If you're looking just for a Doom 4-style mod that works on Zandro and older computers, I suggest taking a look at Death Foretold.YvonneG wrote:I have a question.
Would you maybe consider making a Zandronum-based port? You know: mostly for multiplayer (both co-op and deathmatch), and specially for those PCs without OpenGl 3+ (not my case, though).
[v1.0.0] ARGENT - The Streamlined Doom 4 Mod
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod
Re: [v0.4.0] ARGENT - The Streamlined Doom 4 Mod
Yeah, it's gonna be a while until Zandronum will be able to play the mod (though gears are turning behind the scenes on that front). Eventually-ish, though.
At any rate, I've gone ahead and uploaded the next version. Decided to call it v0.4.0 since the ZScript rewrite isn't trivial. Get it from Mr. Archive and revel in the new SSG sprites!
As a note, there may be a few new bugs given this was a pretty significant change, and for the curious folk taking a look at the ZScript source, do note that there's a lot of stuff in there that's not 100% final (weapon mod ammo use, mod-fire state jumps, and that damned ArgCounter struct are all due for refactoring). But it's mostly sanitized, and most of the ACS stuff has been ported (the remainder is due for scriptification eventually), so it's a pretty big "start".
Lemme know what you all think!
At any rate, I've gone ahead and uploaded the next version. Decided to call it v0.4.0 since the ZScript rewrite isn't trivial. Get it from Mr. Archive and revel in the new SSG sprites!
As a note, there may be a few new bugs given this was a pretty significant change, and for the curious folk taking a look at the ZScript source, do note that there's a lot of stuff in there that's not 100% final (weapon mod ammo use, mod-fire state jumps, and that damned ArgCounter struct are all due for refactoring). But it's mostly sanitized, and most of the ACS stuff has been ported (the remainder is due for scriptification eventually), so it's a pretty big "start".
Lemme know what you all think!
Re: [v0.4.0] ARGENT - The Streamlined Doom 4 Mod
It would seem you forgot to make the normal Rocket Launcher detract its ammo upon firing. I kept wondering why I kept getting 2 rockets out of nowhere in the first two maps of Doom 2, only to realize they were never depleting as I blew the Gantlet to bits.
Re: [v0.4.1] ARGENT - The Streamlined Doom 4 Mod
Welp. Now that's the derpiest bug I think I've ever accomplished.
Just uploaded v0.4.1 to hotfix it. Thank goodness for git; I was able to clone the repo and fix it on my not-home computer.
Just uploaded v0.4.1 to hotfix it. Thank goodness for git; I was able to clone the repo and fix it on my not-home computer.
Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod
Quite frankly, I've been randomly searching and testing different weapon mods. The thing is... not every mod caters to my tastesDeii wrote: If you're looking just for a Doom 4-style mod that works on Zandro and older computers, I suggest taking a look at Death Foretold.
I even gave a try to SgtmarkIV's Brutal Doom V20b with the optional Doom 4 Weapons addon. However, I'm not too much into the overly gory stuff, and I really dislike a truck-load of blood for no reason. Hence the reason I stopped playing Brutal Doom (I only play Brutal Doom 64. Mostly because, as far as I know, no one has bothered making mods for modern source ports). If Doom actually used 3D polygons for enemy sprites, I'm pretty sure the gore & blood would look amazing. But in a 20 year old game like Doom, it just look like a complete muddy, blurry mess.
I'm ok with absurdly overpowered guns (i.e: Russian Overkill), but I dislike, as I explaned above, over-the-top gore and blood, because it doesn't translate well into sprites, and I ABSOLUTELY DISLIKE reloading. I feel like it kills the intensity that is Doom. I stick for vanilla-style gameplay with fancy weapons & stuff (like Beautiful Doom), and this mod is one of my favorite ones, because it keeps the gameplay vanilla-style
Anyway... back on topic: I'm looking forward for the Zandronum port. I can't wait to play some co-op with it (and maybe some deathmatch )
Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod
You can do both of those things on G/Q Zdoom.YvonneG wrote: Anyway... back on topic: I'm looking forward for the Zandronum port. I can't wait to play some co-op with it (and maybe some deathmatch )
Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod
Technically, you can. Just like technically you can race across the continental U.S. in a beat-up '93 Astro and maybe not break down (desync).Infirnex wrote:You can do both of those things on G/Q Zdoom.
This is good to hear! "Keepin' It Simple" is what I'm shooting for, though it's difficult to judge the result myself since the real development process is secretly "Xaser makes a mod for Xaser," and who knows where the heck my tastes lie these days.YvonneG wrote:I stick for vanilla-style gameplay with fancy weapons & stuff (like Beautiful Doom), and this mod is one of my favorite ones, because it keeps the gameplay vanilla-style
Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod
You can... if you are willing to put up with the horrid lag and constant desyncing LOL.Infirnex wrote: You can do both of those things on G/Q Zdoom.
