Sangelothi Mods (NeoCore v5 RELEASED PG.26)

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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Dr_Cosmobyte » Mon Jun 15, 2020 12:57 pm

Congrats man!

Always liked this gem here. This mod deserves more attention ;)
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Summer Laverdure » Mon Jun 15, 2020 1:17 pm

Hey I saw this mod thanks to ICARUSLIV3S and downloaded it, it's really cool ^_^ Thank you for making it!
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby retronutcase » Mon Jun 15, 2020 1:48 pm

Liking the guns, but I do have one issue. Some maps rely more on ammo pickups than Zombiemen for pistol ammo when you start out, and may not offer you a slot 4 for awhile. This can result in your pistol having no ammo available for it.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Sangelothi » Mon Jun 15, 2020 10:18 pm

idle.png


Trying a new look since the sepia is overdone on this gun :roll:


mutateda 1.png

purple 1.png




Infested corpses usually just spew blood when looted while fresh bodies can drop guns and ammo :3:
I wish I could animate the bodies to roll over after activated, or have the head lower, but currently is just the green light on the helm turns red after being looted (it flashes green beforehand)
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Captain J » Mon Jun 15, 2020 11:34 pm

Impressive weapon design! And so the mutated corpses are able to damage you somehow?
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Sangelothi » Tue Jun 16, 2020 12:36 am

I'm considering making a rare, more infested one that either spews toxins or drops some sort of power up
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby -Ghost- » Tue Jun 16, 2020 2:25 am

I think there's a body mimic monster that got made not too long ago. Might be a good rare mutant that can show up if you get too close/try to loot it.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby AschTheConjurer » Wed Jun 17, 2020 1:41 am

My god NeoCore is excellently balanced for some good challenge. I love how even the pistols are viable against higher-tier monsters, and a lot of other little gameplay nice touches. It's so fun and smooth, that it's really easy to want to record gameplay of it.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby A_gunFlash » Mon Oct 05, 2020 1:22 pm

Why in this mod not created "A_GunFlash". It really helpful on software.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Captain J » Tue Oct 06, 2020 4:20 am

Well... BRIGHT helps in software mode without having to use A_GunFlash big time.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby A_gunFlash » Wed Nov 04, 2020 6:38 am

Captain J wrote:Well... BRIGHT helps in software mode without having to use A_GunFlash big time.

You also sin with this. There is no "flash" in your mod either in software rendering. It looks like even cool mods don't give a shit about "flash".
I always play in software and it big problem for me. 'cause i see in darkness NOTHING while i shootin' without flash.
So dificulty write this or something like this
Flash:
TNT1 A 1 Bright A_Light1;
TNT1 A 1 Bright A_Light0;
Goto LightDone;
moders with straight arms!!!!
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Captain J » Wed Nov 04, 2020 1:18 pm

Right right right just calm down. Maybe some mods don't really have Flash state, but at least you can add it to the mod by using via doom editors like SLADE3.

Also you could've just asked for it, not bluff about it.
Last edited by Captain J on Wed Nov 04, 2020 11:57 pm, edited 1 time in total.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Sangelothi » Wed Nov 04, 2020 2:13 pm

My playtesting with software was fairly minimal, but I didn't think much of software compatibility when I started designing the sprites in true color. And I haven't done very much with NeoCore lately, made a few sprite sheets this past week. However this would be worth looking at when I get back to work :D
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby Turin Turambar » Tue Jul 13, 2021 9:06 am

I have been playing DBP37 Auger Zenith wad and it's being super with this mod, thanks to the enemy replaces that happen to be super fitting for the cyberpunk style. Recommendable.

edit: that said I'm playing it with a 40% damage reduction as the new weapons are too good.
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Postby mamaluigisbagel » Tue Jul 13, 2021 9:54 am

This has been a really fun one for me, and I keep coming back to it. One thing that's been bugging me though is if you have HUD Options>Scaling Options>HUD Preserves Aspect Ration turned ON, then the 2nd ammo counter (ie for the Empress Shotgun, the counter for how many times you can auto-fire the gun) is stuck behind the first ammo counter, so it's impossible to see how much ammo you have in the 2nd counter. I'll try to post two pictures to showcase this.

HUD Preserves Aspect Ratio set to OFF:


HUD Preserves Aspect Ratio set to ON:
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