Hege, I have a few things I want to ask. Are you going to add a function to the PDA that allows you to scroll through what you have worn? Are you going to add monsters killed, items picked up and secrets found to the hud?
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Fri Feb 23, 2018 4:51 am
by fakemai
Found a possible clue to the erroneous health pickup behaviour. I was playing nudist beach mode where the only outfits you can pick up are hazmat (as inventory pickup, you don't have to "use" them to pick them up which was a nice touch) and the Kamui suit (the brief moments of catharsis around a generally miserable experience). What I noticed is that after Kamui wore off I was able to pick up the larger scrap items, and it was contributing more than normal at that (33 for a medkit). The +1 and other outfits were still rejected correctly so she's still limited to scraps.
Apteral10 wrote:Kinda liked the upgraded maid outfit text that appears when the mod itself knows that here comes the most awful puns ever. Made me chuckle a bit.
The little details in this are pretty great. Also maid upgrade is probably my top outfit functionally and in appearance, next to succubus and schoolgirl.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Fri Feb 23, 2018 5:16 am
by Apteral10
fakemai wrote:Found a possible clue to the erroneous health pickup behaviour. I was playing nudist beach mode where the only outfits you can pick up are hazmat (as inventory pickup, you don't have to "use" them to pick them up which was a nice touch) and the Kamui suit (the brief moments of catharsis around a generally miserable experience). What I noticed is that after Kamui wore off I was able to pick up the larger scrap items, and it was contributing more than normal at that (33 for a medkit). The +1 and other outfits were still rejected correctly so she's still limited to scraps.
Apteral10 wrote:Kinda liked the upgraded maid outfit text that appears when the mod itself knows that here comes the most awful puns ever. Made me chuckle a bit.
The little details in this are pretty great. Also maid upgrade is probably my top outfit functionally and in appearance, next to succubus and schoolgirl.
Tough to say what is my favorite... Probably upgraded sukumizu or max armor. However the upgraded flame pattern bikini is very useful. I would like to see upgraded hazmat suit at some point. Also I wouldn't mind finding alternative to kamui then there would 50% chance to one of them to spawn.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Sat Feb 24, 2018 1:00 pm
by Rigel
so some feedback i accumulated. some big some small
note: they can be spoilerish for some of the mod items weapons etc
Spoiler:
1: voidorb's primary fire combo which attacks 4 times consumes ammo only for the first 3 and the 4th big ball doesn't cost anything. which means if you run out of ammo at the 3rd one you will not be able to fire the 4th even though it doesn't cost anything.
2: (non upgraded) bunny outfit's rifle and scrappergun always fires carrots despite the "hitscans can fire carrots sometimes" pda info, and k800rod and scrappergun's carrot attack feel way weaker than their normal attack (slightly unsure about k800rod but certain that scrappergun's carrot attack is pretty useless)
2b: (upgraded) bunny outfit's wine doesn't speed up super shocker's primary fire (also coolgun's altfire but i guess that's fast enough as is)
3: i found ninja outfit to be pretty weak for a blursphere replacement. imo the invisibility should kick in as soon as you got hit and not just when you stopped receiving damage (chaingunguys can just shred you without letting the invisibility happen) also maybe make it like hazmat suit where you can turn it into a normal timed blursphere? (whether carry-able or activate right there - up to you)
4: scissor blade's ability to spawn kamui seems a bit op. kamui spawned by scissor blade should have a much smaller duration imo because its essentially a pocket invulsphere that is slowly generated (requiring your blood hp that regens) also what about instead of it requiring a lot of hp, make it require slashing monsters with the scissor blade to charge it for kamui? (ofc charging scissor blade for slashes would still require hp however)
5: maid outfit's ammo given on stimpack and medkit pickups is pretty low and inconsistent/unbalanced with stimpack giving both tesla clip and charge cell a 3 and medikit a 5 to both aforementioned ammo types and 3 to rockets and voltage energy (so shotgun weapons and rocket launchers benefit more and clip weapons and plasma rifle/bfgs get almost nothing)
5b: your weapons can damage and kill the roombas spawned by maid outfit
now some minor things
6: when selected the bfg it almost teleports into the screen instead of rising from below the screen like other weps, same for deselect. what gives?
7: the shotgun shell pickup (small charge) should be a bit smaller in size visually, its a bit big compared to its hefty type imo
8: maybe instead of the greeting texts of smart nade launcher make it tell what mode it is currently on? sometimes i forget what mode it is on so would be nice to see in someway
9: you can't upgrade your outfit while any of the move keys are held and so need to let go of the key first before pressing use (but not necessarily stop moving)
10: swimsuit altfire doesn't have kick, you just do primary fire's normal fist and slaps
Good work so far on this, I finally got around to playing it.
