[3.3!] FINAL DOOMER +

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Re: [3.3!] FINAL DOOMER +

Postby DoubleCakes » Sun Apr 12, 2020 10:33 am

Yholl wrote:
DoubleCakes wrote:I've been trying to play Vendettaguy and the plasma rifle's auto-aim is reversed vertically (if an enemy is below you, the gun will fire upward).
What GZDoom version are you using?

I was using v4.3.3 before and I recently updated to the latest devbuild (2020-04-12) and the problem persists. I've played around with autoaim settings but nothing thusfar has fixed the problem.
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Re: [3.3!] FINAL DOOMER +

Postby Tesculpture » Sun Apr 12, 2020 4:13 pm

Small bug I noticed with Hellboundguy's Totenheim; its damagetype is misspelled "Explosve".
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Re: [3.3!] FINAL DOOMER +

Postby TheOldKingCole » Sun Apr 12, 2020 5:40 pm

There was a mod released recently by Ivory Duke that fixes doom's weird free aiming by making the weapon fire actually at the centre of the screen rather than just below it. If you could implement that, it would be great.

viewtopic.php?f=43&t=66561

Edit: Oh and his zmovement mod with also be a good inclusion
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Re: [3.3!] FINAL DOOMER +

Postby TheOldKingCole » Sun Apr 12, 2020 8:49 pm

I just had a hairbrained idea. Doom 64 for Doom II weapon set
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Re: [3.3!] FINAL DOOMER +

Postby VicBorAng » Sun Apr 12, 2020 10:00 pm

So. I finished playing BTSX 1
Not sure if i'm going to move to another weapon set/wad. Or continue playing the next episode of BTSX with this mod.
Anyway.

All in all, i quite liked this wepon-set too. :D :D

The very projectile based weapons of this mod is... difficult to get used to. Especially when dealing with hitscan enemies. But i managed.
I loved the nanocharge system, and the rocket launcher replacement was also quite fun.

now...

My two cents on the Machreaper.
I get what this weapon is going for. i really do. And i started using it a lot after i got used to it. I used it to one-shot revenants and quikcly-dispatch cacodemons. And Satisfingly gib imps and hitscanners if i could afford the ammo. Honestly, i kinda loved. :wub:
I don't think there is anything wrong with the Machreaper. It is but i feel as if it could be made more satisfying.

How exactly does it work anyway?
At first i tough it dealt damage with the sonic rings as projectiles, but they seem to only be for appearance.
Is it using a splash damage? but it seems to be in a cone shape instead of an entire circle.
If it's by splash damage, it would explain why there is a damage drop-off when enemies are slightly to the side.

further thoughts on the Mach Reaper on spoilers:
Spoiler:


Now... Next. either BTSX episode 2, or Hellbound.
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Re: [3.3!] FINAL DOOMER +

Postby TheOldKingCole » Mon Apr 13, 2020 10:31 am

I know I've suggested a lot of things, but I think a NOVA themed weapon set would be cool
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Re: [3.3!] FINAL DOOMER +

Postby Yholl » Thu Apr 16, 2020 12:18 pm

VicBorAng wrote:How exactly does it work anyway?
It fires a cone of piercing damage, basically. It's got four levels of damage dropoff, doing only 1/4 at the furthest it reaches.

TheOldKingCole wrote:I know I've suggested a lot of things, but I think a NOVA themed weapon set would be cool
cease
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Re: [3.3!] FINAL DOOMER +

Postby VicBorAng » Wed Apr 22, 2020 11:58 am

Yholl wrote:
VicBorAng wrote:How exactly does it work anyway?
It fires a cone of piercing damage, basically. It's got four levels of damage dropoff, doing only 1/4 at the furthest it reaches.

oh. Yeah that makes a lot of sense actually.
So the first level is point blank, then the second one is a little bit further, and so on and so on.
neat.
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Re: [3.3!] FINAL DOOMER +

Postby Xterra » Thu Apr 23, 2020 10:55 pm

Right, commentary time, from a fellow modder. These ain't really criticisms; I like the way the mod works out overall, with maybe a couple small grievances, all of which Y and Shivers have heard from others (Machreaper could a *tiny* bit use more range-- 25DMU extra at most, Nanocore's kinda janky as it sits, etc.)

It seems that for balance's sake, each weaponset has one area where it's utter crap at compared to the others (TNT, JPCP, Whitemare), or a specialist weapon in place of a generalist one (BTSX in spades, AV, Whitemare and AAliens to a degree).