Long-story-short: Either GZDoom or QZDoom (both of which I actually use) lag like hell on multiplayer (especially on deathmatch). You are not really supposed to use GZDoom/QZDoom for multiplayer.
Pretty much. This is the reason why Zandronum exists in the first place. Back then, it was called Skulltag.Xaser wrote: Technically, you can. Just like technically you can race across the continental U.S. in a beat-up '93 Astro and maybe not break down (desync).
Anyway, the mod is pretty good. Major kudos for it
Re: [v0.4.2] ARGENT - The Streamlined Doom 4 Mod
Welpo! Found yet another rocket launcher ammo bug, so I've uploaded Yet Another Hotfix Version™, v0.4.2. It's in the usual place.
As handy as it is to be able to git clone and fix a thing from my not-home machine, I need to make sure not to do that again from a machine I can't test from. Otherwise "YAHV" is going to become a very common acronym around these parts.
There's technically one other change (plasma Stun Bomb is fully zscriptified), but it shouldn't be noticeable to the player.
As handy as it is to be able to git clone and fix a thing from my not-home machine, I need to make sure not to do that again from a machine I can't test from. Otherwise "YAHV" is going to become a very common acronym around these parts.
There's technically one other change (plasma Stun Bomb is fully zscriptified), but it shouldn't be noticeable to the player.
Re: [v0.4.2] ARGENT - The Streamlined Doom 4 Mod
I think I found a bug.
Sometimes I can't fire the BFG, despite the fact that I have plenty of ammo. Whenever I try to fire the BFG, it inmediately switches to the Supershotgun.
Perhaps you wanna check it yourself, Xaser?
Sometimes I can't fire the BFG, despite the fact that I have plenty of ammo. Whenever I try to fire the BFG, it inmediately switches to the Supershotgun.
Perhaps you wanna check it yourself, Xaser?
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Re: [v0.4.2] ARGENT - The Streamlined Doom 4 Mod
Well, not to me. BFG Still fires just fine in Gzdoom g2.3.2.
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Re: [v0.4.2] ARGENT - The Streamlined Doom 4 Mod
I agree.YvonneG wrote:I think I found a bug.
Sometimes I can't fire the BFG, despite the fact that I have plenty of ammo. Whenever I try to fire the BFG, it inmediately switches to the Supershotgun.
Perhaps you wanna check it yourself, Xaser?
It happened to me a few times.
At first I though it was my fault, I Edited some Drops of a Custom Monster Pack and made a Monster Drop the "BFG9000" instead of "ArgBFG9000"
Not sure if that is the issue here, but happened to me as well.
Re: [v0.4.2] ARGENT - The Streamlined Doom 4 Mod
What's happening is the BFG stops functioning if at any point you load a game, regardless of whether you have ammo or not. The radioactive icon denoting its ammo type disappears when this happens, too. If you drop the weapon and give yourself another one, it'll work until you load again. Same result in both 2.3.2 and the latest revision. This wasn't a problem in previous versions of the mod to my knowledge. Hope that helps.
Re: [v0.4.3] ARGENT - The Streamlined Doom 4 Mod
Thanks for the report, and double-thanks to Machalite for the pinpoint; Just upped v0.4.3, which fixes the issue. Haven't noticed any other savegame-related issues following some testing, so hopefully that's ousted.
For the curious, the BFG dynamically changes its AmmoType/AmmoUse/etc. properties, and there were two issues with the implementation:
Also, I've started pruning old patch versions of the v0.4.x series from the archive to save some disk space on my server. For those really wishing to snag one of these versions, check out the tags on GitHub -- just slap the contents of the "src" directory into a .pk3 file and compile the ACS if you don't wish to configure the development environment.
For the curious, the BFG dynamically changes its AmmoType/AmmoUse/etc. properties, and there were two issues with the implementation:
- I wasn't setting the "Ammo1" on change (a weird "I did this wrong, but how did it work in the first place?" case)
- The "AmmoType1" property doesn't seem to be persisted in savegames. I'll likely open a bugreport for this.
Also, I've started pruning old patch versions of the v0.4.x series from the archive to save some disk space on my server. For those really wishing to snag one of these versions, check out the tags on GitHub -- just slap the contents of the "src" directory into a .pk3 file and compile the ACS if you don't wish to configure the development environment.
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Re: [v0.4.3] ARGENT - The Streamlined Doom 4 Mod
Now THIS I'd like to see... being able to change the ammotype mid-game using CVars...