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Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Tue Aug 20, 2019 5:18 am
by Captain J
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Played this mod for few minutes and i just realized that the game gets super laggy if there are multiple 12.7mm projectiles flying around. Somehow their Trails had an Excessive GL Light effect and would brighten up the whole place like a teeny-tiny Sun. But not anymore! Also i increased the speed of Enemy's 12.7mm projectiles and fixed Sapper's descending missile issue a bit. Now they're more deadlier than ever.

Please check out the First Post for download. Also version 3.1 and other previous ones are all available, if you miss the good ol' chaotic GL light party. Thanks for stopping by!

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Tue Aug 20, 2019 2:18 pm
by LowEndPCGamer100
Glad to see another update!

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Tue Aug 20, 2019 2:23 pm
by armymen12002003
Nice to see this updated again i mean't to mention this earlier but could you do another quick patch to replace the doom stealth monsters too

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Tue Aug 20, 2019 11:29 pm
by Captain J
Updated the mod again. Thank you so much for your suggestion/reminder! This version is now more challenging to play and here are some changes:

- Ranger and Recon is a bit more accurate now. Making them at least competent.

- Enemies' 7.62mm and Desolator Chaingun mode projectiles deals more damage than usual. I felt the stronger enemies were a bit weak because of the projectiles' low damage output.

- At last, Stealth Enemies have been added!

- Expanded Sapper's Missile damage radius.


Again, if you don't like those new changes, you can download the previous version at the First Post!

EDIT: Fixed some texts in this post.

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Wed Aug 21, 2019 2:42 pm
by Helion
What are the new stealth enemies? The assassin isn't new, and I remember him being able to cloak before.

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Wed Aug 21, 2019 9:58 pm
by Captain J
Basically replaces existing Stealth Monsters. They're all the same but goes invisible. Much invisible than Silencer!

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Sun Sep 08, 2019 1:08 pm
by armymen12002003
Not sure if you are aware of this Captain J, but when this is played with the ancient aliens megawad it totally removes the two new enemies.

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Sun Sep 08, 2019 1:17 pm
by StroggVorbis
armymen12002003 wrote:Not sure if you are aware of this Captain J, but when this is played with the ancient aliens megawad it totally removes the two new enemies.
My uneducated guess is that Ancient Aliens uses DEHACKED. That doesn't get along well with DECORATE, ACS & ZScript :P

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Sun Sep 08, 2019 1:33 pm
by armymen12002003
Not that it's game breaking it just makes the megawad a little bit easier lol

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Sun Sep 08, 2019 10:24 pm
by Captain J
Yeah... About that, NC is not intended to be played with PWADs with custom enemies, assets or scripts. So i basically would recommend to tweak some issues like DEHACKED stuff inside the PWAD.

I sadly cannot do anything about it... But hey, we still can hope for the unofficial compatibility patch!

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Mon Sep 09, 2019 12:19 am
by armymen12002003
Captain J wrote:Yeah... About that, NC is not intended to be played with PWADs with custom enemies, assets or scripts. So i basically would recommend to tweak some issues like DEHACKED stuff inside the PWAD.

I sadly cannot do anything about it... But hey, we still can hope for the unofficial compatibility patch!
Lol that's fine as i said it's nothing game breaking just makes the megawad a little bit easier.

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Wed Sep 18, 2019 3:41 am
by Captain J
Extra Changes... Yeah i've updated the mod a little:

- Trempar's melee attack range has increased.

- 12.7mm and 7.5mm projectile is now a bit smaller, brighter.

- Swidga's health and speed has increased during the dive bomb attack upon death.

- Super-Aul and Champion's vulcan trajectory is more complicated.

- Some sound enhancements. Like Trempar's.

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Thu Sep 19, 2019 1:47 am
by struukduuker
Been playing around with this mod for a while now. Nice artwork, I'm really impressed :) I'm going to enjoy this mod I little bit more now!

Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod

Posted: Thu Sep 19, 2019 3:00 am
by Captain J
Glad you like my humble mod. Hope you have infinite fun!

Re: Netronian Chaos V.3.3: Time to Start the Future Year

Posted: Wed Jan 01, 2020 10:56 am
by Captain J
Happy Probably-at-least-positively New Year, everyone! There were something i dislike about the mod- Unnecessarily loud sounds, no doom marine sprite replacement and all. Here are some new changes!:

- Custom player sprite and the sounds for vanilla counterpart added. I reeeeally wanted to add this earlier but...

- Footstep sound effects lowered. Because it's a ruckus when the horde wander around you.