[v1.0.0] NecroDoom - Ye olde mech-suit mod.

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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby -Ghost- » Thu Jul 06, 2017 11:42 pm

Thanks for fixing the HUD, it looks much better at widescreen resolutions. I agree with the shotgun replacement feeling kind of off, though. It might just be from having rockets that early in, since they seem like they'd be more powerful than they actually are and you'd have a flechette launcher or something instead.
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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby Xaser » Thu Jul 06, 2017 11:44 pm

Herpderp. I'd forgotten I hadn't released a version with the widescreen HUD and arm-shotgun yet. My darn memorybrains are evil-cursed.

The rockets at this point will certainly go down as the game's oddest thing. It's really a spawn/slot-placement thing more than anything else -- you'd use the Chainguns where you'd normally whip out your SSG, but the weapon spawns disagree. :P
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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby Nems » Fri Jul 07, 2017 1:39 am

Yeah, in the latest version the arm-shotgun as a backpack replacement for Doom (and for Heretic too I'm assuming) is a real gamechanger for when you're out of ammo but still wanna keep a good distance from the enemy. :O
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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby DoomRater » Fri Jul 07, 2017 11:19 am

Jsut got the shotgun sidearm. It... doesn't alert enemies?

Edit: Also the super shotgun rocket pickup just says I got a pickup.
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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby Xaser » Fri Jul 07, 2017 2:27 pm

Whew, glad I decided to do a release candidate! I'll get those fixed tonight.
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Re: [v1.0.0 RC1] NecroDoom - Almost /idgames'd!

Postby twinkieman93 » Fri Jul 07, 2017 3:03 pm

Are you going to add lightdefs and replacement sprites for some of the powerups missing them? I have some ideas for some of them and might even throw together some quick little edits for them(I specifically mean soulspheres and megaspheres). Also, since this mod totally works in Zandronum(at least in 3.0 it does), is there any chance of finally getting a player color iteration of the mech sprites before this is shipped?

EDIT:
Image
Image

I decided to do it anyways, hehe. The first one is supposed to be an ablative armor kit, dispersing nanites that gives the suit an extra layer of ablative armor over its hull, doubling the amount of damage the suit can take under fire(hence, the shield icon). The second is a total defensive overhaul kit, which not only fully repairs the suit and gives it an extra layer of ablative armor, but gives it a fully charged shield as well! I'm... not an artist in the slightest and whipped these up in like ten minutes, so apologies if they look like trash. >.>
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Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!

Postby Xaser » Wed Jul 12, 2017 11:15 pm

Hey, good timing on the player color comment -- that's now done! Huzzah!

RC2 is up now!: https://static.angryscience.net/pub/doo ... .0.rc2.pk3

The big updates this time are multiplayer holy shet. On a whim, a few folks tossed up the mod on a Zandro server a week or so back and we played some DM. It was a blast, though the balance was naturally all out of whack. Fortunately, CombinebobNT did a fork of the mod for Zandro which included some much-needed balancing TLC and additional fixes (e.g. LMS support), so with his permission, I've ported over the majority of the changes. The mod ought to be a helluva lot better online now, so give it a whirl!

Welp. Just when I think I'm done with a thing, I find excuses to keep working on it. I want to get off mister Doom's wild ride.
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Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!

Postby DoomRater » Thu Jul 13, 2017 12:30 am

Will test first thing tomorrow. Can't wait!
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Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!

Postby Doomenator » Wed Aug 09, 2017 8:43 pm

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Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!

Postby Someone64 » Thu Aug 10, 2017 7:47 am

I really quite like this weapon mods. The only issue I have with it is how the ammo balance can screw with a lot of maps. For example: Some maps rely on you picking up weapons from dead enemies and since that can never happen here you can really get screwed over in a map full of chaingunners and shotgunners and no normal bullet ammo to pick up since the chaingun ammo isn't even shared with the heavy gun ammo. Sometimes it can get REALLY bad when the map just never gives you the gun pickup by itself because it just assumes that you've already picked it up from defeated enemies.
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Re: [v1.0.0 RC2] NecroDoom - Almost /idgames'd!

Postby DoomRater » Thu Aug 10, 2017 8:15 am

In situations like those you'll need to use the suit as cover while picking them off with your out of suit weapon. It's not much of a fix but it'll work.
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Re: [v1.0.0] NecroDoom - Ye olde mech-suit mod.

Postby Xaser » Tue Jan 02, 2018 12:56 pm

Hey all!

v1.0.0 is finally on /idgames. Dang, I actually finished something. o_O

This release is the same as RC2 except with a new cvar (xa_necro_hidetophud) that hides the top bar on the HUD (here you go, Bob :P ). There's a keybind for it in the menu too, and it's probably best to use that -- it runs a script to tell the HUD to refresh itself (since Zandro-compat SBARINFO can't check CVARs directly, I had to resort to some good ol' inventory item workarounds). Otherwise you'll need to change maps to get the change to take.

Enjoy, all!
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Re: [v1.0.0] NecroDoom - Ye olde mech-suit mod.

Postby Nems » Tue Jan 02, 2018 4:36 pm

Congrats on the official release! <3
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