One thing that is a slight issue: I was playing with DUMP3. Whenever this starts a new map, normally this gives you a pistol start. Unfortunately in LaTailor, this also appears to strip Daina! (lol) Which makes the starts of levels absurdly challenging in hub-based map-packs like this. In one case I had to fight through nearly 1/4 of the level before getting anything other than scraps. Any chance of you can add in a check where, if a level forces a pistol start on you, that you just get reset to the default outfit?
Also, probably intentional (?), but the Smart-Launcher's homing shot can literally do 90 and 180 degree turns and gib Daina whilst seeking an enemy you may not be aware of. Not so smart. :S Perhaps forcing it to fly straight for a short while before activating tracking (like a real radar guided missile) would be good?
How are clothes spawned? Do they replace spawns of weapons you're already carrying, and of armour? (And Hazmat replacing Suits, Ninja replacing Blurs etc.)
The carrots on the bunny suit seem alot more variable than they were in the brief spat I had with the previous version. Which is good, since they were OP before, but sometimes they're hilariously bad now. Sometimes they still gib instantly as well. So its a nice chance-based flavour.
I don't know how much more work you want to put into weapons, but I think it would be really cool if the outfits actually morphed all the guns into flavour appropriate ones (adding frills, cat-ears, floats, black paint etc.) based on the outfit, sometimes with bigger changes, like the Cool-Gun becoming the Hot-Gun with the Flame Bikini, the Pistol changing into a silenced Glock with bullets in the Tac-Suit, the Void-Sphere summoning Tacgnol as the cat-girl maid, and so on. The flavour being added would also easily indicate which guns are changed. Just an idea.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Sun Feb 25, 2018 3:33 am
by fakemai
Apteral10 wrote:Tough to say what is my favorite... Probably upgraded sukumizu or max armor. However the upgraded flame pattern bikini is very useful. I would like to see upgraded hazmat suit at some point. Also I wouldn't mind finding alternative to kamui then there would 50% chance to one of them to spawn.
Most of them function pretty well, including hazmat, but naturally a lot comes down to what you like the look of. Not sure what would serve as an alternate Kamui (I'm fine with just that) but given there's a reference I'm surprised there isn't a Nudist Beach costume.
Spoileristic comments, mostly from Rigel's post:
Spoiler:
Didn't notice void orb had a charge shot feature, that really helps to know! I normally used it to OHKO medium enemies quickly before that, and cursed when it showed up over the BFG. Also good to know what the alcohol drinking does with the upgraded bunny.
Also went ahead and figured out how the "red thing" worked and yeah, it's pretty helpful and gives something for your tiny lifebar to do, but it's way ridiculous that it can trigger god mode on demand when charged. Not even sure whether it makes sense in how it works, but it was a while since I watched Kill La Kill.
Speaking of the ninja outfit, it's not one I use commonly, but I had Kamui form pick it up and it did actually get the "invisibility on hit" property, which persisted when it wore off. Changing outfit seemed to get rid of it. This probably happens with other special properties.
Final tweak: Have Daina appear instead of Doomguy on the Doom 2 ending monster roll. It's kind of silly as it is.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Mon Feb 26, 2018 4:32 am
by Apteral10
Right now I am wondering what Hege has in store for us for the next update. After all this type of gameplay mod is a lot of fun and changes the way to play the game enough to change your approach a bit.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Mon Feb 26, 2018 7:40 am
by fakemai
eharper256 wrote:How are clothes spawned? Do they replace spawns of weapons you're already carrying, and of armour? (And Hazmat replacing Suits, Ninja replacing Blurs etc.)
The major details, with a few minor spoilers:
Spoiler:
Random outfits spawn on green armor, blue armor, chainsaw, berserk, and megasphere, roughly in that order for what quality you can expect to find there. Each has its own pool of items that it can drop, not uniform probability for each.
Soul spheres are lifefiber orbs (aka material engulfment sphere) which is a portable item to give yourself a bunch of scrap, also usable with the sewing kit.
Sewing kits are a portable item to create a random outfit from a lifefiber orb (better quality), or from what you're wearing (lower quality, needs at least 50 armor).
Burgers exist (+11 max HP up to 99) but I'm not saying what drops them because of their rarity.
Radiation suits are hazmats, which can be worn, or (use)d to turn them into a shorter duration portable version.
Blur spheres are always ninja suits (also found on certain outfit spawners).
