[Demo][Spooky Mod] Divine Frequency

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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Wed Nov 04, 2020 10:30 pm

Hah, of course he skipped most the the boss fight on the first level. I'm still struggling with a consistent strategy during that battle due to the purple attack that seems to be heat seeking and with the darkness in that room its pretty tricky doing ranged attacks. I used the laudanum for a burst of stamina and have one portable dynamite which does considerable damage. Never did find the third secret which might contain something that could help in this fight.

Plus, how are some people getting through the first level so quickly? Last night I spent about an hour and a half to two exploring every inch of it and that was a replay. I really like that the build up to combat takes so long.

@Ghost Prototype any other tips for the final boss(es) on the first level besides using pistol?

The bricked up doors was a good solution to unusable doors, I found navigation a little better and I think you might have boosted the emergency lights output.

So the upgrade process cannot be done until later in the second level, is that correct? I was a little confused about that. Or the bubbles coming from the plant, if I cannot collect them that means I don't need them? And should we be destroying these plants. Yes, I read all of the codex notes and such, yet I was still unsure, so any clarity you can give on that would be appreciated.

Last night while replaying the first level I payed attention during the intro listening for sounds (or lack of sounds) I mentioned earlier. I think its all there, its just dead quiet when the camera is going through the arches before the rain and such, which is probably intended. I play most GZDoom wads at 33% volume on my TV/monitor but this mod is so quite I had it turned up to ~53%.

The area where you see through some torn up fence and there is a large open mouth full of teeth (reminiscent of Blood), might be cool if there was carnival music emanating from deep inside of it and barely audible.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Wed Nov 04, 2020 11:04 pm

@Kills_Alone
-Not really much else than to shoot it with handgun. Sprinting and dodging certainly help. The Boss' clone only shoots fire and occasionally green electricity, it doesn't take any real significant damage. That one is meant to be ignored.

-Yeah I did increase the emergency light output by a bit, since I really couldn't see shit during some parts of maps I'm currently cooking up. Lol

-Exp can be used before the boss fight on the second map. The weapon upgrade store becomes available in the third map.

-Are you referring the to psykhus charge? They're like little blue bubble floating upward. If you don't have the tonic or are full they don't get picked up.

-These are the sounds that are supposed to be in the beginning https://streamable.com/ghvzk4 is there something missing?

Also, if you need some guidance for the boss in the train level. Here's a video, hopefully it'll help you time the attack. https://streamable.com/ljebt8



@Apeirogon
Thanks for posting this :D
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Wed Nov 04, 2020 11:39 pm

That should help with the boss(es). I didn't realize one was more of of threat than the other.

Regarding the sound, I guess that's what I'm hearing. So the first main sound at that point is the thunder.

Yeah the psykhus charge, whats the point in breaking them? I recall something in the codex about two being entangled together between realities, is that the main reason to destroy one?
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Re: [Demo][Spooky Mod] Divine Frequency

Postby TommyGalano5 » Thu Nov 05, 2020 1:01 am

I don't know what to say, but DAMN!! First and foremost this is an amazing mod I've seen most horror games have little in uniqueness but yours is something I've never what to describe.
Firstly: The atmosphere, setting, vagueness, story and overall design is perfectly done well. The execution at the very beginning drags your curiosity, the levels have all their story and impact to the player to fear the unknown, and not to mention the eerie sounds that the world, monsters, and weapons sounds that packs a punch (which I like :mrgreen: ).
Secondly: And the emphasis on Soul's-like Combat and Boss Names/Tags really pulls you on your gamer core to "get gud!" with that the feel and immersion too reminds me so much of 3 psychological games "Amnesia, Silent Hill, and SOMA" the creatures have a certain grungy feel that's beyond our comprehension.
Lastly: Overall this mod delivers what it intends to, it scares you, it pushes you, it immerses you, etc. Not to mention it runs and fits flawlessly as a DOOM mod (kinda makes me think that this should be a standalone game, or just be sold on Steam) best of luck to you to finish this, can't wait for more!!
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ferretmanjcdenton » Fri Nov 06, 2020 12:37 pm

Quote : do you think it's playable with touchscreen?

