[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Fri Nov 22, 2013 8:57 pm

This has been fixed for v 1.9 but for those who want a quick fix:

Open the pk3 and look at the first decorate file scroll to the pistols (I really should do what weasel does and put each weapon into a separate text lump) and look at the "A_SpawnItem("LightProjectile")

Is it like this: 0,0,0,0)

Or like this: 0,0,1,0

If it's the former change the third zero into a one so that it appears as the latter

Also don't get too used to holding down on the shotgun as in 1.9 you'll have to manually pump it after firing ALA the shotgun from Hernandez : Dawn of Tomorrow

Major props and credits to weasel though I used the item from ww-diaz v3 to do this effect it also allows me to buff the shotguns slightly from 5 damage a puff to 7 per puff

Totaling at 91 damage point blank with the I4PA and 182 at point blank for the IP6A as opposed to the old 65 and 130 for this current release
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby Somagu » Fri Nov 22, 2013 9:07 pm

Something's wrong with the armor pickups. While you normally can't tell because the armor counter in the HUD only goes up to 1000, the first armor pickup that you get prevents you from picking up anything better, unless you pick up a megasphere.
The HUD does not work in 16:10, you can't see which keys you have, and the score counter is cut off in 4:3.
The plasma gun's overheating takes so long that you can go through entire levels without worrying about it, nevermind that you can just change weapons back and forth to fix it.
A non-balance issue, I personally feel there's too much noise. Your shovel whispers to you, the health pickups hum, the powerups groan, and the rest of the monsters moan so loudly and for so long that my driving factor to pick up things and kill things is so I will not have to hear them anymore! Insanity's Requiem, indeed...
Lastly, BFG much too stronk.

All this said, I like most of the visual effects, and the quality of the sounds and visuals all seems to work well enough.
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby chronoteeth » Fri Nov 22, 2013 9:20 pm

i'd be lying if i didnt say a lotta weapons have waaay too much me-too feeling to them. maybe its the mass of hitscans but theres a clear "just use this over this" feeling with basically all the bullet/shell weapons
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Fri Nov 22, 2013 9:33 pm

Believe me when I say I've tried changing from hits an to projectiles with it coming out looking like they're shooting straight forward from the guns offset instead of in the direction of the weapon angle and no matter how much I fucked around with the offsets it stayed the exact same

Though I suppose I could make it so that weapons are class exclusive ie the heavy guns are for Hector and the lighter ones be for Ascher what do you guys think of this idea cause I don't see any other way of getting away from that "use this over this" factor of play.

Even though that's how the mod was meant to be from the beginning...
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby chronoteeth » Fri Nov 22, 2013 9:41 pm

i think a lot of it just requires a dash of creativity and balance really. alt fires help tremendously when it comes to that too as you can have unique alt fires to help compensate
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Fri Nov 22, 2013 9:48 pm

Well at one point in the alpha releases the shotguns had en explosive pellets altfire as for the Triple R I cold make a full auto primary and a prescision burst secondary the minigun doesn't need an altfire the slot 5 weapons are covered there flak gun has a plasma flame-thrower alt and for the plasma gun I'm trying to find a manual cooling method for the weapon the BFG is also good as is
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby chronoteeth » Fri Nov 22, 2013 11:15 pm

i like the flak gun because it feels the most unique out of the bunch. you dont have to have burst alt fires to everything either. think outta the box and go for it
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Sat Nov 23, 2013 12:19 pm

Added an altfire to the plasma rifle in which you can unleash a vent of superheated plasma that lights enemies on fire and cools the weapon down so that you can keep using it without fear of an overheat overheating might also be a good idea for the minigun no? As for the Triple R I repurposed it into a semiautomatic carbine with a 6-round burst the shotguns are fine I think all that's left to do now is update the enemies attacks to match what yours and ther weapons can do
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby chronoteeth » Sat Nov 23, 2013 2:36 pm

In the long run what im trying to say is there should be a way to make each weapon unique and useable. Vent of plasma is literally a variation of the flak cannon's alt fire. Why use the normal shotgun when the double shotgun is literally the same thing but 2 rounds? Why use the triple R when its literally just a slower pistol? You can do tweaks to stats and damages but nothin really "feels" fun to use. Heck even using the grenade launcher/rocket launcher combo is somewhat boring to use just because the flak cannon looks incredibly similar to it.

This mod's not bad but its definitely more style over substance/less meat to it. You could literally just cut half the guns out of the mod and it'd be much better.
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Sun Nov 24, 2013 3:50 pm

I don't want to cut anything from the mod but I do think its time I changed some sprites around because I think some weapons could probably benefit from a new sprite but cutting weapons won't happen that I garuntee
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TheMightyHeracross » Sun Nov 24, 2013 4:07 pm

His point wasn't to cut them out, his point was to make each gun act a bit differently so that each one has its own purpose. I've seen this too- that ssg replacement is literally the regular one with different sprites and more pellets. Hell, even the fire rate is the same! Make these weapons different, the mod will be 15 times better.
Also, the ammo caps on this mod are unnecessarily huge. I mean HUGE! It took me a minute and 24 seconds to run out of minigun ammo, firing it nonstop starting at full ammo. The pistol altfire doesn't use ammo, either.
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Sun Nov 24, 2013 4:58 pm

This is fixed in version 1.9 AND

I gave a solution in the first post on this page the ammo caps are changed in 1.9 as well 1500 is the amount you can nab after getting a backpack same numbers for the cell ammo count after a backpack
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TiberiumSoul
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby Crudux Cruo » Mon Nov 25, 2013 10:04 am

Well, all i can say is that if russian overkill had a sequel, this would be it, because frankly, there is little to no balance. graphics and everything were neat, no bugs or anything, but this just isn't my cup of tea (and coincidentally, neither is russian overkill).
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Tue Nov 26, 2013 2:43 pm

RO sequels are either The Guncaster or The Trailblazer
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Re: [Release] Insanity's Requiem V1.8 Beat the High Score!

Postby TiberiumSoul » Sat Nov 30, 2013 10:45 pm

I'm posting here to let you know that after V1.9 hits the shelves I'll be doing one more revision calling V2.0 the final

In other news, I'm still trying to change the hitscans into projectile weapons

I'm gonna take a peek through my gzdoom folder and see what I can get in the way of possible tracers and working offset codes so that they don't look weird as though they shoot straight forward from the offset instead of from an angle toward the center of the screen in a general spread of course also the chainsaw is gone in favor of swapping it out for another gun

V1.9 introduces 2 new weapons that swap out for V1.8 weapons

The chainsaw swaps out for the Hyperion SM-65 Police SMG

The AT-30 swaps out for the .65 short chambered EX-30 Specialized Custom Revolver by the Jakob's corporation
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TiberiumSoul
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