MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Forum rules
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.
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.
- Kinsie
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Re: MetaDoom v4.1 "Fred" (p81)
The only thing that's really unique to Doom Resurrection is Robot Navi, I don't think there's really a huge call for that.
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Re: MetaDoom v4.1 "Fred" (p81)
Do you plan to rework the Fiend's jump ability? I previously suggested you make it more like D4T's Revenant. What do you think of that?
- TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)
Any chance of a monsters-only version? The weaponry feels anaemic and ineffective, in particular the Machine Gun which seems to take twice as long to kill anything compared to the vanilla Chaingun. However the way none of the monsters feel out of place and fit in completely with some warped version of the Doom lore (what little shreds of it there is ) is great. Also love how some monsters only spawn in dark places.
- Captain J
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Re: MetaDoom v4.1 "Fred" (p81)
If you have plenty of ammo, you might use secondary fire for extra damage.TootsyBowl wrote:in particular the Machine Gun which seems to take twice as long to kill anything compared to the vanilla Chaingun.
- TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)
Well, the thing is that with those the ammo is burned away too quickly. Not to mention the Plasma Gun's slower fire rate, while it means lower damage-per-second, makes it easier to conserve ammo. Combine that and the general abundance of cells thanks to the Soul Cube, and some ammo conservation with either shotgun, and the two bullet weapons are frankly quite obsolete. The Machine Gun doesn't even have the sniping capabilities of the vanilla chaingun, and the chaingun spins up too slowly and eats too much ammo to be practical.Captain J wrote:If you have plenty of ammo, you might use secondary fire for extra damage.TootsyBowl wrote:in particular the Machine Gun which seems to take twice as long to kill anything compared to the vanilla Chaingun.
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Re: MetaDoom v4.1 "Fred" (p81)
Maybe increasing the bullet ammo cap would help mitigate the issue?
- zrrion the insect
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Re: MetaDoom v4.1 "Fred" (p81)
I haven't really had an issue killing things with the weapons.
- TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)
Well, they kill things. Okay, that's their one and only purpose, and the do the job decently. My only issue is that they seem to do the job slowly, aside from the shotguns and the rocket launcher.zrrion the insect wrote:I haven't really had an issue killing things with the weapons.
- Captain J
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Re: MetaDoom v4.1 "Fred" (p81)
At least they're still destructive. Hell, earliest version of plasma rifle fired very, very slowly just like Doom 3's. And that's how each weapons has secondary fire to cover up the Doom 3-styled slow speed.
And yeah, i do aware that ammo drops very easily. So i recommend to change your weapons often.
And yeah, i do aware that ammo drops very easily. So i recommend to change your weapons often.
- Kinsie
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Re: MetaDoom v4.1 "Fred" (p81)
For reference...
The ZDoom Wiki's Equivalent of the original Chaingun's firing code:
The code used in MetaDoom:
That people consider the latter weaker than the former despite being functionally identical is fascinating to me. Is it due to the animation? The sound effects? Maybe the firing rate is slightly different due to the different animation style... It's an interesting problem to deal with.
The ZDoom Wiki's Equivalent of the original Chaingun's firing code:
Code: Select all
A_FireBullets(5.6, 0, 1, 5, "BulletPuff")
Code: Select all
A_FireBullets(5.6, 0, 1, 5, "MetaBulletPuff")
- TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)
I dunno, maybe it's the sound? The machine gun does sound kind of pathetic, even more so than the pistol.
I mentioned this while suggesting a monsters-only version of this mod so...please?
Edit: Ah yes, and no tap-sniping like with the vanilla chaingun. Given how late you get your hands on the Gauss Cannon, machine gun sniping would be a decent stopgap.
I mentioned this while suggesting a monsters-only version of this mod so...please?
Edit: Ah yes, and no tap-sniping like with the vanilla chaingun. Given how late you get your hands on the Gauss Cannon, machine gun sniping would be a decent stopgap.
- wildweasel
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Re: MetaDoom v4.1 "Fred" (p81)
I suspect it's the animation. The machine gun fires one tic slower than the Doom chaingun, resulting in slightly less damage per second.
- TootsyBowl
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Re: MetaDoom v4.1 "Fred" (p81)
One tic is near-imperceptible. I still say it's a combination of the poorer accuracy and lame sound.
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Re: MetaDoom v4.1 "Fred" (p81)
Not so imperceptible. Sometimes a tic makes a hell of a difference with weapons, specially if that time can add up while you are firing.TootsyBowl wrote:One tic is near-imperceptible. I still say it's a combination of the poorer accuracy and lame sound.
Re: MetaDoom v4.1 "Fred" (p81)
A single tic difference on a rapidfire weapon can have a vast difference. It's also exactly as inaccurate, as was shown earlier.TootsyBowl wrote:One tic is near-imperceptible. I still say it's a combination of the poorer accuracy and lame sound.