[WIP] Psychic -- Beta #5b, now with Raven & Strife!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Princess Viscra Maelstrom » Sun Sep 04, 2016 1:10 pm

probably not going to happen, unless effort were made to remaster Wolfen into something less antiquated. kind of like how Super Sonic Doom is full of all kinds of ugly hackery, and gameplay mods of any kind tends to be broken playing it in more ways than one.
User avatar
Princess Viscra Maelstrom
 
Joined: 04 Dec 2008
Location: plergleland

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby erni945 » Sun Sep 04, 2016 8:36 pm

Viscra Maelstrom wrote:probably not going to happen, unless effort were made to remaster Wolfen into something less antiquated. kind of like how Super Sonic Doom is full of all kinds of ugly hackery, and gameplay mods of any kind tends to be broken playing it in more ways than one.


Also I think so , but after all, although attempts to do so could Wolfen go to the end
erni945
 
Joined: 21 Apr 2016
Location: Poland

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Mere_Duke » Thu May 11, 2017 12:26 pm

Hello!

I have an issue trying to play KDiZD with Psychic
I'ma trying to load it as:
Code: Select allExpand view
gzdoom -file kdizd_12.pk3 xa-psych-b5b.pk3 pp-kdizd.wad

But it doesn't fix weapon slots as intended.
Using GZD 3.0.0
User avatar
Mere_Duke
Code Inspector
 
Joined: 28 Aug 2016
Location: Russia

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Xaser » Thu May 11, 2017 1:19 pm

Hmm, it's been a while since I've taken a look at the patch wads (or this project, even), but I'll see if I can tinker with it soonish.

Out of curiosity, if you change the load order to "gzdoom -file xa-psych-b5b.pk3 kdizd_12.pk3 pp-kdizd.wad", does it work? I realize in hindsight that I really should've specified a recommended load order, since that makes all the difference.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Orangewaggs » Sat May 13, 2017 10:15 pm

I for one would enjoy seeing more work be done on this.... It's still one of my more favorite gameplay mods to date...
But it is understandable when one cant work or have lost interesting in working on their mod.
User avatar
Orangewaggs
Yay!
 
Joined: 01 Dec 2007

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Xaser » Mon May 15, 2017 5:20 pm

To be frank, the only reason it's not officially released is because the TITLEPIC and player sprites are still unfinished.

I have a lot of ideas on where I'd like to take this if I ever decide to make a "v2.0", but that'd involve a total overhaul of the mod at this point.

I do appreciate the interest though!
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby quinn_today » Sat Sep 22, 2018 4:19 am

This is a really excellent mod! :> I'm an artist and I'd be willing to do the Title Pic and some sprites for free if you want!
User avatar
quinn_today
 
Joined: 22 Sep 2018

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Crudux Cruo » Sat Sep 22, 2018 8:22 am

It's a good mod, one of my favorites. Still waiting faithfully for parkour 2.0 (apparently i posted as much in 2014!)
What sort of ideas did you have for character sprites? Cant you just clean up say the psi zombie a bit?

wouldn't mind helping on some doom projects, i'm sort of floundering on my lethaldoom sequel.
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Tango » Wed Mar 06, 2019 11:26 pm

is the creation of addons permitted for Psychic? I know there are the compatibility patches in the OP for specific mapsets, but those are pretty limited in scope I think, and I am not sure who those were even made by. to clarify, by addons I mean things that still require the original to run properly, rather than a straight-up modification of the original mod
User avatar
Tango
heh!
 
Joined: 31 Jul 2006

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby EddieMann » Fri Mar 08, 2019 12:30 am

Explosions from the grenade gun could definitely use more 'bang' or punch.
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby placeboeffect » Mon Feb 22, 2021 3:46 am

The shop doesn't work for me, and I have the binds set for it. Tried everything but they're all greyed out with dashes instead of numbers.
Does it only open after a certain level or something? Thanks.
placeboeffect
 
Joined: 12 Feb 2021

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby wildweasel » Mon Feb 22, 2021 10:38 am

placeboeffect wrote:The shop doesn't work for me, and I have the binds set for it. Tried everything but they're all greyed out with dashes instead of numbers.
Does it only open after a certain level or something? Thanks.