Invulnerability is Kamui suit.
Light Amp Visors are the standard pick-up + tactical suit.
Super shotgun, rocket launcher, and BFG9000 will be one of two weapons. First is ~30% for scrapper gun instead of cool gun, second is 80% for smart rocket launcher instead of rusted rocket launcher, third is ~22% odds for BFG instead of void orb. The first two can be adjusted in mod options (only one or the other or 50:50)
Backpacks occasionally come with sewing kits (25%), and uncommonly are shopping bags (15%) which are basically a piƱata of random items. MAP07 Dead Simple shows the extreme of this.
I've avoided mentioning rare lucky drops and features the author has been coy about, since this really is a mod full of surprises and there's joy to be had in finding things out on your own. You can always look through the game's sources if you want to know how it all works, which speaking of, I have a technical question. How does GZDoom actually handle the drop odds internally with item pools? I've assumed it's a single roll with probabilities set as itemchance/totalitemchances like Diablo II uses for unique rings/amulets but can't find the function for it in the source. Also ZDoom claims that the chance must be from 0-256 (suspect number, off-by-one) but it seems to work with higher numbers.
Addendum:
eharper256 wrote:One thing that is a slight issue: I was playing with DUMP3. Whenever this starts a new map, normally this gives you a pistol start.
That was mentioned earlier in the thread. In general this mod works best for megawads that have item distribution similar to Doom 2, especially the harder ones like Plutonia. Features may be missed in maps that have a limited item subset especially a dearth of clothing spawners.
eharper256 wrote:I don't know how much more work you want to put into weapons, but I think it would be really cool if the outfits actually morphed all the guns into flavour appropriate ones (adding frills, cat-ears, floats, black paint etc.)
Also seconding.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Mon Feb 26, 2018 4:44 pm
by eharper256
fakemai wrote:
eharper256 wrote:One thing that is a slight issue: I was playing with DUMP3. Whenever this starts a new map, normally this gives you a pistol start.
That was mentioned earlier in the thread. In general this mod works best for megawads that have item distribution similar to Doom 2, especially the harder ones like Plutonia. Features may be missed in maps that have a limited item subset especially a dearth of clothing spawners
Yeah I realise that probably wasn't the best choice of map set for this; I have tried it with Sunlust and Classic D2 levels as well of course and naturally those are fine. But, I thought I'd point it out in case someone else tries it; it would be nice to expand compatibility to Pistol Start Level Packs without the Nudist Beach difficulty forced on you. XD And since I always play with Shades of Doom on as well, I like my variety packs.
Thanks for explaining the Sewing Kit. I didn't realise it could consume the orb; I always just used the Orb as top-up HP's in a pinch.
My fave outfit at the moment is the Cat-Ear-Maid, by and the by. Nice upgrades, the Kitty-Rhomba and the Clothes tearing are all excellent.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Sun Mar 04, 2018 7:15 am
by Apteral10
Played through Scythe 2, Legacy of Heroes and JPCP map packs... I somewhat enjoyed Scythe 2 and JPCP but certain map in JPCP just triggered me to have to use noclip because searching of those keens started to become so frustrating because probably last 3 or 2 were almost impossible to find. For La Tailor Girl my favorite map pack will still be Maps of Chaos with the colourfull hell mod. Because it is so much good stuff. Legacy of Heroes map pack is good stuff but... Kinda disappointing how it was so short... Don't take me wrong because I have played two 30 level map packs. I accidentally expected LoH map pack is also 30 level map pack. I can see short and sweet being good even I appreciate it even if every now and then Map pack gave me feeling that "Where the heck should I go?" which is completely bad thing but it would be nice if the maps actually give you a hint where you should go.
Up to now I haven't seen anything wrong currently. Right now I am just very interested to hear what Hege has in store for us.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Tue Mar 06, 2018 8:38 am
by Hege Cactus
ill reply to few questions again
Hege in the final version you plan to have how many clothes?
Not really defined but many, many many are in plans.
Spoiler:
I don't know if the spawnrate is intentional, but if it's not, can catsplosions become a game mode later on?
Yes it is intentional
Spoiler:
Also I reproduced the glitch with Kamui without additional mods, so no idea what's going on there. Picture of it, and yes she looks like a maid in third-person.
Finally, two things I've been forgetful to mention. Firstly, you emerge from teleporters facing a random direction instead of what's intended by the destination thing. This is not an issue in standard Doom. I'd suspect the chasecam script might be responsible. Funny thing I noticed with that is that the camera shows up on the map with iddtiddt or the office lady even if it's not active. Also thanks for providing a key toggle for that it was necessary.