Definitely..I play all mods with touch ..and even most games nowadays ..
I used to play with touch since more than 10 years now and it's after doing it for so long nothing special anymore ...
Especially egoshooters work perfectly cause of the mouse like right thumb usage ...you can aim pixel accurate..only movement gets sometimes in the way ..but when I play alone (not for a video) I don't have the psychological stress so I can concentrate way better ...
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Fri Nov 06, 2020 8:24 pm

@Kills_Alone
I made the psykhus charge break apart simply because i just thought it looked cool. lol. iirc the codex says something about it in the tonic entry.
Also, I did a full playthrough of the demo. This could help you and others if you guys get stuck or lost.


@TommyGalano5
Thanks for the kind words! :D And thank you also for playing.


Ferretmanjcdenton
That's great to hear tbh. Hopefully you can pull through these bosses without too much of a hassle
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Fri Nov 06, 2020 8:47 pm

Funny, I just noticed there was a new video on your channel. So I ran into a minor issue on my side, last night I was editing footage from the MAP01 going through and syncing the music (I record without music for better volume control during editing). Anyways, I was using the changemus command to make sure I had everything correct.

So first I missed the data cube that says to smash objects (blame it on cat distraction), not a big deal.

Then I went to the Nulled Landscape and for some reason I went left instead of right this time (the route I'd been using) and what do I see, a weapon I missed. Schizer! In my mind I thought the area wrapped back around so I kept avoiding going to the left, I see there were a lot of lights there so it probably should have grabbed my attention but again I thought I was returning there in a bit. Is there any chance I'll find this weapon on a later stage or should I start over?

Other notes; the first skeleton just stood there looking at me, but just the one time (and yes latest update). Later on the floating skull who is attacking cultists, sometimes if you run passed him then come back he doesn't attack, he just floats there mocking me with that smug grin on his face. Oh, and the main thing that helped give me an edge on the boss(es) was rapid-firing as fast as possible, portable explosive, and laudanum to keep my stamina up.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Fri Nov 06, 2020 9:41 pm

Each weapon except for the Handgun only drops once. You can do 'summon ARPickup' and it'll spawn the weapon along with the Codex entry when you pick it up.

-The first skeleton is deactivated when you use the door during the intro sequence. So it kinda just stands there awkwardly lol. As for the floating skull, it doesn't attack you unless you hit it first.
-I'm glad to know that you're gaining the edge on the bosses though :D it's always nice seeing people adapt to the dance the mod asks for.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Fri Nov 06, 2020 10:28 pm

Well shit, thanks for the quick answer. I'd feel kinda cheap spawning it in. I really want to play this train level, the train levels in Blood and Soldier of Fortune always stuck out to me. Meh, maybe you'll have another update by the time I try again.

The skeleton was standing still before I got to the door, its very rare, so my exact path; run then right to avoid incoming trap, read codex, then drop down and try to avoid Skelly. So before opening the door and he was inactive in the center of the area. Perhaps it has something to do with me not reading the codex right away?

The floating skull (I'll call him Morte). Yeah that's what I thought, cool sequence BTW, always love to see enemy infighting.

As I learn what everything does and when to use it, exploring further, scavenging and surviving, I get some real Stalker vibes, and that's one of the highest complements I can give ya. My son was watching just for a bit and he mentioned System Shock. ;)

EDIT: Something I just noticed in your footage, your PDA has sounds. Not sure why I'm not getting any sounds there.
GZDoom v4.4.2, latest release of your mod, music and audio at 100%.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Sat Nov 07, 2020 12:36 am

-I probably won't update again for a while. Unless there's a game breaking bug that's found. I'm gonna hold off on updating until I finish the next 3 maps.

-The skeleton is triggered by a line. I guess you just didn't cross it somehow lol.

-I'm actually planning more infighting lmao. So you're in luck for sure.

-Big thanks! I'm guessing stalker is one your favorite?

