[Beta] Contra Doom b06 - Wanted: Player skins

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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby Beed28 » Wed Jan 18, 2017 7:39 pm

JohnnyTheWolf wrote:If you are still working on the mod or at the very least intend to, then may I suggest you add a score reward for discovering secrets. Right now, looking for them is rather pointless, as most power-ups have been removed, thus making secret areas often empty.
Scoring points for finding secrets is definitely on the agenda. Current plan is that they'll scale down based on how many secrets the level has, so if there's one secret in the map, you'll get a huge bonus (enough for a 1-UP), but if there's like several in another map, you'll need to find them all to get the full bonus you'd get from finding just that single one.

On a similar subject, do you think it is doable to make it so any additional token of the same type gives you extra points once you have upgraded your current weapon? The same goes with the Rapid Fire tokens once you have maxed out your firing speed.
As for the token points, well, I haven't actually thought of that. I'm not sure if the official Contra games do that since you can't easily see your score during gameplay (you can only see your score during level transitions or when you Game Over).

Also, and I am not really sure if there is anything you can do about it, I tried to play Ultimate Doom with your mod and a custom MAPINFO that removes the episode format. However, once I got to the end teleporter in E1M9, the game would not load E2M1. I know at least one other mapset that features a similar unavoidable death trap (Hellbound) and I have to wonder if it would be a good idea to play your mod with it.
Contra Doom has a custom MAPINFO that is overriding yours. It's the only way that you can let the player respawn in single player mode, but it ends up breaking custom MAPINFO for other projects, and the player can't respawn anyway if the map has a unique header (for example, MAP34-MAP99). I've made a suggestion for this, but it just simply fell on deaf ears. :(

I've never played Hellbound, but I am strongly considering giving the player mercy invincibility whenever he uses a teleporter or whenever he uses a bomb (and as long as infinite bombs are turned off). There are situations in several map packs (Doom II itself included) where the player teleports into the middle of a group of enemies and gets annihilated before he can act (as teleporting locks your controls for a brief second).


Finally, do you plan to make a custom shortcut icon for your mod?
No, I have no plans for a shortcut icon. Not many mods do that, so...



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As for future plans, I'm wanting to completely replace certain monster attack functions such as A_PosAttack and A_SPosAttack so that they shoot projectiles instead of being hitscan, but until ZScript's evolved enough for me to be able to do that, I can't do that right now.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Wed Jan 18, 2017 11:17 pm

Beed28 wrote:As for the token points, well, I haven't actually thought of that. I'm not sure if the official Contra games do that since you can't easily see your score during gameplay (you can only see your score during level transitions or when you Game Over).


Then again, if memory serves, Contra games do not allow you to backtrack through levels, so this is one liberty you may want to consider taking here.

Beed28 wrote:As for future plans, I'm wanting to completely replace certain monster attack functions such as A_PosAttack and A_SPosAttack so that they shoot projectiles instead of being hitscan, but until ZScript's evolved enough for me to be able to do that, I can't do that right now.


Wait, there are still monsters using hitscan attacks? Which ones?
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby Beed28 » Thu Jan 19, 2017 5:11 am

JohnnyTheWolf wrote:
Beed28 wrote:As for future plans, I'm wanting to completely replace certain monster attack functions such as A_PosAttack and A_SPosAttack so that they shoot projectiles instead of being hitscan, but until ZScript's evolved enough for me to be able to do that, I can't do that right now.


Wait, there are still monsters using hitscan attacks? Which ones?


None of them as of now, unless you're using a mod that adds custom monsters that use them, but there's something I'm wanting to try; I'm wanting to try and move away from replacing monsters entirely, and instead use A_RadiusGive for stuff like setting points (based on max health) and for death effects and such. If it's possible, it could very well possibly make the mod friendly with custom DeHackEd monsters, and then some. But as I said, I cannot do that until I am able to edit the hitscanning functions like A_PosAttack and A_SPosAttack.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Sun Feb 26, 2017 3:34 am

I just realised Contra had had a retro-styled sequel on WiiWare and its soundtrack sounds very much like it was made for the Sega Genesis.

Have you considered using some of the tracks for the optional music wad?
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby Beed28 » Sun Feb 26, 2017 4:17 am

Well, I just happened to use the title music from that very game.

As for any updates, well, they have been happening. I'm not at home right now, so I'm not ready to show off it's new potential just yet...
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Sun Feb 26, 2017 10:54 am

Haha, oops! :P

This is what happens when you are unfamiliar with the Contra series and you come across a remixed soundtrack.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Wed Mar 01, 2017 11:54 am

Really minor issue: when I play Contra Doom with TNT Evilution mapset, I still get the automap level titles and intermission texts from Doom II.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby Beed28 » Wed Mar 01, 2017 5:53 pm

That's because you'll need to add the appropriate patch after adding Contra Doom itself. Same goes with Plutonia.

The good news is, this will no longer be the case in an upcoming update.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Wed Mar 01, 2017 8:45 pm

Damnit! Sorry about that. :oops:

I have spent so much time trying to Ironman vanilla Doom II with your mod that I have completely forgotten about the patches.

And speaking of Doom II, I tried playing the Master Levels using Blzut3's Unofficial Master Levels for Doom 2 Patch, but it will not let me respawn nor play the custom Contra sountrack. Loading Contra Doom before master.wad seems to make no difference whatsoever.

Do you think this will be addressed by the update as well?
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby Beed28 » Thu Mar 02, 2017 1:54 pm

For respawning, the MAPINFO respawning is going to be abandoned. Instead, it now asks the player to type in "sv_singleplayerrespawn 1" into the console if it's not on beforehand (I might make a .BAT file for loading the mod that automatically enables it). For the music, it's very basic, and if the WAD has music that isn't the default Doom/Doom II/Heretic namespaces, it won't have an effect. It's not like some other music packs out there, which chooses a random song for each level.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Fri Mar 03, 2017 10:27 am

Would it be possible to make it so your projectiles can pass through decorations? Former humans' bullets are much smaller than yours and thus are not as likely to get blocked.

Also, I do not know if it has been reported yet, but it seems you cannot detonate a Super Bomb while holding the primary fire button.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby kadu522 » Fri Mar 03, 2017 6:02 pm

JohnnyTheWolf wrote:Would it be possible to make it so your projectiles can pass through decorations? Former humans' bullets are much smaller than yours and thus are not as likely to get blocked.

Also, I do not know if it has been reported yet, but it seems you cannot detonate a Super Bomb while holding the primary fire button.


I think making decorations destrutable is better since you can get shot by suprise and also makes so that you cant camp on tree vases of all things.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Tue Mar 07, 2017 3:08 pm

Heretic crashed in E2M8 just as I was flying into one of the portals surrounding the area with the Minotaurs.

Here is the message I got from the console:

ContraHereticCrash.jpg
You do not have the required permissions to view the files attached to this post.
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby 777Doomer777 » Wed Mar 22, 2017 6:59 am

I Can't Believe If Contra Weapon Are Overkill In Doom. XD

So That's How Alien And Demon Horde Are Pissed Off By Contra Assault Rifle. XD

Damn, Contra Is A Great Game Ever, And This Mod Get Me Want To Back In 90s Era. :-)
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Re: [Beta] Contra Doom b06 - Wanted: Player skins

Postby JohnnyTheWolf » Tue Oct 17, 2017 11:11 am

I tried playing Contra Doom with mapsets such as Ultimate Torment & Torture: Supportive Edition and Revolution!, but in both cases, dying restarts the whole level rather than making me respawn.

What is causing that? Is there a workaround?
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