The Arcane Wanderer - Updated 05/12/19

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Re: The Arcane Wanderer - Updated 05/12/19

Postby Dr_Cosmobyte » Mon Dec 09, 2019 11:08 pm

Thanks for the feedback, i'll work some of those things and a bit more in the next weeks =)
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Re: The Arcane Wanderer - Updated 05/12/19

Postby theroguemonk » Tue Dec 10, 2019 7:44 am

the pistol should be wider .. it feels off... and i think it is ruining the experience... because in my personal opinion the gun feels very flatt. and in reloading its too long.
am i wrong?
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Re: The Arcane Wanderer - Updated 05/12/19

Postby Clifford21 » Tue Dec 10, 2019 11:18 pm

A recommendation of the compatibility range of zdoom source ports, if any, on the OP would be nice...
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Re: The Arcane Wanderer - Updated 05/12/19

Postby Dr_Cosmobyte » Tue Dec 10, 2019 11:23 pm

theroguemonk wrote:the pistol should be wider .. it feels off... and i think it is ruining the experience... because in my personal opinion the gun feels very flatt. and in reloading its too long.
am i wrong?


I've thought that in the beginning but if you watch some videos about that pistol, you'll see the size is proper =)


Clifford21 wrote:A recommendation of the compatibility range of zdoom source ports, if any, on the OP would be nice...


Sorry bro, indeed i should specify this mod isn't compatible with Zandronum, because of some commands.

If possible, maybe i can upload a build which is compatible with Zandronum or even adapt it for more plataforms, but i highly doubt that's possible, unless i nerf some magic.

=)
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Re: The Arcane Wanderer - Updated 05/12/19

Postby Clifford21 » Wed Dec 11, 2019 12:02 am

GAA1992 wrote:
Sorry bro, indeed i should specify this mod isn't compatible with Zandronum, because of some commands.

If possible, maybe i can upload a build which is compatible with Zandronum or even adapt it for more plataforms, but i highly doubt that's possible, unless i nerf some magic.

=)


Never mind.

Lol. You don't really need to do some extra hard work hindering your development progress, simply because of my curious enquiry.

Would you mind giving a bit more details on the range of GZDoom version supported by this mod?

For example, your Kriegsland II mod supports GZDoom 3.2+.

With that info, I can make a better guess on which mods can be run along with your mod.


Edited: tested with earlier builds of GZDoom, it works fine. Great to play with other mini-QOL mods.

Satisfactory weapon & reload sound, smooth animation, well-informed in-game message, easy-to-read hud, excellent work!

I think the sound of Mosin-Nagant rifle is too loud compared to the others. It is for realistic purpose, may be?

Also, why is the Mosin-Nagant rifle so inaccurate at longer range, that's definitely not realistic... I thought it was a SSG replacement, and ended up using it like a mid-range weapon....

Fureyon wrote:-The meditation feels good, I foresee it could become a bit annoying to hold a key for longer periods of time when your mana gets up there, but I also believe that is intentional as you still got the mana pickups.


Such issue can be solved if there is a "toggle mediate" key, when it's pressed, the mediation process is performed automatically until either of the following happens:
a) mana fully recharges
b) player moves, shoots or casts spell
c) when the same key is pressed again
Last edited by Clifford21 on Mon Dec 16, 2019 11:39 pm, edited 5 times in total.
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Re: The Arcane Wanderer - Updated 05/12/19

Postby theroguemonk » Wed Dec 11, 2019 6:06 pm

the pistol rubs me the wrong way .. i cant really feel the snappy ness in this as in your other mods... you knwo your pistols have always been my favourite but this one is so strange..
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Github ID: monk
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Re: The Arcane Wanderer - Updated 05/12/19

Postby SLON » Sat Aug 01, 2020 12:03 pm

Yet... No shotguns? (I know this is a mainly Hollywood stuff, but it's still Doom).
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Re: The Arcane Wanderer - Updated 05/12/19

Postby Dr_Cosmobyte » Sat Aug 01, 2020 6:53 pm

The first build had an Browning Auto-5 as an automatic shotgun, but when i introduced the RPK as the Super Shotgun replacement, i felt i needed something to share the same caliber =)
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Re: The Arcane Wanderer - Updated 05/12/19

Postby Someonewhoplaysdoom » Fri Aug 07, 2020 7:12 pm

I downloaded Yesterday the mod and I had fun with it. Is interesting that you not become ridicolously overpowered with the pure ofensive spells, but you need to rely on the support ones, specially on the iron spells to do the most damage per ammo consumption. Its something that makes the difference with other spell-weapon mods. And even its challenging instead of being full op.

As a sugestions for the spell uses, it would be nice to have extra signals when you apply some buffs of different amulets. Some are recognizable like the light balance from the fire amulet, the flying eff of the wind and the hazard protection for the earth one, but other effs like Iron and flesh are barely noticeable and you need to guess how many seconds you have. It would be nice to have Icons of the effect you're using with a countdown, or at least with other colours filters on the screen.

Im not sure if there's a limit of the maximun Mana you can have (I have like 625 mana on a Doom core Playthrought in map 13), but it would be interesting if the regen speed of meditation increases everytime you reach certain amount of maximun mana, and even limiting the player to have limit of the times you can get max mana.
Edit: I see that you reach a limit on 900 mana. Still it would be interesting if after getting certain amounts of Maximum mana the charging rate from meditation gets increased to make a little bit faster the charging amount.

Finally, I think the healthbar needs to change on the same way your mana bar changes when you get extra HP, because the bar fills only when you reach 100 HP even if you got 200 base HP.

But in general is an incredible work and Im surprised that you managed to have all of those details on the custom weapons and Items and even with custom screens. In a file that weight less than 5 mb. :wub: :wub:

Pd: Can you sugest some mods that changes enemies to something that would fit better with The Arcane wanderer, it would be interesting.
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