Accessories to Murder (ww-doomnukem): on Github

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Captain J
 
 
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

instead of +FORCERADIUSDMG, hope you can add extra dmg lil' bit to projectile dmg or splash dmg. then it should helps for kill the stronger enemies.
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wildweasel
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Captain J wrote:instead of +FORCERADIUSDMG, hope you can add extra dmg lil' bit to projectile dmg or splash dmg. then it should helps for kill the stronger enemies.
Well, here's the thing: in the current release version, the only thing that damages the boss monsters is direct damage. If you miss with the BFG ball, the Cyberdemon and Mastermind will not be damaged at all by the blast. This is because they have +BOSS, which stops them from being damaged by rocket splash damage.

With +FORCERADIUSDMG, +BOSS is overridden, and the BFG blast deals damage to them. It still takes about six or seven direct BFG hits to kill either one, though.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Correction, it's because they have the NORADIUSDMG flag. BOSS does nothing in regards to radius damage.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Ed the Bat wrote:Correction, it's because they have the NORADIUSDMG flag. BOSS does nothing in regards to radius damage.
I thought +BOSS implied +NORADIUSDMG.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Nope. If it did, it would be redundant for those monsters to also have NORADIUSDMG.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by NeuralStunner »

wildweasel wrote:I thought +BOSS implied +NORADIUSDMG.
I belive it did in Vanilla, and I think ZDoom split out the flag because BOSS was too effect-heavy.

Alternatively, you can give your bosses a RadiusDamageFactor. (Or DamageFactor them against the specific damage types for explosions.) Thus those weapons will still be useful against boss-types, but not too much so. Nothing annoys me like a bunch of enemies that you're basically forced to spend your heavy fire on.
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DEDLI
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by DEDLI »

I've done a ton of playing since a couple of versions ago, and have compiled a bunch of ideas you can pick through or give feedback if you wish

Pistol:
Spoiler:
Revolver:
Spoiler:
Double Barrel:
Have you considered yet the demon-oneshot melee range pellets with less down-range damage compromise? ;)

Trench Gun:
Spoiler:
Rocket Launcher:
Spoiler:
Lost Soul:
Spoiler:
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Most of the above gun fixes have been added (except the trenchgun and rocket launcher). I messed with the drop rates on the pistols a bit, hopefully have the Sawed-Off's "melee" capability balanced well enough (will need some playtesting), and the Lost Souls now basically just behave like original Lost Souls. No more projectiles, damage and attack rate should be identical to the originals now. I also had to go fix the Rocket Launcher to never autoselect.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ethril »

Viscra Maelstrom wrote:i do wonder if you're actually gonna make the boss enemies being immune to being put in pain-state, so as to not horribly break apart Masterminds with just a Sledgehammer. then again, having the enemies not being able to be put in pain-state at all might massively unbalance the game, though.
Or the bosses could just not be affected by the sledgehammer's pain forcing. (e.g. instead of +FORCEPAIN, you could give it a custom damagetype and give all enemies except the bosses maximum (or at least extremely high) painchance for that damagetype. Bosses would either not have a custom chance for that type and just use normal pain chance, or just have a moderately increased chance instead of a massive one)
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Last I was aware, there were also a couple of missing brightmaps on the dualies (as well as an overlooked pickup message for them). And I believe you previously mentioned that the capitalization was edited for the weapon nametags?
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

Ed the Bat wrote:Last I was aware, there were also a couple of missing brightmaps on the dualies (as well as an overlooked pickup message for them). And I believe you previously mentioned that the capitalization was edited for the weapon nametags?
Yes, I am currently changing all of the pickup messages and weapon tags to be a bit more consistent (especially CORBEX and TAIGA which are not acronyms for anything, and thus are being changed to proper capitals).
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by wildweasel »

undead003 wrote:Auto-offsetting wasn't as bad as I thought it would turn out. I extracted the sprites from the hazmat (?) trooper's sprite sheet and they are ready for my own use, and I've already made a skin file for it.
Could you perchance send that to me? Spricer is giving me headaches right now.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Zhs2 »

wildweasel wrote:- Get around to adding randomized angles to all the voxelized pickups; this makes large banks of bonuses look a lot nicer.
Something interesting I found out because of this mod that I never would have otherwise: Plutonia Experiment actually has maps that assigned angles to single-frame items; most of them seem to be ammo pickups. (MAP05 displays this most prominently with the rocket pickups arranged about the Spider Mastermind's square.) Setting randomized angles would conflict with nice, but otherwise hardly noticeable, touches like that (if map authors ever consider them in the first place), but ah well - win some, lose some.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Ed the Bat »

Odds are that they'll still be randomized with this, which looks more reasonable than matching with everything else or being neatly arranged.
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Re: Accessories to Murder (ww-doomnukem): Update 4-10

Post by Captain J »

Ethril wrote:Or the bosses could just not be affected by the sledgehammer's pain forcing. (e.g. instead of +FORCEPAIN, you could give it a custom damagetype and give all enemies except the bosses maximum (or at least extremely high) painchance for that damagetype. Bosses would either not have a custom chance for that type and just use normal pain chance, or just have a moderately increased chance instead of a massive one)
custom damages are would be hella recommend for bfg, too.

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