i do some spriting i do not do coding
i would love to help you make more gun variants also .. i want to say the starting pistol is too strong you must give the player hte worst gun to begin with.
gunofdis wrote:Neat mod so far but the recoil is absurd.
Mech wrote:I meant just the appearance of the gun. Though the weapon itself is still looks out of the blue to me, because imho if player gets surrounded it's their problem and their only, for modders can't just foresee all the combinations their mod will be played with.
Mech wrote:Sunbeam wrote:I tested the mod with GZDoom 4.2.1 but also with 3.1.0.
Phew.![]()
Mech wrote:Site refused to accept my email and had to google the right answer for captcha.
Sunbeam wrote:Have you tried it already?
Mech wrote:Sunbeam wrote:Have you tried it already?
Yep. And I can say now that it is not compatible with this: you can neither pick up a weapon nor even see its stats.
Few more things:P.S.: now that I see people also making feature requests I think you should make some "todo\wontdo" list.
- Why only 3 slots for weapons? Is it level-dependent?
- How about elemental weapons?
- Have you thought about adding other equipment: class mods, grenade mods(or at least just grenades) and relics?
- I think punching would be better as some sort of "quick melee" than as separate "weapon".
- I think I found a bug: equip a weapon (mag is empty), load it, unequip, weapon unloads itself so when you equip it again, you have to load it again too. Do this few times and you'll drain your whole ammo without making even a single shot. I doubt it's an intended behavior.
- I'm a bit confused about the staff: the only stat it has is "souls". This is the lowest amount of souls needed to fire it once aka consumption rate, am I correct? If yes, then replacing it with a higher level one is just pointless, since the higher the staff's level the higher "soul" stat is.
theroguemonk wrote:yes... its called tagart something it just scales enemy health depending on what you want...
also i sugest you putt the worst pistol at start and not the fastest and best which seemes like you have...
i have experience making sprites but i cant stand making enemies.... i can make weapons.. but no coding.
do you have discord? or any messaging system?
Mech wrote:Yep. And I can say now that it is not compatible with this: you can neither pick up a weapon nor even see its stats.
Mech wrote:Few more things:
- Why only 3 slots for weapons? Is it level-dependent?
- How about elemental weapons?
- Have you thought about adding other equipment: class mods, grenade mods(or at least just grenades) and relics?
- I think punching would be better as some sort of "quick melee" than as separate "weapon".
- I think I found a bug: equip a weapon (mag is empty), load it, unequip, weapon unloads itself so when you equip it again, you have to load it again too. Do this few times and you'll drain your whole ammo without making even a single shot. I doubt it's an intended behavior.
- I'm a bit confused about the staff: the only stat it has is "souls". This is the lowest amount of souls needed to fire it once aka consumption rate, am I correct? If yes, then replacing it with a higher level one is just pointless, since the higher the staff's level the higher "soul" stat is.
Sunbeam wrote:However I did not get around to implement this "increase" so I went with three
Sunbeam wrote:Different "armor classes" like in Borderlands (no armor -> fire, armored -> acid) don't seem to make much sense in the context of Doom, where probably all enemies would be the "unarmored" type.
Sunbeam wrote:I would always keep the fists as a separate fallback weapon.
Mech wrote:If you can't make slots number increase gradually, then better make it all 4
Mech wrote:Now that you explain it, they certainly would. But so what? What I was saying is that burning, electrocuting, corroding or freezing enemies is certainly more fun than just spraying them with bullets. Also you can make those weapons deal damage over time. Which would be very helpful.
Mech wrote:Should have clarified it before. Say, picking the berserk powerup makes all the weapons just useless, because it makes you able to oneshot with alt attack just literally everything. I'm not saying it's bad, quite the opposite - it's a lifesaver when your weapon is not up to par with enemies. Probably you meant it as "high risk - high reward" mechanic, but then because of its power having fists as separate weapon in kinda pointless.
Mech wrote:And once more about the staff. Rendering souls being drawn towards the player probably is not the best idea, because when there's a room choke full of demons, it'll make fps drop significantly. Souls also get stuck everywhere, and enemies walking like nothing happened when their souls in being drawn from them seems a bit weird to meAnd this type of reloading is painfully slow when fighting just one strong enemy. For these two reasons why don't replace it with autoregeneration?
Mech wrote:Talking about to-do list: do you have shops there? Because, just like in Borderlands, 90% of loot is trash.
Sunbeam wrote:but you can NOT just charge into any fight
Sunbeam wrote:Do you get FPS problems when using alt-fire?
Sunbeam wrote:Yes, shops are on the todo list.But maybe... there are other ways to deal with this? (I have an idea
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nakkemake wrote:For some reason soulstaff never works(primary fire not working and secondary never works) unless i summon it from console(but secondary attack). Otherwise 5/5 mod!
Mech wrote:Though mod forces me to - by giving me weapons\shield 5-7 level behind from me and enemies. In Borderlands series this is alleviated by perks and action skills, but we don't have them here, right? Or are you planning to do something here too?
Mech wrote:Yes, I do, because me PC is a potato.
Mech wrote:You're going to do some crafting like in Pre-sequel?
Mech wrote:P.S.: I hope I'm not being annoying - I'm just a fan of the series.
Spoiler:
Mech wrote:Interface needs to be, I don't know, stretched to fit numbers this big.Spoiler:
Sunbeam wrote:Level 71? Nice 😉 Which mapset is that?
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