[v1.0.0] ARGENT - The Streamlined Doom 4 Mod

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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby YasuoProjectX » Thu Aug 08, 2019 4:28 pm

Captain J wrote:
YasuoProjectX wrote:If it is true?, does this work on Custom Boss Monsters to drop Chaingun and Gauss?
Yes it is. Cyberdemon Drops Gauss Cannon and SMM Drops Chaingun... Two of them. Not sure if it was intentional.

Really? i used Merciles Monster Pack but anyways Tchernobog and Motherdemon (as Cyberdemon and SMM) dint drops Chaingun and Gauss for some reason
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Captain J » Thu Aug 08, 2019 10:31 pm

Then i guess that Particular monster pack you loaded together overwrote the certain monster actors from ARGENT.
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Twitchy2019 » Tue Aug 27, 2019 10:20 pm

Hey, I was wondering if it would be possible for someone to put the D4T weapon sprites into this mod?
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby GRUARRR » Tue Oct 15, 2019 3:06 am

I really like your mod. Good work!
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby eharper256 » Fri Dec 27, 2019 6:40 pm

Not sure if anyone besides me actually plays Argent anymore; but since Xaser has mostly gone to sleep on it these days, I decided to add in a couple of tweaks for several annoyances I have with playing it:

  • The biggest change; I added in Randomspawners. :shock:
  • So, a Plasma Rifle drop can now spawn either a Gauss Cannon or a Plasma Rifle with 50/50 chance. I wouldn't say a Gauss is so strong that it should only be dropped by Cybie. Its powerful, but its slow RoF puts it into an entirely different niche to the Plasma; especially with the Mods (No matter if you have Siege Mode or Sniper Mode, the Gauss is a long range weapon at heart, wheras the plasma is a close-combat weapon).
  • A HMG drop has about a 10% chance to be a Chaingun instead. I made this much lower because of Chaingunners. If a map's rolling in them, you'll still grab one fairly quickly, not much can be done about it, but honestly its not hugely better than the HMG anyway. Both Scope/Accelerator and Micromissles make the HMG a good weapon in many situations; whereas the Chaingun provides fantastic Mob-Control in exchange for All Ze Bullets.
  • A Rocket-Box has a slim chance (about 6%) to be a Mod-Kit instead. Some maps just flat out NEVER give you backpacks. Like ever. So this at least gives you a slight chance of having some by the time an RL is around.

Also a couple of balance changes:
  • I made the basic shottie every so slightly stronger (+1 pellet) so you can more reliably hose down Imps in one shot.
  • Made explosive shells slightly stronger (+10 DMG) as they're fairly inferior to triple-shot for the shotgun besides, you know, exploding.
  • I made the spin-up on the Minigun Turret Mode take about 4 extra tics. As it stands, there is very little reason to take the spin-up motor over the turret mode; as turret mode spins up extremely quickly anyways (lol).
  • You start with 1 Mod-Kit. Again, for those maps that withhold spawns of them, at least you can mod 1 thing of your choice, and it might be a tough call.
  • Bullets Capacity has been doubled from 200/400 to 400/800. In D2016, there are various ways to increase or ignore ammo, and those are kinda required make the Chaingun truly viable. As we're obviously not getting those in Argent, this is a stopgap measure. Because Argent normally uses normal Doom Bullets and its impossible to change the capacity of those (to my knowledge), I've done this via making a new Actor called ArgBullet, which the HMG and Chaingun now use.
  • FOREVER DEFILED Xaser's meticulous and pure ACS by adding in filthy DECORATE. ACS is for clever people and I'm not one of those.

I've called this fork of his version 1.0.1E to differenciate it. Hopefully Xaser won't mind me putting this here; but if you do, let me know and I'll take it down.
Get it from MEGA here: https://mega.nz/#!cQE3FChQ!paor7OaZSSR4 ... o5gBDX8E9E

Obviously, as usual; nothing is mine besides a few minor code changes. Credits, Joy, and Much Love to everyone involved in its production and not myself please! :D
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Alptraum » Sat Feb 08, 2020 3:30 am

I made a video which includes your mod.

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