Re: La Tailor Girl v1.40 [baa]
Posted: Sun Feb 11, 2018 3:28 pm
This is hilariously fun. Far more fun than I imagined it would be.
Discussion about ZDoom
https://forum.zdoom.org/
Spoiler:
I don't know that is what I am wondering because that would actually be kinda cool. Although actually never mind I was just remembering incorrectly. The archviles do revive fallen enemies to be your allies though.Captain J wrote:... Nice theory, but i don't think so. Arch-Vile only can resurrect the monsters and NPCs. Players are different with that kind of mechanic. Or is it actually possible in game?
https://zdoom.org/wiki/A_VileChase (superseded by the A_Chase flag CHF_RESURRECT)Captain J wrote:... Nice theory, but i don't think so. Arch-Vile only can resurrect the monsters and NPCs. Players are different with that kind of mechanic. Or is it actually possible in game?
Wouldn't be cool that friendly Archvile would revive a team mate though?Ryuhi wrote:https://zdoom.org/wiki/A_VileChase (superseded by the A_Chase flag CHF_RESURRECT)Captain J wrote:... Nice theory, but i don't think so. Arch-Vile only can resurrect the monsters and NPCs. Players are different with that kind of mechanic. Or is it actually possible in game?
"This function makes the calling actor advance on its target. The actor may enter an attack state (if it has one) at any time. If the calling actor comes into contact with a corpse, it will enter the “Heal” state (if one exists) and resurrect the actor in question (provided the actor being revived has a “Raise” state defined). "
So basically the actor needs a Raise state, and I believe there are a few other things it checks for like if the actor was crushed, that it is at the end of its death state (-1 Stop) and so on. That said, taken from the FRIENDLY actor flag...
" This monster doesn't target the player. Instead it attacks other monsters. Currently friendly monsters only target unfriendly monsters when they see the Player, and unfriendly monsters will never attack friendly monsters unless they are attacked first. Also note that monsters resurrected or spawned by friendly monsters (Arch-Vile, Pain Elementals, Icon of Sin, etc.) are friendly; and inversely a dead friendly monster resurrected by an unfriendly Arch-Vile is no longer friendly."
So... maybe? I feel it would ultimately boil down to player revival itself (which I know is a whole tricky situation, so not very likely.)
Actually, re-reading that, it would also have to create a possibility of the archvile "converting" the player to an enemy, so yeah it probably has safeguards to prevent it from even looking for player classes.
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Huh, oddly enough this hasnt happened to me in the testings, bizarre.Also, upon further playtime, it seems that the plasma rifle replacement's primary fire while in this outfit hard crashes the game? I don't even get the GZDoom crash reporter window, the game just closes.
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Maid: It spawns from weapons, not melee.Hiyo, commenting with a few notes from my limited playthrough of version 1.34 of this wad, and Colorfull Hell, and Valiant.
(yes, I know that's an older version, didn't have internet for a week or so, was stuck with that one)
(allso, I know a few oddities aren't the fault of the mod, it's Valiant causing a few problems, notably with the weapons Valiant uses taking priority, so I had to summon the correct ones manually)
So, first up, very different mod from what I usually play, but that's good.
(cut off to not clutter too much)
Overall, very fun mod it just has elements that are either naturally underwhelming (I'm noticing a lot of this feeling for the swimsuit) or mostly incompatible with my preferred playstyle. (damage sponge, if that helps you understand some of my criticism better)
Chalk up another person who joined to comment on this. It's rare to see lewd ideas like these produce functional and fun gameplay so serious props to you for pulling it off, and producing something memorable in the humour and presentation too. I really love this and expect it'll be a mainstay in my Doom collection.
Anyway enough gushing, I'm mostly here to post bugs and comments, I generally only play with Doom 2 and Final Doom so any balance comments will be based on those. What do you primarily test against?
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I have some people beta testing the mod. I personally tend to play my test runs with CH, legendoom Lite and various different mapsets, I do tend to prefer to harder difficulty level ones.As far as balance goes I'm reconsidering a bit and think it's fine to have some be powerful as long as they're hard to get, and force you to play as a glass cannon or switch when too damaged (like most do but there are a few exceptions). Also because I tried it with Plutonia where it's a lot more fitting to the higher difficulty, and Colourful Hell as per someone earlier in the thread which is darn fun for the higher tier enemies and random outfit drops, at least with the black/white ones turned off.
Additional things I noticed (spoilers of course).
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I've been bit busy yeahHmm... Hege has been quiet for a while... I guess he/she is busy with work or something. Anyway.
I was just wondering if you play this in coop with somebody can the archvile if your partner has wedding outfit and has given ring to Archvile can this resurrect your coop partner who died?
That sounds like a good idea. My vote for the stealth outfit would be that the tactical outfit can get an upgrade for dedicated stealth or the ninja outfit upgrade.Sasha_The_Lynx wrote:I knew that real life have made you busy but hey, its respectable if you got a job and all that (Or personal problems, but full respect and love to ya).
Overall we are very excited for a new release of this amazing mod! And with how great the quality, care and dedication each outfit has, it make some even more excited.
Oh also, one question. Would it be possible for you to make a Viking/Valkyre outfit with melee combat? Since the Stealth Outfit (Or agent, i dont rememeerr the name) and the MMO armor do have melee weapons (the knife and that big hammer), i think it be pretty cool to add some outfits like a viking one. Just some little idea i had in mind really ovo
Spoiler:To expand on durability, most powerful outfits should start fairly high as they're basically this game's armor/supercharge/megasphere and good ol' Doomguy can have effectively 400% HP. Limited repairability presents the dilemma of whether to switch to a less powerful outfit to stay safe, and to try not to lose it. That goes double for upgradeable rares since the durability gained stacks on whatever you have (and pickups stack on whatever scraps you're wearing so it's a good idea to max them out first). Sadly I'm not familiar with the scripting side if that's proving buggy but I'm excited to see how it is next version.
Spoiler:Edit: Fixed a bug with the BFG and fixed Exkini PDA entry not showing
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