[UPDATED 5/1] Modes of Destruction 0.4.1

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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby Woolie Wool » Wed Apr 22, 2015 10:48 pm

Thanks to some ACS code from GIfty, I am now removing all external mutators from Modes of Destruction. Instead a wide variety of options will be available through an in-game menu, and the pistol or SMG will be selectable at the start of the game as a player class choice. Another ACS script will detect your player class and spawn the appropriate clip and zombieman replacements (or randomize between SMG and pistol stuff in the case of multiplayer).
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Re: [MUTATOR ADDED 3/21] Modes of Destruction

Postby jdredalert » Thu Apr 23, 2015 5:56 am

Now, how could i let this pass by unnoticed for so long?

Did a quick test and i must say i'm loving the weapons so far. I'll make a proper playthrough later and give you my feedback.

EDIT - Okay, so i played your mod for a while and had pretty neat impressions about it.

First of all, i decided that i would play in a custom set of levels instead of the default ones, so i've downloaded a megawad called "D2 Reload" and booted up the game, starting the campaign in "Shit's Ugly" difficulty, ignoring completely the warning about "get burned". Boy, that was a tough one. The first map started with some machine pistol troopers, some shotgun guys and a Revenant that was firing like crazy, and i noticed that, although it's not a Hideous Destructor-styled mod, i had to be very cautious and rely more on cover and brains than mindless killing because the enemies are dangerous and will kill you very fast if underestimated. The starting weapon is very good for dealing with initial foes: a machine pistol that can go full auto or fire short, controlled bursts. In the full auto most of the accuracy is gone, but i could still pain-lock enemies at medium and short ranges, while the burst fire mode i could hit even distant enemies with almost no problem. Firing in bursts can make the weapon feel a little weak, since it takes more time to bring the monsters down, but in the other hand, that's the starting weapon, so overall this was a very nice gun. When i got the shotgun, things became even more enjoyable, since i could not only use the default buckshot rounds (and cause some bloody kills thanks to the very good tasted blood and gore graphics included) but also fire an explosive slug, perfectly accurate that could take down enemies even at the most distant ranges! Yay!! Gotta love that shotgun! I know some people that would probably complain about how imps can sometimes resist to more than one explosive slug before dying, but i don't see a problem on this, this shotgun was powerful enough to make me not only survive but be able to fight back against hordes of extra aggressive monsters in a decent way. I could also find the Assault Rifle, which was very balanced: strong and accurate (as long as you don't get trigger happy, or if you know how to spray and pray properly) enough so i could take down two Hell Knights at the same time - and considering the difficulty settings, they were very tough and hard to fight and survive.

By the end of that first level, i had a lot of fun. It was challenging, the weapons felt great, they sounded great (which is very important) and i'm motivated to finish this megawad using your pack. I can't wait to get the other guns and see how they work! :D

Keep it up! For now, i would give your mod a 9/10 :D
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Woolie Wool » Sun Apr 26, 2015 2:11 pm

The mustconfirm text is based on the lyrics of the infamous Sarcofago song "Deathrash", whose ridiculous Engrish lyrics have become a shibboleth among metalheads:

If you are a false don't entry
The nuclear drums will crush your brain
Because you'll be burned and died
Slaughtering all with intensive pain


It's also probably not the skill you're looking for! Shit's Ugly is UV -fast, March into Fire is UV.

(the skill level names are all metal song titles BTW)

In other news, version 0.4 is out, with two new weapons (the heavy service pistol as an alternative to the machine pistol, and a new chainsaw) and a whole host of options to change the behavior of the game, including many that restore aspects of vanilla Doom behavior. Check the OP for the download.
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Graphics Processor: nVidia with Vulkan support

Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby jdredalert » Sun Apr 26, 2015 2:22 pm

No, i'm actually fine with Shit's Ugly. The -fast thing makes everything more challenging. I like that!

I'll try the new version. I'm really enjoying this pack, keep it up the good quality level!