Oh wow. I just booted it up to verify, on GZDoom 4.5.0, and it seems something has broken in the shop script. It just hangs at this screen:


In previous GZDooms, this would eventually go away and allow use of the movement keys to browse, but this has evidently broken and I don't know what can be done about it.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby phantombeta » Mon Feb 22, 2021 10:57 am

It's caused by some button checks. It checks if any button is held when the menu was opened or certain things happen, and stays locked for a bit if so. The way it does so, however, gets broken by the somewhat recently added BT_RUN flag - it happens for a similar reason to this.
User avatar
phantombeta
Tired of being treated like trash by control freaks
 
Joined: 02 May 2013

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby 64palm » Mon Apr 12, 2021 5:26 am

on delta touch i cannot upgrade a shotgun cuz a button is confused me

sorry for my english
64palm
 
Joined: 10 Apr 2021
Discord: Zandatsu#2138
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [WIP] Psychic -- Beta #5b, now with Raven & Strife!

Postby Arcterezion » Wed Sep 22, 2021 2:58 am

[ :!: ] Bit of a bug of sorts, here! [ :!: ]

In the later versions of GZDoom, The +RIPPER class does not work with the overcharged Steel magic, or the Nightmare Omega gun.

This is because +DOOMBOUNCE and +HEXENBOUNCE override +RIPPER.

Something Graf Zahl said in another thread (Two years ago!).
Bouncing will override ripping, if bouncing on actors is enabled. The recent change only added handling for one overlooked case when hitting an actor from above or below.
The solution would be to set the projectile to not bounce off actors.


So what I did to fix this for myself was change this (Overcharged Steel) in actors/powers/steel.txt:
Code: Select allExpand view
ACTOR SteelSaw : PsychSteel
{
   Speed 40
   Damage 3
   Bouncefactor 1
   -DOOMBOUNCE
   +HEXENBOUNCE
   +RIPPER
   +NOGRAVITY
   +SEEKERMISSILE
   +CANBOUNCEWATER
   YScale      0.7
   Reactiontime 24
   Obituary "%o was sawed in two by %k."

To this:
Code: Select allExpand view
ACTOR SteelSaw : PsychSteel
{
   Speed 40
   Damage 3
   Bouncefactor 1
   -DOOMBOUNCE
   +HEXENBOUNCE
   -ALLOWBOUNCEONACTORS
   -BOUNCEONACTORS
   +RIPPER
   +NOGRAVITY
   +SEEKERMISSILE
   +CANBOUNCEWATER
   YScale      0.7
   Reactiontime 24
   Obituary "%o was sawed in two by %k."


And this (Nightmare Omega) actors/weapons/nightmare.txt:
Code: Select allExpand view
ACTOR NiteShot : PlasmaBall
{
    Scale 0.3
    Alpha 0.75
    Damage 8
    Speed 20
    SeeSound "weapons/nightmarebounce"
    DeathSound ""
    Reactiontime 10
    + DOOMBOUNCE
    Damagetype "Nightmare"
    Obituary "%o let %k become %p new nightmare."


To this:
Code: Select allExpand view
ACTOR NiteShot : PlasmaBall
{
    Scale 0.3
    Alpha 0.75
    Damage 8
    Speed 20
    SeeSound "weapons/nightmarebounce"
    DeathSound ""
    Reactiontime 10
    + DOOMBOUNCE
    -ALLOWBOUNCEONACTORS
    -BOUNCEONACTORS
    Damagetype "Nightmare"
    Obituary "%o let %k become %p new nightmare."


Hah... Bet this would've made my Sunlust playthrough a bit less difficult.

Another bug: In the Cybershop, the letter "Y" appears to be replaced with a "|", or something similar. It can be seen in the screenshot a few posts above this one. No idea what the solution to that one might be.

This has been my favourite gameplay mod for years, and I hope I was able to help just now!
I also hope this post is warranted, considering it's a five-month bump. :wink:
User avatar
Arcterezion
 
Joined: 10 Oct 2020
Discord: Arcterezion#5044

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Carrotear, Dragonbornm3, fistfulfan, Starman the Blaziken, ZikShadow and 12 guests