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

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Re: [BETA] NecroDoom

Postby Project_Hellbane » Mon Jan 09, 2012 6:24 pm

The dual chainguns need to be moved down one pixel, because one can just see under them. over 4.5/5 a cool mod but I think these things should be corrected
Code: Select allExpand view
Minigun issue
The Mechsuit bleeds when you are in or out of it
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Re: [BETA] NecroDoom

Postby Zdoomer1337 » Mon Jan 09, 2012 8:03 pm

Where can i get the newest version of GZdoom so i can run this mod :?:
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Re: [BETA] NecroDoom

Postby ChronoSeth » Mon Jan 09, 2012 8:06 pm

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Re: [BETA] NecroDoom

Postby Kate » Mon Jan 09, 2012 10:59 pm

Okay, the weapons are way too weak. I suggest making their damage 2x what it is now, and reduce the ammo given by half. This makes the balance pretty much perfect. Keep in mind the stock IWADs give you a lot more ammo than you should ever need.
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Re: [BETA] NecroDoom

Postby amv2k9 » Thu Jan 12, 2012 2:01 pm

Pink Silver wrote:Okay, the weapons are way too weak. I suggest making their damage 2x what it is now, and reduce the ammo given by half. This makes the balance pretty much perfect. Keep in mind the stock IWADs give you a lot more ammo than you should ever need.

Seconded. I found myself using the Minigun & H-V Gun a lot more, because the Swarm Rockets feel much more of a situational weapon than the Shotgun they replace. Unless you've got dense packs of enemies in front of you, or enemies that are taller/wider, chances are a bunch of the rockets won't hit a target.

Bugs:

-Casings that land on a moving sector will stay in air when it lowers. Obviously not too much of a problem since the casings have a fairly short lifespan.

-When the mech is exited, its hp bar doesn't decrease even though its taking damage when hit, and will blow up when enough damage is done to it.

-Dying while outside a mech and then resurrecting through the console will give you the mech weapons in the human HUD. Obviously cheats are cheats, but maybe this is fixable.

Some ideas:

-To make it feel more like you're in a mech, perhaps bullets could spark off the visor?

-Is there anything from Necrodome that could be used for a new INTERPIC?

-Possibly more remote features for the mech when you're outside it? Like an autonomous mode where it indisciminately fires at enemies, or a kamikaze mode where it moves at the enemy you target and blows up?

-Since the Smokescreen doesn't actually make any smoke, maybe it could be called something else, like Active Camouflage? Would abbreviate better in the same amount of letters: CAMO vs. SMOK.

-More "mech-y" sprites for things like the soulsphere, backpack, etc.

-Its kinda hard to see the melee altfire for the mech when dual weapons are equipped. Maybe the guns could pull away as you do it?
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Re: [BETA] NecroDoom

Postby EinhanderZwei » Thu Jan 12, 2012 2:24 pm

AWESOME!!! I adore Necrodome, would play this ASAP! :D
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Re: [BETA] NecroDoom

Postby Greenmarine » Thu Jan 12, 2012 2:58 pm

I think the weapons are perfect where they are, damage-wise. A lot of weapon mods try to overpower your arsenal, so it's nice to have a challenge once in a while. It's not like you're being forced to play in UV after all.

Many of the weapons seem to be suffering from Daikatana-syndrome, as in the guns sometimes seem to kill you more than they kill the enemy, which I believe is the real issue with them. Maybe make the player to immune to splashdamage from his weapons, or make him less susceptible to it, as causing yourself damage is a lot more embarassing than failing to dodge a fireball.

The rockets triangular spread pattern and permanent left-right offset does make them a little hard to use at times and can be frustrating. Maybe an effect more akin to the rocket pods in Heavy Gear would be more desirable.

http://www.youtube.com/watch?feature=pl ... -WTg#t=65s

This video at 1:05 demonstrates what I mean pretty clearly. Basically, the rockets would "swarm" chaotically, this would keep the weapon suited to only short and intermediate range combat, while giving it more of a 'shotgun' effect at the same time.

Actually, looking at that...that's probably more trouble to implement than it's worth. This is a terrible idea.
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Re: [BETA] NecroDoom

Postby XutaWoo » Thu Jan 12, 2012 3:29 pm

Actually, I did it with the Drunk Missiles (which was stolenalso used in the swarm launcher on Realm667) in Come Get Some, which I used again in Lobster with the Autozooka. It'd actually make it a lot more useful, honestly.
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Re: [BETA] NecroDoom

Postby Greenmarine » Thu Jan 12, 2012 4:44 pm

If that's the case, then it might be the best way to keep the functionality of the shotgun. As it is, the weapon has a tendency to shoot around your target, which while good for peppering multiple attackers, is useless in tight corridors or against lone creatures, in such circumstances it can be easier to hurt yourself with the rockets than the enemy which although it makes the mod more challenging - it doesn't make it the right kind of difficult.
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Re: [BETA] NecroDoom

Postby Xaser » Sat Jan 14, 2012 7:56 pm

Thanks for the feedback, all! I've uploaded a new version of the mod (same link as before) with the following changes:

  • H-V Gun ammo now comes in packs of 30 and Chaingun ammo in packs of 250.
  • Chaingun ammo cap increased to 1500.
  • Casings no longer hover on lifts.
  • Added quick aliases for exiting and remote-detonating the suit to the controls menu. Feel free to bind 'em to something if using the inventory items is too unwieldy.
  • Rocket Pod now has a different spread pattern -- both guns fire parallel rather than mirrored. This is an experimental change to see if it works better for folks.

