[WIP][Enhancer Mod] 64k + [0.7d] updated 4/2020

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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby Crudux Cruo » Mon Dec 04, 2017 10:41 pm

Good mod!
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby SiFi270 » Thu Mar 08, 2018 2:27 pm

I hope it's worth bumping to say I think I finally figured out the crosshair thing. For the longest time I had Texture Format set to RGB5_A1 until I played QCDE for the first time and thought "something is obviously wrong with this hud but no one else is bringing it up" but when I changed it to RGBA8 it all worked and it was only a few minutes ago that I came back to this mod and found that that setting allows the custom crosshairs to show up as well.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby StroggVorbis » Mon Jun 11, 2018 11:23 pm

Firing the rocket launcher and turning sideways causes the view to stutter, removing SPF_INTERPOLATE does the trick.

Edit: The chainsaw is the only weapon without double raise/lower speeds.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby zrrion the insect » Tue Jun 12, 2018 1:21 am

I'm not sure why SPF_INTERPOLATE would cause that issue honestly. Chainsaw is not the only weapon without raise/lower speed change. This is intentional.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby StroggVorbis » Tue Jun 12, 2018 1:31 am

zrrion the insect wrote:I'm not sure why SPF_INTERPOLATE would cause that issue honestly. Chainsaw is not the only weapon without raise/lower speed change. This is intentional.


I don't know either, I believe SPF_INTERPOLATE is bugged because it does the opposite of what it's supposed to. Turning on "Smooth Mouse Movement" resolves it, but brings with it some noticeable mouse lag/inertia. Don't know if it's related, but I play with "Prescale Mouse Movement" set to off.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby StroggVorbis » Tue Dec 18, 2018 3:09 pm

Now that Doom Eternal was unveiled some months ago and has been slated for 2019, do you have any plans or inspirations to come back to this and/or Retro Alphabet Showdown? :D
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby zrrion the insect » Tue Dec 18, 2018 7:21 pm

It would be cool to implement some eternal inspired stuff but as of now I haven't been touching this mod. I should really look into porting it to zscript so that I have more room to work but that is a significant task that when done would not feel any different from the player side. There are a few features that I would like to add that are only really doable with zscript though so IDK. They don't technically require the mod to be zscript only, but splitting a mod between zscript and decorate is a crime I have indulged enough as is.

Additionally I'm working on a proper indie game using gzdoom so when I'm in the mood for dev I tend to work on that.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby StroggVorbis » Wed Apr 17, 2019 2:53 am

@zrrion the insect

How do I make the shotgun, ssg and chaingun more accurate, do I just lower the radius? I want them to have their vanilla spread, only conical/circular like in this mod.
Their default spread is 5.625° horizontal, I have a personal mod where I halved that value and put the other half into the vertical spread, making it square.
Like A_FireBullets (2.8125, 2.8125, 1, 5, "BulletPuff").
It's been a long while since I dealt with trigonometric/angular functions and I've to admit that I only know the very basics, so some help there would be greatly appreciated.

Edit: The chaingun deals between 7 and 36 damage, making it slightly overpowered on average, intentional? It has the same random(7,12) as the pistol, but lacks the FBF_NORANDOM flag.

Edit 2: If a gun has a horizontal spread of 5 for example, does that mean a total of ±5 or 10 in actuality if we assume that 0 spread is the center?
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby zrrion the insect » Wed Apr 17, 2019 5:52 pm

To change the spread yes, you only need to change the radius, and as for the chaingun the damage boost is to keep it in line with the increased damage output from the pistol.

For the last question i don't know. I think it is ±5
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby .ex.inferis. » Sat Jun 01, 2019 4:22 am

If you ever revisit this, I found a bug: Unmaker Runes don't display properly under the latest GZDoom. (At least on the devbuilds)
The nails around them don't rotate, remaining static.

edit: Switching to Hardware Accelerated renderer solved it.
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Re: [WIP][Enhancer Mod] 64k + [0.6]

Postby zrrion the insect » Thu Apr 09, 2020 1:44 pm

StroggVorbis wrote:Now that Doom Eternal was unveiled some months ago and has been slated for 2019 is released ...
Well, it is released and I have played it. I am working on figuring out which features I would like to add and how I can best add them. Presently all I have implemented is double jumping, but it is a start. I might convert the whole thing to zscript before I continue on but I haven't decided. I am especially interested in how the plasma rifle can overload and detonate shields, as well as the fire and ice status effects from eternal although their implementation and inclusion in this mod is up in the air.

As for retro alphabet showdown, I have no idea if I'll start mapping for that again any time soon, I really only need 2 or so maps before I am done with it. I initially started that project because someone was using some textures I had made and we were talking about a collab so I might PM them about it. I honestly haven't been super active in the community lately so IDK what they have on their plate presently.
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Re: [WIP][Enhancer Mod] 64k + [0.7d] updated 4/2020

Postby zrrion the insect » Sat Apr 18, 2020 10:45 pm

Update: v0.7d

A handful of minor changes here, its been long enough since the last update that I am not entirely sure what all has changed. I recently added a double-jump power-up that is really fun to use and lasts the duration of the level. This update is required for the most recent update of Retro Alphabet Showdown which I would love for folks to play as well.
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Re: [WIP][Enhancer Mod] 64k + [0.7d] updated 4/2020

Postby zrrion the insect » Thu May 14, 2020 5:51 pm

I am presently musing over a few balance changes for the mod, namely, there are 3 weapons that all have the basic function of "shoot fast" and 2 of them, the plasma rifle and the unmaker even share the same ammo which is leading to a strong overlap between these weapons.

One of the goals of this project was to make it so that no weapons would be strait upgrades to any others but as it sits the unamker is just the plasma rifle but better and the plasmarifle is just the chaingun but better. The chaingun and pistol have both been changed such that their functions overlap a lot less but I have received some feedback that while the pistol is usefull for sniping small enemies it sucks at sniping larger enemies. So what I could do to address that while reducing the overlap in the weapons is make either the unmaker or the plasma rifle act similar to the Ballista from eternal, having it fill the role of a high damage sniper which the game doesn't presently have. This would be a break from the vanilla functionality of these weapons, and in the case of the unmaker the upgrade keys for it would have to be factored in.

Does anyone have any suggestions as to what to change?
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Re: [WIP][Enhancer Mod] 64k + [0.7d] updated 4/2020

Postby SiFi270 » Fri May 15, 2020 5:48 am

I feel like the Unmaker should have a unique ammo type dropped by certain enemies, such as souls from zombies. It could maybe work if it had a melee altfire like other weapons, but done with that ritual dagger seen as a treasure pickup in the beta. But I don't know of any first person sprites of that weapon, and it could break the flow if you had to go around melee-ing weak enemies before it was any good for long ranging tough enemies.
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Re: [WIP][Enhancer Mod] 64k + [0.7d] updated 4/2020

Postby Nems » Thu May 21, 2020 2:31 am

Something that came to mind when I was reading this was maybe having the BFG have its own ammo type separate from the plasma rifle and have the BFG share its ammo with the Unmaker like in Eternal. The Unmaker could fit a sniper position. The more runes you pick up, the more powerful the laser when you fire it but at the cost of more BFG ammo for each rune applied.

I also like SiFi's idea of having the Unmaker use unique ammo.
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