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Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Wed May 02, 2018 2:56 am
by TerminusEst13
I don't plan on adding more characters to this, sorry!

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Wed May 02, 2018 8:35 pm
by SoulCircle
TerminusEst13 wrote:I don't plan on adding more characters to this, sorry!

Damn, I actually enjoyed the thought of possibly playing as Hetfield with a wicked guitar that shot lightning and fire.. Due to the main post, heh

All jokes aside (That would be kinda cool tho), this mod is one of the best gameplay mods I have ever played and will always hold this mod close to my heart. Do what you want with this mod, you can only make it better!

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Thu May 03, 2018 5:07 am
by Kyotra
TerminusEst13 wrote:I don't plan on adding more characters to this, sorry!
Wait, I thought you were planning to add a third and then it would be complete?

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.82 OSHITOSH

Posted: Thu May 03, 2018 1:34 pm
by Captain J
Term senpai once said wrote:If I do so it would likely be in the realm of a third character (which proooobably isn't happening)
Ehh... I don't think so, sadly! But i hope he can take some fan characters for this wonderful mod. :P

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Mon Jun 25, 2018 8:41 pm
by dawnbreez
You know what I'd like? I'd like it if swinging the sword set the player's z velocity to, like, +5. This would replicate the aerial sword swinging from DMC, and make air combos a thing. You'd probably want to set the player's X/Y velocity to half their current X/Y velocity, to keep players from sword-hovering across the map. Of course, this would be a lot easier if DemonSteele were in ZScript :P (EDIT: I think state inheritance still works in DECORATE, actually, though I dunno how much of the animation work you've done would play nice with that.)

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sat Aug 25, 2018 3:49 am
by MainMan
Hello! I have a few questions about Shihong. How do her abilities work? It's not that simple as Hae-Lin's - just hold fire button a double tap a direction. I have to repeatedly mash direction until it triggers, the amount of mashing feels totally random.
The second question is about her telepunch. How is that triggered? I think it has something to do with Ghost of Perdition but idk. Sometimes it works, sometimes not.
Final question is the Dance of Eternity. It's not in the mod yet or I don't know how to use it?
Thanks a lot for answers, I'm pretty lost with this character.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sat Aug 25, 2018 12:50 pm
by Bezhael
I have been trying to figure out how to modify the scripts so that killing with Hae-Lin's sword does not alert the monsters. But I don't know exactly what to change and adding the NOALERT flag just breaks the whole thing.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sat Aug 25, 2018 11:20 pm
by Dante3214
I've been enjoying Demonsteele quite a bit and recently noticed that all the weapons have an alt-fire.

The alt-fire for Kharon without a sidearm appears to pull enemies in while stunning them for a very short duration. I love fighting melee-only and the pull from the alt fire can be useful when getting close to the enemy is difficult.

However enemies often get stuck on terrain or barely are pulled at all. When I'm successful using the alt-fire the duration of the stun is so low that it seems that enemies are able to retaliate before you can bring your sword out again. I understand it's not meant to be particularly powerful but merely an option for those who like to play melee-only.

What I would really, really like is to modify that single ability to pull enemies in more reliably without overpowering it.

I don't know what is feasible in this engine, but here is what I'm thinking.

What if you had a hookshot similar to scorpions or roadhog's hook from overwatch? Here's what I would do if it is possible.

-Pulls in and stuns an enemy, leaving them vulnerable. Ideally the enemy would be 'dragged' towards the player at a reasonable speed. Any rolls, jumps or weapon switching would cancel the effect. However the player would be able to move at a slower rate during the pull but unable to attack until the pull is canceled or completed. A monster dying midway through the pull would cancel the effect as well. I imagine the pull from should never take longer than 2 seconds or so at long range but definitely not instantaneous.

What do you guys and gals think? Is this doable? Could an intelligent newbie figure out how to do it himself? ..Could I simply take a similar idea from another mod and copy it into DemonSteele for my personal use (public with permission)? I imagine a simpler way of achieving what I'm looking for would be to just bind a key to use the hookshot from another mod (I haven't looked) and not mess with the alt-fire at all.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sun Aug 26, 2018 5:05 am
by TerminusEst13
MainMan wrote:Hello! I have a few questions about Shihong. How do her abilities work? It's not that simple as Hae-Lin's - just hold fire button a double tap a direction. I have to repeatedly mash direction until it triggers, the amount of mashing feels totally random.
The second question is about her telepunch. How is that triggered? I think it has something to do with Ghost of Perdition but idk. Sometimes it works, sometimes not.
Final question is the Dance of Eternity. It's not in the mod yet or I don't know how to use it?
Thanks a lot for answers, I'm pretty lost with this character.
Thank you for playing!
Shihong's special moves have been glitched for a while, in an annoying and seemingly-random way. Sometimes they just don't execute. It's something I struggled with for pretty much a year straight and eventually gave up on. If I ever revisit DemonSteele, its special moves system is very much in need of a rehaul.
Telepunch is her blursphere replacement, an item that allows for long-range punches.
Dance of Eternity is an extra style that is gotten via BFG and can be used/selected via different inventory items.
Bezhael wrote:I have been trying to figure out how to modify the scripts so that killing with Hae-Lin's sword does not alert the monsters. But I don't know exactly what to change and adding the NOALERT flag just breaks the whole thing.
If I remember correctly, on monster death by sword they call A_AlertMonsters. You'll want to // that out.
Dante3214 wrote:I've been enjoying Demonsteele quite a bit and recently noticed that all the weapons have an alt-fire. [...] What I would really, really like is to modify that single ability to pull enemies in more reliably without overpowering it.
Thank you for playing!
Unfortunately, what you're experiencing is Doom """"""Physics"""""" at its finest. The hookshot is done via the extremely hardcoded Loreshot, which can't really be modified or tweaked a whole lot. The engine just wasn't really designed for physics more complicated than "dude gets moved from impact", and so grabbing enemies and yanking them over is something it gets tripped on a lot.
There have been multiple attempts from other people at doing different grappling hooks, though, so definitely don't take this as discouragement; if you dig a bit on the forum, you'll probably find someone doing a ZScript grappling hook or their own rewrite that allows for more flexibility to modify.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sun Aug 26, 2018 1:41 pm
by Irrevenant
Could an alternative for the hookshot be something you just throw at a monster and it teleports them in front of you? Dunno if that's tricky to do.

With Shihong, I experience a little iffyness in her special moves, but it's mostly that I have to push the directional keys so much faster than with Hae-Lin's.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sun Aug 26, 2018 5:51 pm
by Bezhael
Alright, I found the code and changed it.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Fri Sep 07, 2018 1:46 am
by PhantomDoom741
Seems like id Software put the Devil Driver in Doom Eternal as the Doomhunter! :D (although a bit edited, it still looks like the Devil Driver)

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Fri Sep 07, 2018 5:53 pm
by thedeathrunner123
is this still being updated? or even worked on?

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Fri Sep 07, 2018 6:04 pm
by NuclearPotato
Someday, perhaps, but no, Term isn't currently working on this for various reasons, some of which have been discussed on these last couple of pages.

Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~

Posted: Sat Oct 06, 2018 9:14 am
by thedeathrunner123
is there any way to switch the fires (mouse 1 being shoot and mouse 2 being swing) without remapping the keys for primary and secondary fire?