The second one is that frozen enemies are immune to damage from their fellow monsters, following the standard rules for monster infighting. Is that possible to negate?
Mind at this point it's deservedly rare since I just found out about the shield alt on the cool gun. At the very least that needs to cost something to use. The flamethrower on K800Rod and super shocker is devastating. The "charm" alt fire on pistol doesn't consume charges even though they're shown on the HUD. Also there's still the issue of it picking up the bigger health items erroneously, which I did try to look into but I've no idea how modern Doom scripting works. Maybe later.
EDIT: Totally forgot to ask. Is there any intention to modify the "quit game" messages? There's definitely room for more sillyness in there that's all.
Spoiler:
That kamui bug is bizarre one, I have no idea how you managed to do that
Yeah, can't really do much about that I'm afraid
That's odd, if you mean the frozen as in dead frozen then its something I cant do anything about, if you mean the frozen status with the sparkles then well yeah.
Not much that can be done for that so enjoy the covers
The alt fire's that don't use the pistol dont consume the free shots, they are for the pistol pistol, tho I should probably remove the counter on outfits that disable that alt fire
And yes the quit messages are a thing Im including in the next version.
Hege, I have a few things I want to ask. Are you going to add a function to the PDA that allows you to scroll through what you have worn? Are you going to add monsters killed, items picked up and secrets found to the hud?
I would update the PDA if I was more skilled with the ACS to do so, history to log what you've worn could be fun but also bit trouble some
I can add those counters on the hud if there's more need for it.
Found a possible clue to the erroneous health pickup behaviour. I was playing nudist beach mode where the only outfits you can pick up are hazmat (as inventory pickup, you don't have to "use" them to pick them up which was a nice touch) and the Kamui suit (the brief moments of catharsis around a generally miserable experience). What I noticed is that after Kamui wore off I was able to pick up the larger scrap items, and it was contributing more than normal at that (33 for a medkit). The +1 and other outfits were still rejected correctly so she's still limited to scraps.
Well thats bizarre, again
the armor bonus system in gzdooms tends to do all sort of weird stuff as Ive noticed in my own end as Ive been testing some features, it's really hard to keep up with
Spoiler:
1: voidorb's primary fire combo which attacks 4 times consumes ammo only for the first 3 and the 4th big ball doesn't cost anything. which means if you run out of ammo at the 3rd one you will not be able to fire the 4th even though it doesn't cost anything.
2: (non upgraded) bunny outfit's rifle and scrappergun always fires carrots despite the "hitscans can fire carrots sometimes" pda info, and k800rod and scrappergun's carrot attack feel way weaker than their normal attack (slightly unsure about k800rod but certain that scrappergun's carrot attack is pretty useless)
2b: (upgraded) bunny outfit's wine doesn't speed up super shocker's primary fire (also coolgun's altfire but i guess that's fast enough as is)
3: i found ninja outfit to be pretty weak for a blursphere replacement. imo the invisibility should kick in as soon as you got hit and not just when you stopped receiving damage (chaingunguys can just shred you without letting the invisibility happen) also maybe make it like hazmat suit where you can turn it into a normal timed blursphere? (whether carry-able or activate right there - up to you)
4: scissor blade's ability to spawn kamui seems a bit op. kamui spawned by scissor blade should have a much smaller duration imo because its essentially a pocket invulsphere that is slowly generated (requiring your blood hp that regens) also what about instead of it requiring a lot of hp, make it require slashing monsters with the scissor blade to charge it for kamui? (ofc charging scissor blade for slashes would still require hp however)
5: maid outfit's ammo given on stimpack and medkit pickups is pretty low and inconsistent/unbalanced with stimpack giving both tesla clip and charge cell a 3 and medikit a 5 to both aforementioned ammo types and 3 to rockets and voltage energy (so shotgun weapons and rocket launchers benefit more and clip weapons and plasma rifle/bfgs get almost nothing)
5b: your weapons can damage and kill the roombas spawned by maid outfit
now some minor things
6: when selected the bfg it almost teleports into the screen instead of rising from below the screen like other weps, same for deselect. what gives?