EDIT- Got some red warnings in the new version, regarding the use of nodelay. Might want to take a look on these.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby JimmyJ » Sun Apr 26, 2015 6:38 pm

Minor bug, the super shotgun doesn't eject any shells when reloading. No gameplay issues, just a nitpicky cosmetic thing.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Gifty » Sun Apr 26, 2015 7:40 pm

I really dig this mod, probably one of the better weapon sets I've played.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Abba Zabba » Mon Apr 27, 2015 10:13 am

JimmyJ wrote:Minor bug, the super shotgun doesn't eject any shells when reloading. No gameplay issues, just a nitpicky cosmetic thing.

Yeah, a fix for this would be cool to see.

Did the pump shotgun reload speed get increased from the last update to this one? Its reload speed seems a bit OP, it's pretty much brutal doom fast.

EDIT: Apparently the mode switch bug for both shotguns is still in the mod. If you missed it a page back, it's basically switching away to another weapon or lowering and re-raising when you try to switch modes. You're stuck on that mode until you have some ammo in reserve. Also, it would be cool to see an option for casing life span.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Wivicer » Mon Apr 27, 2015 4:47 pm

Just a little thing: The pistol class doesn't start with the right fist weapon.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby jdredalert » Mon Apr 27, 2015 10:35 pm

I think this is a bug. It also happened to me, so i changed back to the SMG class. However, i changed back again to the pistol class and i got my pistol.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Woolie Wool » Tue Apr 28, 2015 8:04 pm

Lava Grunt wrote:
JimmyJ wrote:Minor bug, the super shotgun doesn't eject any shells when reloading. No gameplay issues, just a nitpicky cosmetic thing.

Did the pump shotgun reload speed get increased from the last update to this one? Its reload speed seems a bit OP, it's pretty much brutal doom fast.

Yes, it got increased because the player was helpless for a ridiculously long time with the old animation.

I'm still having issues with kills made by the BFG line-of-sight effect (enemies with a line of sight to the ball hitting something get zapped by deadly hitscans) not awarding the player any points. I'd greatly appreciate any help at fixing this issue.
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Woolie Wool
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Discord: Woolie Wool#9878
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby scroton » Wed Apr 29, 2015 2:30 am

Woolie Wool wrote:I'm still having issues with kills made by the BFG line-of-sight effect (enemies with a line of sight to the ball hitting something get zapped by deadly hitscans) not awarding the player any points. I'd greatly appreciate any help at fixing this issue.


I got you covered, tested it in-game too:

Spoiler: The Code
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Abba Zabba » Wed Apr 29, 2015 7:06 am

Woolie Wool wrote:Yes, it got increased because the player was helpless for a ridiculously long time with the old animation.

I don't know about hopeless (since tube fed shotguns in general take a bit of time to reload), but it was a little long. Maybe strike a balance somewhere between this update and the last for speed.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Woolie Wool » Wed Apr 29, 2015 8:08 am

scroton wrote:
Woolie Wool wrote:I'm still having issues with kills made by the BFG line-of-sight effect (enemies with a line of sight to the ball hitting something get zapped by deadly hitscans) not awarding the player any points. I'd greatly appreciate any help at fixing this issue.


I got you covered, tested it in-game too:

Spoiler: The Code



That works, thanks.

Spoiler:


E: All the zappers only seem to target a single enemy while the old ones would target enemies at random.

E2: fixed that issue, don't even know how I fixed it.
Last edited by Woolie Wool on Wed Apr 29, 2015 4:57 pm, edited 1 time in total.
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Abba Zabba » Wed Apr 29, 2015 9:38 am

1: How is that a Judas Priest joke?

2: It's not that big of a deal

and 3: What's the function of the alternate Hell Knight option? Just visuals?
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Re: [UPDATED 4/26] Modes of Destruction 0.4

Postby Woolie Wool » Wed Apr 29, 2015 11:06 am

It's a reference to the lyrics of the Judas Priest song "Hell Patrol" and a joke about how ridiculously dumb those lyrics are. And I put it in spoilers precisely to discourage other people from trying to start a social justice argument with Scroton in my thread. It's done. I changed the name. I don't want any drama in here.

As for the HK menu option, it is indeed visual.
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Woolie Wool
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OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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