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

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

Postby Carbine Dioxide » Sat Jan 14, 2017 2:44 pm

Atendega wrote:Ah well. I just think it's kind of odd that a mod whose purpose is to replace the classic Doom weapons with their 2016 versions instead replaces one of them with something completely different :? It's my only real quibble with this mod, which is otherwise far more polished than other available options, imo.


The SSG isn't completely different, it functions quite perfectly in my opinion to the SSG in DOOM 2016. It just doesn't look exactly the same, but you could say that about some of Necronixxis's other sprites anyway.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Atendega » Sat Jan 14, 2017 4:40 pm

The other sprites are pretty excellent likenesses. This one is totally different, the only real similarity is that it's a double-barreled shotgun. The fact that it's sprite was totally redone is evidence enough that the original was inaccurate. I do like the old sprite itself, but it just isn't the 2016 SSG.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby comet1337 » Sat Jan 14, 2017 5:34 pm

since there's an option for toggling between the old and new BFG functionality, the shotgun sprites can be compromised with an option too, right?
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby zrrion the insect » Sat Jan 14, 2017 6:22 pm

I haven't looked at the code, but that is probably a tall order.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sat Jan 14, 2017 8:41 pm

If I make 'em use the same number of frames and animation offsets, it'd be quite simple. I may end up doing exactly that, given how the poll is going. :P
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Carbine Dioxide » Sun Jan 15, 2017 12:15 am

The one and only thing I see as a nit pick for the current sprites is the reload animation, as Doom Guy reloads it more manually than in the DOOM 2016 SSG. It's like the first person introduction of the SSG in game, if that makes sense.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sun Jan 15, 2017 1:29 am

Well, judging from how the poll's going, you're gonna have a much more authentic option to choose from soon. :P

The newer sprites will be the default, BTW, with an option to swap back to the older ones. I'm a sucker for customization apparently.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby TechnoDoomed1 » Sun Jan 15, 2017 6:45 am

I have recently given a full run of Dump3 using this mod, and I must say it's been pretty fun. 8-)

My only complain so far is that the game feels a little too easy. The rocket launcher is so overpowered, it's difficult not to fall in love with it.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Atendega » Sun Jan 15, 2017 8:44 am

I threw together a simple comparison of the SSGs, if anyone finds that useful :3
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Captain J » Sun Jan 15, 2017 10:44 am

While the older one's angle is risen, the new one just nails it all.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sun Jan 15, 2017 11:49 pm

So...

Image

I suppose there's a reason to release a v0.3.1 soon.
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Atendega » Mon Jan 16, 2017 7:18 am

\O/

Let all OCD-ridden nigglers rejoice :V

Once again, I'm impressed by the speed with which you got that done!
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Wed Jan 18, 2017 4:43 pm

Funny enough, it took me less time to do the fix than it's taken me to make a release afterward. Doh! -- thanks there though. It'll happen soon. :P

There's still few weapon damage tweaks to do, and after playing a bit more nu-Doom lately, I noticed a bit of a derp-up in the mod: ARGENT's Gauss uses 20 cells per shot when in the actual game it only uses 15. Similarly, Siege Mode ammo cost is 30 while Precision Bolt usage appears to be... 15 still, for increased damage, which makes that particular mod "the ammo efficient one," in theory (though you still get way more mileage out of Siege in practice).

tl;dr: I'm a bit torn on whether or not to change the ammo usage mod-side. Currently, those 20 cells per Gauss beam do 20 plasma shots worth of damage, so if I lower the ammo cost, I've either got to bump the damage down or risk the plasma becoming a bit of an ammo waster... kinda like OG Doom, really. 40 plasma balls vs. 1 BFG shot? No contest on which one's more useful there, and I've been trying to avoid that exact scenario in the mod. So...

I'm thinking keep normal and siege at 20/40, and reduce the Precision Bolt ammo cost to 20 to fit the game behavior a bit more. Should make that particular mod more desirable too. Thoughts?


[Thought #2: thinking of also porting D44M's mastery behavior of making fully-charged Precision Bolts cause enemies to explode on death (i.e. deal radius damage like a barrel), because that's just fun as hell.]
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby Atendega » Wed Jan 18, 2017 5:16 pm

I'm a stickler for accuracy, so my preference would be for its behavior to match DOOM 2016. In practice, however, I'll play it either way ¯\_(ツ)_/¯
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Re: [v0.3.0] ARGENT - The Streamlined Doom 4 Mod

Postby YvonneG » Mon Jan 23, 2017 3:08 am

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).
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