There are still a few things I haven't addressed just yet, and warrant some further discussion:

  • Aside from the spread pattern change, the Rocket Pod hasn't been modified. There have been several suggestions to reduce or remove the splash damage from the rockets so the player doesn't blow oneself up, but this is something I"m hesitant to do. The rocket pod is intended to be an anti-group weapon, not a close-range pounder like the original shotty, and removing the splash damage would let you point-blank everything and raise the weapon to near-god-tier status. I realize that it replaces the shotgun, but there's really no clean way to make it fill an identical role, and I'm not really sure what I can do here without destroying the intended balance of the weapon.
  • No footsteps yet. This is probably my fault for overselling the idea of piloting a mech in the trailer/text. I actually intended to explain away the (very intentional) lack of pounding thuds or mech-like movement by describing the Necrosuit as a mechanical exoskeleton with some weapon-mounting hardpoints rather than a full-blown mech. Thing is, I really don't want to change anything at all about the player movement, since the Doom player's agility is its most important defensive trait. I won't slow things down or make movement unwieldy. Adding footsteps would be doable without messing with such (I've even got a script handy for it), but I'd probably find them more annoying than anything else and this would also affect future deathmatch support. I'll add it as an option if I can find a way to easily make it an option, but not just yet.
  • As an addendum to the above, I like the idea of having some slight 'screen fuzz' when hit. That'll go on the todo list.
  • After some consideration, I'm going to fall back to using CustomInventory to handle restricting health pickups from Runners instead of using Inventory.ForbiddenTo (which does not play nicely with +ALWAYSPICKUP -- if you'll notice, I had to remove the flag for bonuses and spheres, which really sucks). This should have the nice "side-effect" of making it compatible with 2.5.0, I believe. I just haven't gotten around to it yet. :P

Hmm, I'm getting really list-happy in this thread. :P

Project_Hellbane wrote:The dual chainguns need to be moved down one pixel

What resolution do you play at? It doesn't happen to me, but it's possible that there's a rounding error causing this, in which case a pixel-shift is needed.
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Re: [BETA] NecroDoom

Postby Gez » Sun Jan 15, 2012 9:35 am

So, I guess you were able to add the archive format to slade, right? If you want you can submit a patch.
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Re: [BETA] NecroDoom

Postby Xaser » Sun Jan 15, 2012 10:53 am

Not quite yet -- I used my own mini-ripping tool for getting most of the stuff.

Sorry I never got back to you regarding the info -- thanks for it! I haven't gotten around to actually adding the code to SLADE yet but I've gotten the archive format mostly figured out. Enough to write a basic loader, at least. ;)
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Re: [BETA] NecroDoom

Postby amv2k9 » Wed Jan 25, 2012 5:06 pm

More observations:

-The right side of the stats screen on the automap HUD looks a little empty. Perhaps this could show the total monster, secrets, and items in the level?

-When the suit has been detonated, getting close to it and attempting to use the detonate the suit will incorrectly bring up the prompt asking whether you want to detonate it. Doing this from a distance will bring up the "suit already detonated" message instead.

-Casings for the Runner's chainshotgun, perhaps? Since the HUD sprites show a casing being ejected, and some of the other guns get casings.
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Re: [BETA] NecroDoom

Postby -Ghost- » Wed Jan 25, 2012 6:02 pm

The shotgun replacement is a little better, but it still feels like one of the worst weapons. Can you give it a loose spread of missiles rather than a line? Like making a rough circle of 5 or 6 missiles?
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Re: [BETA] NecroDoom

Postby taufan99 » Sat Jan 28, 2012 12:57 am

Sorry, i have a problem while running it on ZDOOM SVN.
Code: Select allExpand view
OS: Windows XP (NT 5.1) Build 2600
    Service Pack 2
M_LoadDefaults: Load system defaults.
Gameinfo scan took 1 ms
W_Init: Init WADfiles.
 adding D:/SVN/zdoom.pk3, 547 lumps
 adding D:/SVN/doom2.wad, 2919 lumps
 adding D:/SVN/xa-necro.wad, 662 lumps
I_Init: Setting up machine state.
CPU Speed: 1862 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) Dual CPU T2390 @ 1.86GHz
  Family 6, Model 15, Stepping 13
  Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.

Execution could not continue.

Script error, "xa-necro.wad:DECORATE" line 1269:
"inventory.forbiddento" is an unknown actor property

Note that i used ZDOOM r3288.
Or need i using GZDOOM SVN? (at least without OpenGL because i have a nauseating problem if i running GZDOOM and Skulltag with GL renderer)
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