scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: scalliano's SUPER Shuffle!

Post by Spaceman333 »

Thank you, much appreciated.
User avatar
scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: scalliano's SUPER Shuffle!

Post by scalliano »

A NEW HERO APPROACHES
Spoiler:
User avatar
scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by scalliano »

Updated download with a number of new enemies and items and three new characters for Pure Mode. Enjoy.
User avatar
salahmander2
Posts: 121
Joined: Wed Nov 19, 2014 7:20 pm

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by salahmander2 »

My Legend Sphere got used! I feel honoured! :D
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by Spaceman333 »

scalliano wrote:Updated download with a number of new enemies and items and three new characters for Pure Mode. Enjoy.
Sweet! Thank you man, I'm still playing the heck out of this mod. Lud's Universal Gibs works amazingly well with it, even matching the blood colors of the monsters.
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by Nems »

:D

Gotta give this a spin. <3
User avatar
ErrantMasa
Posts: 51
Joined: Tue Mar 07, 2017 3:56 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by ErrantMasa »

noticed a couple of things:

1)I can collect the better guns as Doom in Pure Mode, but I can't switch to them. I wonder if there's a class conflict somewhere in your code (this is not an issue when only the base mod is loaded)

2) Nano is broken:

Code: Select all

Script error, "zzmwr2nano.pk3:_mwrnano.wad:DECORATE" line 1790:
Unexpected ';' in definition of 'NanoZombieScientistHeadless'
Hopefully all this will get fixed once character select becomes a thing! I think Yholl might shed some insight on that topic!

nearly forgot: I am running GZDooM 3.2.5 (latest stable), if that's significant
User avatar
scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by scalliano »

Thanks, I'll check those out when I get home.
User avatar
scalliano
Posts: 2848
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by scalliano »

Download has been updated with fixes to Doom and Morse. Turns out that in my haste to try and unify the Pure Mode .pk3's I applied the inventory restrictions arse-about-face, meaning regular Doomguy got locked out of his own weapons O_O

Not sure why the headless scientist was crashing Morse's file, give that the code was copied straight from the R667 download. Still, I wiped the code and used proper inheritance, and everything seems to be in order. Until something else breaks.

Next update should feature the unified Pure Mode. I'm finally settled on how I want to do it. God help me ...
User avatar
ErrantMasa
Posts: 51
Joined: Tue Mar 07, 2017 3:56 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by ErrantMasa »

ooh, sweet, gonna test right away! thanks!

been doing a little testing; the base mode is interesting, to say the least. Consider doing the following next (major) update:

Weapon rebalancing

There're some weapons I wanna love, but feel too weak or inaccurate to see frequent use from me (e.g. auto shotgun, launcher chaingun) :? I get a "copy/paste job" vibe off all these guns. If you're not already working on it: spread and damage need a serious rebalance across all weapons!


Active items

what's the PDA supposed to do? Seems useless. :? :?
shadstarn
Posts: 218
Joined: Fri Dec 22, 2017 6:22 pm

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by shadstarn »

its not possible to ply these monsterrs with my own mods?
Gideon020
Posts: 558
Joined: Mon Sep 28, 2015 3:23 am

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by Gideon020 »

shadstarn wrote:its not possible to ply these monsterrs with my own mods?
Nope.
User avatar
Spaceman333
Posts: 622
Joined: Thu Oct 13, 2016 8:40 pm

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by Spaceman333 »

ErrantMasa wrote:ooh, sweet, gonna test right away! thanks!

been doing a little testing; the base mode is interesting, to say the least. Consider doing the following next (major) update:

Weapon rebalancing

There're some weapons I wanna love, but feel too weak or inaccurate to see frequent use from me (e.g. auto shotgun, launcher chaingun) :? I get a "copy/paste job" vibe off all these guns. If you're not already working on it: spread and damage need a serious rebalance across all weapons!
The more I play the mod, the more I appreciate the current balance. The mentioned auto shotgun is excellent at close range with its higher rate of fire against a larger group of enemies compared to every other shotgun with the exception of the superpump, which itself is a rare find, thus balanced too. Launcher chaingun's concussive rocket makes it exceptionally great over the other options.

There are some offenders that I feel are underpowered which I've already mentioned a long while back, but I just edited them in Slade very easily to my liking. I say keep the weapon balance as is, and let players experiment with the balance on their own with the Slade editor program.
User avatar
ErrantMasa
Posts: 51
Joined: Tue Mar 07, 2017 3:56 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by ErrantMasa »

Spaceman333 wrote: The more I play the mod, the more I appreciate the current balance.
Fair enough; different strokes! :) I prefer my guns on the precise side, and many SSS guns only feel weak to me because I've played with higher-powered weapon mods (TrailBlazer, DRLA, PB/BD). I also like adding LegenDooM Lite and Mikk~'s Champions mod on top of whatever I play, which would compound that issue. :twisted:
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: scalliano's SUPER Shuffle! - MASSIVE UPDATE!

Post by leodoom85 »

what's the PDA supposed to do? Seems useless
The PDA allows you to save...like a portable save...
Which uh, you kinda have a point.
Post Reply

Return to “Gameplay Mods”