[INACTIVE] Doomzone v1.8.1

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Re: Doomzone (v1.8 Released!)

Postby Twitchy2019 » Thu Apr 19, 2018 2:51 pm

I've played your mod and my criticism is laid in the weapon choices, both the weapons themselves and the default bindings for them. Several of the classes have weapons that are essentially carbon copies of one another. Why do you have classes that need 3 slots for chaingun-like weapons, or a sniper class with two slots for different sniper-skinned weapons? Also, why are shotguns sometimes bound to keys like 6 or 7?
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Re: Doomzone (v1.8 Released!)

Postby Neccronixis » Thu Apr 19, 2018 8:56 pm

I second the idea of relegating weapons to their corresponding doom slots (2 - Pistols, SMGs 3 - Shotgun 4 Rifles 5 - Explosives etc) as it makes the mod more streamlined. I'd do it for myself but whenever I try to edit the decorate file, I get a startup error in Gzdoom - as if the decorate file itself changes format when you edit it.
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Thu Apr 19, 2018 9:10 pm

warman2012 wrote:I've played your mod and my criticism is laid in the weapon choices, both the weapons themselves and the default bindings for them. Several of the classes have weapons that are essentially carbon copies of one another. Why do you have classes that need 3 slots for chaingun-like weapons, or a sniper class with two slots for different sniper-skinned weapons?

The weapons generally have different purposes. For example, the differing "sniper-skinned" weapons have different tactics to them. One hits hard and takes a while to rechamber with a small magazine, one has an extended magazine and a suppressor for stealth kills, and yet another features the option of firing as an SMG or as a railgun. Sure, you could run around and just use them all the same, but to truly utilize them, you need to understand their strengths and weaknesses.

As for why there are multiple types of a single weapon set, the weapons are recreated from the Killzone armaments, and are meant to mimic them as close as possible in the Doom engine. Weapon assignments are based upon the loadouts of player classes in multiplayer, with some leeway given to the base five classes to accommodate newer entries to the series that sprung up over the course of development.

warman2012 wrote:Also, why are shotguns sometimes bound to keys like 6 or 7?

Key bindings are closely (but not strictly) related to their unlock order in Killzone 2 and 3's multiplayer modes. Some of these key bindings have changed over time.

Neccronixis wrote:I second the idea of relegating weapons to their corresponding doom slots (2 - Pistols, SMGs 3 - Shotgun 4 Rifles 5 - Explosives etc) as it makes the mod more streamlined. I'd do it for myself but whenever I try to edit the decorate file, I get a startup error in Gzdoom - as if the decorate file itself changes format when you edit it.

You may have a point, though a previous project of mine had complaints of too many weapons being assigned to a single key. I believe the example being used was that there were four different plasma-type weapons assigned to slot 6, and that cycling through them was cumbersome. I wanted to avoid this as much as possible when assigning weapon slots.

While I've done my best to cover all bases, I must also realize that not everyone can be pleased. So I apologize if the mod isn't up to your standards.
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Re: Doomzone (v1.8 Released!)

Postby Neccronixis » Thu Apr 19, 2018 9:28 pm

it occurred to me that you would then have too many weapons in one slot, which is why you've setup the mod the way it is, so you know more than I do in that regard. I'm having too much fun this version of the mod to care that much anyways. The only noticeable bug I've encountered is weapon fire select info not disappearing off the hud when dropping weapons, but who's dropping weapons anyway?
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Re: Doomzone (v1.8 Released!)

Postby -Ghost- » Fri Apr 20, 2018 1:06 am

You might be able to get away with organizing some weapons by Doom class and some by your regular system, I think. Shotguns and more iconic Doom-like weapons could go to their traditional keys, like shotguns on 3, chainguns on 4, etc, while more exotic stuff you could just put on whatever you had before. I don't think anyone actually has more than 2-3 of the "same" type of weapon anyway, so it might not come up as much.
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Re: Doomzone (v1.8 Released!)

Postby Gideon020 » Fri Apr 20, 2018 4:58 am

I don't mind the current weapon arrangement, it helps keep me on my toes when playing high-speed mapsets with a lot of violent encounters.
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Fri Apr 20, 2018 8:46 am

I've updated the download in OP. Evidently there was an issue with flashlights not working. I had accidentally overwrote the main GLDEFS lump, and when I thought I fixed it, I forgot an #include statement. This has been fixed.

