MetaDoom v666 "Titan" (Dev Blog! p118)

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Re: MetaDoom v666 "Titan" (UPDATED!! p115)

Postby whatup876 » Thu Aug 20, 2020 4:38 pm

I wonder if the Meathook's hooks will have some sprites similar to the Doom Alpha rifle bayonet blades, just to fit the art style.
Since the Marauder has a dog, maybe there's a fourth canine foe to fall under the dog collar.
Don't see the point of the Prowler but he has a triple projectile shot, which sort of "canonized" the Malwrath's triple shot i guess.

Doesn't the Carcass have a similar attack to the Whiplash and Tyrant that involves an almost homing-like floor shockwave attack?
Maybe that could be turned into something that eventually turns into the energy wall shield, for the sake of visual feedback.
His other attack is a burst of ring shaped projectiles, so i can see him fit as a variant for the Arachnotron slot.
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Re: MetaDoom v666 "Titan" (UPDATED!! p115)

Postby Kinsie » Fri Aug 21, 2020 9:11 am

Since this mod uses a public Github repo, I'll post about what I'm working on here. Secrets are for Reelism!

Current new things and changes in the Development Build:
  • The Meathook, of course. Currently it takes 20 Cells (so one Cell ammo pickup) to fire, just to keep you from using it literally all the time. Massive thanks to Jekyll Grim Pain for the base code!
  • Inventory item cooldowns have been dramatically increased.
  • At some point the intermission screen's linebreaks got thoroughly destroyed by some GZDoom update or another. Fixed!
  • The codex no longer shows Trites or Unique Bosses if they've been disabled by CVars.
  • The "don't replace props if they've been altered with DEHACKED" stuff has been extended to not replace things that have been replaced by DECORATE/ZScript actors using the "replaces" keyword, fixing issues with Doom 64 for Doom 2's Voodoo Doll scripting (and hopefully making MetaDoom play nice with even more mapsets?)
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Sun Aug 23, 2020 5:43 am

Some changes over the last couple of days in the Developer Build in the OP. If you're up for messing with this stuff, I'd greatly appreciate feedback!

  • A new inventory item! The Flame Belch is now ready for your approval.
  • Inventory item cooldowns have been dramatically increased from 2-11 seconds to 12-30 seconds. These still need lots of tweaking and fiddling.
  • Fixed the Siphon Grenade not awarding health if the victim was targeting something else (infighting, Hologram, ACS scripting...)
  • Cacodemon sounds have been completely redone, based on the source material! See/idle sound still needs tweaking, a bit more bass.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Captain J » Sun Aug 23, 2020 10:37 pm

A Hot Topic!
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Linz » Sun Aug 23, 2020 11:43 pm

Tbh I find having the Meathook consume cells...kinda weird


Like you already have four weapons that use cells(Lighting Gun,Unmaker,Plasma Rifle,Gauss Cannon),adding another one that uses cells for it's altfire is kinda overkill,if you ask me


Wouldn't it be better to have the meathook be on a cooldown?
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Mon Aug 24, 2020 12:45 am

Linz wrote:Tbh I find having the Meathook consume cells...kinda weird


Like you already have four weapons that use cells(Lighting Gun,Unmaker,Plasma Rifle,Gauss Cannon),adding another one that uses cells for it's altfire is kinda overkill,if you ask me


Wouldn't it be better to have the meathook be on a cooldown?
Also a good idea, though I'll likely have to find a place to make the cooldown, well, visible without it looking weird or cramping up the already-crowded HUD even more.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Mon Aug 24, 2020 6:50 am

Added a cooldown and some polish. Also, found a bug I fixed after recording.

Also modernized the way the Plasma Rifle's heat meter is displayed. Previously, it was a DECORATE-era jumble of inventory checks and TEXTURES, now it just uses Overlays. As a benefit of this work, there's now sound cues as the heat meter is filled, so you don't have to look at your gun to know how long until you get your altfire.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby ShockwaveS08 » Mon Aug 24, 2020 11:53 am

Found a bug with the new SSG: When performing a standard melee attack, the meathook and its recharge meters remain onscreen while throwing your punch.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Mon Aug 24, 2020 11:59 am

ShockwaveS08 wrote:Found a bug with the new SSG: When performing a standard melee attack, the meathook and its recharge meters remain onscreen while throwing your punch.
Fixed, thanks. This also effected the Plasma Rifle and death animations.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby whatup876 » Tue Aug 25, 2020 6:18 pm

The meathook seems alright and i wonder how close it can be to grapple hook physics because i think that might be difficult to pull off in GZDoom.
The inventory icon for the flame blech looks kinda weird, so i expect that to be placeholder-y.

On the subject of lore items, the only things that come to my mind are the 2005 movie, Chex Quest, FreeDoom and maybe the Reaper mini figures.
The movie could be represented with the BFG desgin (like a toy replica of the weapon lying somewhere or the movie prop) which is one of the few things people like from it. (that also inspired the BFG90K in Skulltag)
For FreeDoom, maybe another tiny Marineguy based off the FreeDoomguy.

I haven't got very far, so this is all i can say.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Tue Aug 25, 2020 8:38 pm

Recent changes:

- Pretty much all the weapon offset animations, with one or two exceptions, are now interpolated.
- Most of the weapon offset animations are now handled by overlays, greatly simplifying the actual weapon states.
- There's a new lore item...
- Powerups now make sounds when they're about to run out.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Wed Aug 26, 2020 9:06 am

Today's adventures in restoring this old car mostly entailed aesthetic improvements, but I also made the Meathook only spend its meter when it actually hits something, so you don't get completely screwed if there's an invisible wall between you and your target.

At one point I'd like to make it so you can pass through player-blocking lines with the Meathook, but a second or so after reeling yourself in you "void out" ala Doom Eternal's death falls and teleport back to where you fired from... but I haven't so much as even started looking into whether that's even possible.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby whatup876 » Mon Aug 31, 2020 2:41 pm

I just remembered the Doom 3 based board game (there was also a 2016) and wonder if that could also get an appearence somehow.
Also, was there a specific reason for the Grenade Launcher to use the grenades from Duke Nukem 64?
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Kinsie » Mon Aug 31, 2020 9:57 pm

whatup876 wrote:I just remembered the Doom 3 based board game (there was also a 2016) and wonder if that could also get an appearence somehow.
Back in 2016, I drew up some plans for a MetaDoom mapset that used the mission names from the Doom 3 board game as the map names. However, given my questionable level design ability, unquestionable inability to finish even small mapsets, and the general lack of interest in maps for gameplay mods, that probably isn't going to happen.

whatup876 wrote:Also, was there a specific reason for the Grenade Launcher to use the grenades from Duke Nukem 64?
I honestly can't remember, I probably just quickly imported sprites/code from Reelism 1.
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Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Postby Jayrassic Park » Tue Sep 01, 2020 9:49 pm

Used the latest devbuild on the latest SVN and I noticed that the meathook seemed to stick to walls at random. Fired up Plutonia Experiment and the walls with the Imps overlooking the Blue Key could be attached to, but only if the imps were alive. I'm certain the meathook didn't hit them, but I wasn't able to replicate it on a second try after reloading the game.

Also, likely unavoidable with how the Meathook is set up, but I managed to get stuck in a teleportation loop with the teleport near the Pain Elemental after I tried to meathook it - i couldn't really turn around to shoot it, so I was stuck forever, even after it floated next to me. I don't have video recording software, so observe my shitty attempts at screencapping it: https://imgur.com/a/qRuzy3B
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