-That's odd, did you load a previously save with a new version of the mod? I have audio on the PDA, I think it uses menu sounds.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Sat Nov 07, 2020 2:15 am

Not sure about the missing PDA sounds, I have my own batch file and I tested with the included one as well. It is a new save, although I may have overwritten a preexisting save.

Yeah, IMO Stalker is one of the most atmospheric games and it allows you to approach most situations how you want. Its dark and depressing as hell.

Watching your full playthrough I'm not sure I have the stamina to record the whole demo deathless (which is how I normally play). I suspect I would get lost pretty often, I'll push on through the train tonight and see how it goes.

Curious what that 6 6 6 upgrade does. Oh and the part near the end where you overkilled the zombie was hilarious, I know that feeling.

While watching your playthrough I started thinking about Romero's Sigil co-op mode where you work together with your teammates at first, then start betraying each other, and it becomes a race to the end. You could have a system like that except if a player dies everything they killed returns like in a Souls game and they start from the last "safe area".
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Sat Nov 07, 2020 12:31 pm

-Check your sound options. Is the menu volume set above 0.00?

-It's okay! Lmao. I died a few times in the playthrough. Mostly because of those damn birdimps

-The idea of respawning is good. But one problem remains, resource.
In the souls game, you practically have infinite resource since the meat of combat is typically melee, and the only resource that melee combat asks for is stamina, which regenerate indefinitely. If I were to implement something like that, I'll have to find ways for the players to replenish resource. An idea would be to have vending machines like the shock games do and let enemies drop some kind of currency.
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Ghost Prototype » Tue Nov 10, 2020 2:35 am

Updated to V0.5h3
-Fixed not teleporting out of combat zone if using Aeromancy to kill Pyrokenetic Beast.
-Fixed some shaders not showing up.
-Added a new poison status effect icon (Another visual cue to show poison build up).
-Replaced poison shader with something more appropriate
-Edited some Codex for further clarification.
-Added 'double vision' effect when getting slapped by some melee monsters
-Minor changes to armored enemies for more visual cues.


UPDATE on Mod Progress:
-6 New enemies WIP:
--Voltaic Axe Zombie
--Exploding Humans
--Cryo Hell Hound
--T H I C C Thighs
--Flying Psionic Enemy #3
--Flying Psionic Enemy #4

-2 New Weapons.
Pipe (Upgraded from Wrench)
Leech (WIP)

Map: 3 more planned
MAP02C - Around the same length as the train level
MAP03 - Fairly Lengthy
MAP04 - Final Boss Arena


Here's a preview of MAP02C's concept:
https://streamable.com/ktoz10
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Re: [Demo][Spooky Mod] Divine Frequency

Postby Kills_Alone » Tue Nov 10, 2020 3:03 am

Yeah exactly, there would have to be a cost either way (a benefit and a punishment). You kill a team mate you get money or whatever but you lose an ally and gain all of their enemies, however, this could be a boon depending on where you are in the level. Perhaps a weapon always stays in co-op mode but doesn't have any ammo inside of it.

And yes, my audio issue was just me being kinda stupid. Just like the music I lower the menu sounds and usually it doesn't matter while with mod menu's (or so I thought), so there must be different ways to implement the ingame menu sounds or I've been missing some extra menu sounds in a few mods.

Speaking of the BirdImps, birds are really sensitive to coal smoke (from carbon monoxide poisoning) and coal mines are a Silent Hill staple, so perhaps burning coals could be a method to kill them or make them drop their camo, if the opportunity ever struck that is.

I really hope your mod gets more attention, there is a bit to learn and struggle with but it pays off. I'm also glad you included ReShade, got me into using that again.

Here is some footage where I generally took a slower approach then you:
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Re: [Demo][Spooky Mod] Divine Frequency

Postby SolidHyunkel » Thu Nov 12, 2020 7:42 pm

Hi! This looks very good and scary. I'd like to try it but when I run the bat, and select the gzdoom settings, the process hangs forever at the D_CheckNetGame and the game never starts... Should I run this in a specific way?
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