm

It's a lump defined inside the mod. For defining commands used in the console, and for declaring PlayerClasses also, it was once used for defining weapons.
You need a lump editor to read/view it, though. I suggest SLumPed as that can read .pk3 files.
Last edited by Mikk- on Sat Jun 05, 2010 4:24 am, edited 1 time in total.
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Re: [Contest] Doom Mutator Contest 2!

Postby Davidos » Sat Jun 05, 2010 3:16 am

Xaser wrote:Blablabla -Rawrsome mod- blablabla


Now, I'm sitting here wondering how I would get a mod with edited weapons to also accept these, cuz this mutator makes every single thing awesome =.=
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Re: [Contest] Doom Mutator Contest 2!

Postby Mikk- » Sat Jun 05, 2010 4:13 am

Create a backup, and remove all traces of playerclass, weapons and the like. Because if something has different sprites, you will get issues, like if you play it with 32inch.wad that wad has a different chaingun sprite and it screws the chaingun up :<
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Re: [Contest] Doom Mutator Contest 2!

Postby Hellboy IL » Sun Jun 06, 2010 2:47 pm

jimmy91 wrote:Final version of Omega is up.

http://jimmy.phenomer.net/wad-files/j-omega.zip

Get it NAO

Skulltag: Latest
I get an error on startup:
Code: Select allExpand view
Script error, "j-omega.wad:DEC_YELW" line 116:
Expected ')', got ','.
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