For the TNT set for instance...*God* its shotguns suck in comparison to stuff like Plutonia's, AAliens' and AV's. The tac shotty lacks in damage compared to Plutonia, Doom and AAliens.
JPCP has *no* spread-fire weapons at all, so aim is a fair bit more crucial (and ammo is dear). Get used to using that katana...
Whitemare is lacking in the long range department, with its most viable long range option being the chaingun.
BTSX's much-loved-and-loathed Machreaper is a low point for its arsenal (yeah, it can one-shot a caco but I'd really much rather not blow three shells and do a pittance of damage because I was outside wet cough range :-P [am joking] ), as is the pulse rifle (overall damage output is among the bottom of the chainguns, even with the super shots factored in), but its arc blaster, pistol and *excellent* plasma vulcan more than make up.

And none of these are "bad" things. They're there for a reason.

In short, every weaponset is gonna have a sucky gun or two, relatively speaking. And even those weapons (plus those I named-and-shamed here) have their strengths and uses-- like, TNT's tac shotty has a fixed spread, meaning consistent performance at longer ranges. (perhaps a slightly tighter spread would mitigate that a bit? Just wondering.) JPCP's nuke blasters are still useful. Whitemare's fiery weapons are still deeply satisfying, if lacking in range. The Machreaper...I personally *loathe* the weapon and wished it had just a teensy bit more range (or at least a slower dropoff-- not saying "it should be doing full damage out to 600DMU" by any means, that's really stupid) without having to use the Nanocore...and honestly if you pop your Nanocore charge for the level, you're better off just using the powerfist at that rate-- but Yholl is not BSing when they say the damage, when used up real close, is massive. DAMNUMS plus a monster health scouter prove this.
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Re: [3.3!] FINAL DOOMER +

Postby VGA » Fri Apr 24, 2020 6:32 pm

I like the Machreaper as a weapon, the problem is that it consumes 3 shotgun ammo, this is a serious problem in some megawads. It sucks to constantly have to switch weapons.
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Re: [3.3!] FINAL DOOMER +

Postby Finder153 » Thu Apr 30, 2020 2:58 am

Another bug: the shotguns in the Whitemare weapon set ejects red shells instead of the orange ones when "Casing Sounds" is disabled.
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Re: [3.3!] FINAL DOOMER +

Postby Lightningoof » Wed May 06, 2020 4:50 pm

I just came here to say that i love this mod and that an eviternity themed weaponset would've been absolutely great 😁
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Re: [3.3!] FINAL DOOMER +

Postby Princess Viscra Maelstrom » Mon May 11, 2020 1:14 pm

this might not be something that's possible to fix and more related to my hardware than the mod, but i've managed to run into a consistent game freeze when running this mod with the DRLA monster pack when playing Hellbound. as soon as i fire my gun and alert the monsters in map16, the game locks up.

this happened all the time on that particular save, as i found out that starting a new game, then warping to map16 would not lock the game up when i performed the same action. however, if i loaded that save, then used changemap to enter the exact same level again, then it would again lock up after firing.

i'm not sure what's causing it to do this. i can't get a crash log to generate because the game doesn't crash, but freezes, so i'm not sure if the problem is with FD, the monster pack, or my system. i was playing on Standard difficulty with the monster pack in GZDoom 2.3.2.
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Re: [3.3!] FINAL DOOMER +

Postby occultishgrublin » Tue May 12, 2020 4:32 pm

Hey, want to say that I love this mod, the variety is great while still recognizably sticking to the spirit of the original arsenal. My only real issue is that some of the sound effects seem excessively loud to me with headphones even if I turn GZDoom's master to 0.68 and sound as far as 0.27. In particular, the Ancient Aliens pistol and basic shotgun, and Hellbound pistols and super shotgun verge on painfully loud. Others that I feel could maybe stand to be toned down just a smidge are Plutonia's super shotgun, TNT's pistol and super shotgun, BTSX's super shotgun, Hellbound's assault rifle and minigun, AV's BFG, and Whitemare's minigun. I know a lot of these should be pretty loud but as it is a lot of the other sounds in the game take much more of a hit having the volume so low.
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Re: [3.3!] FINAL DOOMER +

Postby Sinael » Sun May 24, 2020 11:25 pm

I really like the Whitemare guy more than the rest, as setting enemies on fire is highly entertaining, but by god does his pistol is too damn huge visually.
I'd really like a different/alternative sprite that is not blocking off my view so much.
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