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

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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Jeimuzu73 » Thu Nov 24, 2016 7:42 pm

Looks much better than the previous version, although I do wish that the SSG could be held two-handed...anyways,
  • There is no ammo icon for the Rocket Launcher or BFG (rockets or BFG ammo respectively) shown on the HUD. Also, will there be icons to indicate currently equipped weapon mods?
  • And speaking of weapon mods, is it possible to spawn a normal backpack instead to double my ammo capacity?
  • Is it OK if I make a sub-mod for your mod such as adding enemies and other items, like the ones for D4D?
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby DoomKrakken » Thu Nov 24, 2016 9:58 pm

It'd also be nice if the quad damage sound played whenever firing a weapon while Quad Damage is active...
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Carbine Dioxide » Thu Nov 24, 2016 11:43 pm

I've been watching this mod closely, it's very nice feeling. I also like the fact that you guys are switching out the SSG sprites for the new ones. Sure, the new ones are more accurate, but the original sprites Necronixis made have such a nice design to them. :)
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Machine-Reaper » Sat Nov 26, 2016 5:52 am

I wanted to ask that in the recent Video you posted showing the Guass Cannons and its mods, you were playing in Doom tribute which still seems incompatible with your current version, Can you please tell how you made it compatible?

*edit

Oops, I thought it was Doom Tribute, infact it was classic Doom 2 xP, silly me...But I really wish there was a proper compatible mod similar to yours that could be playable it.
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Re: [v0.1.x] ARGENT - Xaser does Doom 4

Postby Skrell » Sat Nov 26, 2016 10:39 am

Marty Kirra wrote:Wow! This is really fantastic. I gave it a run with JCPC.wad and it's quite awesome. I love the classic feel of the weapons, not that pretty particles suck but it's nice how well you've blended Doom 4's aesthetics with classic Doom. I'll probably have more in-depth thoughts later but as of right now I've got nothing else to add! Great work!

I'll also echo Flyingcomputer's comment that the rocket hitbox seems a bit too big however.

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Re: [v0.1.x] ARGENT - Xaser does Doom 4

Postby wildweasel » Sat Nov 26, 2016 11:24 am

Skrell wrote:JCPC?

Probably means JPCP, the Japanese Community Project megawad.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Doomguy5th » Sat Nov 26, 2016 12:48 pm

Time to continue my Doom 2 Jenesis walkthrough with this beauty!

Also I don't know if it's just me, but I've been using GZDoom stuff for a while, and I just got the most recent ZDoom 2.9 SVN build. Right when I started playing with TNT Evilution, everything seemed to work just fine on Map 01, until when I fired the plasma gun (near the blue door), it crashed. Tested the mod's plasma gun again, and it works fine afterwards. Is anyone else getting this?

EDIT 11/16/2016: It happened again, but with Jenesis


EDIT(2): Using Zdoom-2.9pre-1532-gc28bcca (the non 64-bit version).
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby DoomKrakken » Sat Nov 26, 2016 2:32 pm

I believe it's a thing with the most recent SVNs. I've been getting similar issues from playing ZION, Trailblazer, and Guncaster...
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sat Nov 26, 2016 4:19 pm

Thanks for the feedback, folks! Got a few issues open on GitHub for things based on the comments -- good suggestions throughout (though icons for mods may be a bit tricky without hardcoding some stuff in SBARINFO; I'll leave this in the "hopefully later" bucket.)

Jeimuzu73 wrote:Is it OK if I make a sub-mod for your mod such as adding enemies and other items, like the ones for D4D?

Sure, go for it -- though I hold no guarantees that future versions of the mod will remain compatible with the sub-mods. It's an "at your own risk" thing, but I welcome it anyway!
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Skrell » Sat Nov 26, 2016 10:03 pm

ABSOLUTELY love what this MOD attempts to do!! Please add grenades next if possible? :)
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Captain J » Sat Nov 26, 2016 11:30 pm

Doomguy5th wrote:Also I don't know if it's just me, but I've been using GZDoom stuff for a while, and I just got the most recent ZDoom 2.9 SVN build. Right when I started playing with TNT Evilution, everything seemed to work just fine on Map 01, until when I fired the plasma gun (near the blue door), it crashed. Tested the mod's plasma gun again, and it works fine afterwards. Is anyone else getting this?
It's still relevant for zdoom, except gzdoom, though.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sun Nov 27, 2016 11:31 am

Skrell wrote:Please add grenades next if possible? :)

While we're on the topic, I've got a related question to crowdsource: I want to add equipment items ('nade, siphon, etc.), but don't quite know where to spawn these in-game. Anyone have any suggestions?

I'm also a bit torn on whether I want to do a d44m-like item cooldown system or just make 'em single-use things you can chuck at folks. Either way, I don't want to be totally at the mercy of the RNG gods when it comes to drops, since I've been able to avoid that thus far.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Captain J » Sun Nov 27, 2016 11:55 am

Xaser wrote:While we're on the topic, I've got a related question to crowdsource: I want to add equipment items ('nade, siphon, etc.), but don't quite know where to spawn these in-game. Anyone have any suggestions?
Why not make them summon along with rocket box? Or maybe with Rocket Launcher? They are all projectile based, and explosive. Right?

Or make them summon only if it's too much gracious.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Carbine Dioxide » Sun Nov 27, 2016 11:58 am

I never liked RNG item drops in Doom mods all that much, but I feel like you'd have to for equipment/grenades. There's just too many variants. Maybe instead of a backpack, replace it with random equipment drops? Then once you have them all, it could be a different spawn.

Mayne a mechanic where you kill a certain amount of monsters to get the first piece of equipment, that being the grenade. Then you move up to the Siphon and what not.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Doomguy5th » Sun Nov 27, 2016 1:51 pm

How about this:

Make it available through the mod box. When you select your fists, and it asks which mod you would like to pick, it asks which grenade would you like to use. That way, the player has a choice to upgrade one of his/her guns, or obtain a grenade of their choice.

Making it rechargeable or make it have an ammo count, that's up to you guys. I would make it have an ammo count, and each backpack would replenish 5 grenades or something like that.

EDIT: Switching grenade types? Select the fists and hit the key that you binded for "Switch Weapon mod", and it switches the grenade type in seconds.

EDIT 2: By the way, Xaser, which version of ZDoom are you using? The current ZDoom SVN (November 20th or something like that, non-64 bit version) crashes randomly.
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