7: the shotgun shell pickup (small charge) should be a bit smaller in size visually, its a bit big compared to its hefty type imo
8: maybe instead of the greeting texts of smart nade launcher make it tell what mode it is currently on? sometimes i forget what mode it is on so would be nice to see in someway
9: you can't upgrade your outfit while any of the move keys are held and so need to let go of the key first before pressing use (but not necessarily stop moving)
10: swimsuit altfire doesn't have kick, you just do primary fire's normal fist and slaps
1. intentional for those two guns, originally the rifle wasn't always carrot but I felt it gave the outfit some more personality that way
2.Can't go below certain tic rate
3.Ninja is getting a buff
4. Scissor blade is getting a rework in next version
5. The ammo is getting tweaked in next version, the roomba issue is something I cannot fix without making them OP as fuck
6. Fixed in next version
7. Nah, imagine them as kinder eggs
8. Eeeeehhh. Maybe? Maybe not.
9. Can't sew em together on the fly
10. Well swimsuit has special function on the water so thats part of it
11. Unintentional and fixed in next version
I don't know how much more work you want to put into weapons, but I think it would be really cool if the outfits actually morphed all the guns into flavour appropriate ones (adding frills, cat-ears, floats, black paint etc.)
Well that's a maybe but unlikely due of how many outfits there are.
So to add to a little preview on whats to come, here's some fun BFG action;
Spoiler:
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Tue Mar 06, 2018 5:22 pm
by eharper256
Scientist Outfit, cool stuff!
Any idea about the pistol start problem I mentioned before?
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Tue Mar 06, 2018 7:06 pm
by Hege Cactus
eharper256 wrote:Scientist Outfit, cool stuff!
Any idea about the pistol start problem I mentioned before?
can't do much than use map mapwhateveryouwereon console cheat I'm afraid
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Tue Mar 06, 2018 10:49 pm
by Sasha_The_Lynx
Hege, you never stop to amaze (and spoil) me with these updates <3
Im really excited for the scientist outfit. Looks great. I can imagen some funny things happening in a lab when Diana is around hehe. Diana: Whoops. Accidently opened up a portal to hell and let demons lose, again. ._.
Re: La Tailor Girl v1.45a [PDA Dress Order]
Posted: Wed Mar 07, 2018 3:10 am
by fakemai
Hege Cactus wrote:That's odd, if you mean the frozen as in dead frozen then its something I cant do anything about
I mean enemies frozen with the cool gun. And yeah, if it's not fixable that's fine. Honestly it's kind of cute they continue to obey enemy damage rules even frozen. It's helpful for crowd control too.
Hege Cactus wrote:the armor bonus system in gzdooms tends to do all sort of weird stuff as Ive noticed in my own end as Ive been testing some features, it's really hard to keep up with
I made special note of that example because it was consistent and seemed a good starting point for figuring out what's going wrong. Maybe some flag isn't being set correctly, or some conditional isn't doing the right thing. If GZDoom itself is being inconsistent that's probably needing to brought up as a bug with them.
Hege Cactus wrote:I can add those counters on the hud if there's more need for it.
Some sort of HUD indicator for that would be nice since the automap doesn't display them but it's not a pressing issue.
Hege Cactus wrote:And yes the quit messages are a thing Im including in the next version.
Hege Cactus wrote:So to add to a little preview on whats to come, here's some fun BFG action;
Awaiting the update! I also only just noticed that the BFG has status indicators for what modes work with an outfit.
Since you didn't mention it, did you fix the Doom 2/Final Doom credits where Doomguy shows up? He makes Daina's death scream at least.
Finally, spoilerific comments.
Spoiler:
At this point I'm not a fan of the bunny suit because the carrot damage seems way too sporadic, usually weak, and it really hurts the scrapper gun as a room clearing weapon. The upgraded version is good overall if I can get it, but the standard one I almost prefer sticking to scraps, which, if she doesn't have a defense penalty in that state she needs one.
Actually made a note to re-enable the rusted rocket launcher and didn't know what I was missing, but yeah it's extremely powerful on succ and upgraded electro armor, too powerful actually. The standard alt fire is hilarious though it has resulted in bad things a couple of times. Funny story though, I was trapped in an acid pit on a level and was firing them straight up to suicide and ended up getting blasted out of the pit onto the narrow ledge I fell from. Yes it would've been more expedient to rocket jump out but that didn't occur to me at the time and it was just amazing luck how it happened.
Electro armor needs the super shocker's primary nerfed, and the upgraded needs both modes nerfed. On the regular one the alt is balanced by eating cells. Also I nominate that the alt fire be short ranged with how it looks.
Addendum: Grenade launcher mode is fun as hell.
Apteral10 wrote:For La Tailor Girl my favorite map pack will still be Maps of Chaos with the colourfull hell mod.
Glad I gave that a go, I'm mostly through it on the overkill mode and it's amazingly fun.
EDIT: Minor noticed issue: The title "Cybertech cover overcharged" doesn't fit within the HUD and isn't centred.