For those affected by the issue, sorry for the inconvenience.
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Re: Doomzone (v1.8 Released!)

Postby SiFi270 » Mon Apr 23, 2018 12:18 pm

silentzora wrote:I'd love to, but there doesn't seem to be a link to the alpha build anymore. That seems to have been removed as of January 5 in favor of a beta build that has yet to be released, but I don't see any thread activity since January 6. I'll keep an eye on the project thread, and once there's a final release, I'll work on a patch for it (if required). Kinda curious to see it anyway, since it claims to use some of my music.

Good news.
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Re: Doomzone (v1.8 Released!)

Postby silentzora » Mon Apr 23, 2018 12:20 pm

SiFi270 wrote:
silentzora wrote:I'd love to, but there doesn't seem to be a link to the alpha build anymore. That seems to have been removed as of January 5 in favor of a beta build that has yet to be released, but I don't see any thread activity since January 6. I'll keep an eye on the project thread, and once there's a final release, I'll work on a patch for it (if required). Kinda curious to see it anyway, since it claims to use some of my music.

Good news.

Just saw that myself. I'll give it a run and see what needs to be patched, then I'll work on that. Just bear in mind, I may have to update the patch later, once the final build of DotB is released. :)
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby silentzora » Tue Apr 24, 2018 8:38 pm

Doomzone v1.8.1 is released! This is only a minor release, only necessary if you want to use the mod with Dimension of the Boomed. Otherwise, it isn't necessary to download this update.

Changelog:
Spoiler:


Download Doomzone v1.8.1
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby ShockwaveS08 » Tue Apr 24, 2018 11:47 pm

I've noticed some major slowdowns when approaching certain ammo bundles; likely because the mod is sifting through all the possible permutations for said pickups, yet it can't give you the ammo because you're topped off, therefore you get massive slowdown unless yoh step away from these ammo pickups.

Possible solution: When playing solo, only have the ammo bundles pertaining to your chosen class show up, rather than stacking them all into one instance.
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby Doomenator » Wed Apr 25, 2018 9:51 am

silentzora wrote:Doomzone v1.8.1 is released!
You need to balance the volume of some sounds. For example, the sounds of falling shell casings and meat. Do not ignore the $limit command.
And it is desirable not to use the current system of steps. Footsteps sound as if someone is trampling on the behind. :D
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby silentzora » Wed Apr 25, 2018 9:56 am

ShockwaveS08 wrote:I've noticed some major slowdowns when approaching certain ammo bundles; likely because the mod is sifting through all the possible permutations for said pickups, yet it can't give you the ammo because you're topped off, therefore you get massive slowdown unless yoh step away from these ammo pickups.

Possible solution: When playing solo, only have the ammo bundles pertaining to your chosen class show up, rather than stacking them all into one instance.

I may have to look into that suggestion, think it's doable. I think the only thing that I'm not sure how to accomplish is how to detect which player class is selected and spawn ammo accordingly.

It's a good idea, just need to figure out how to implement.

Doomenator wrote:
silentzora wrote:Doomzone v1.8.1 is released!
You need to balance the volume of some sounds. For example, the sounds of falling shell casings and meat. Do not ignore the $limit command.
And it is desirable not to use the current system of steps. Footsteps sound as if someone is trampling on the behind. :D

Can you be a little more clear on what would be a better implementation of this? Reason I've got the player actors spawning objects that create the footstep sounds is because I didn't want the player to be making footstep sounds in midair, for example.
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby Doomenator » Wed Apr 25, 2018 10:38 am

silentzora wrote:Can you be a little more clear on what would be a better implementation of this? Reason I've got the player actors spawning objects that create the footstep sounds is because I didn't want the player to be making footstep sounds in midair, for example.
I have no idea how to improve the current system of footsteps. I can only advise you to use the footsteps mod by the Zombie Killer. If there is no compatibility problem.
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Re: Doomzone (v1.8.1 Out, DotB Patch Added)

Postby Evil Operative » Thu May 17, 2018 2:47 am

Found another bug.

Classes spawn with no weapon selected upon beginning a game with the Doom Eater difficulty
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