[WIP] Dusted's Pandemonia (v2.1.2)

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Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby Martinoz » Thu Mar 19, 2020 12:42 pm

Must say, really difficult mod to play with a pistol start, these blinking Imps are a nightmare to deal with.
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Re: [WIP] Dusted's Pandemonia (v1.1) (v2.0 prerelease)

Postby theroguemonk » Mon Mar 23, 2020 7:38 am

eriguns is not this? with reloading?
if anyone enjoy this but want reloading like me just get ERIGUNS search in the forum
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Re: [WIP] Dusted's Pandemonia (v2.0)

Postby DustedPandemonic » Tue May 26, 2020 4:25 pm

Version 2.0 has been released! Download links and changelogs are in the first post.

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Re: [WIP] Dusted's Pandemonia (v2.0)

Postby Rowsol » Fri May 29, 2020 1:17 am

Railgun and Repeater have an altfire now. They transform into a plasma rifle!
I see the nailgun no longer does insane damage to fat units. That's good.
Demon energy says +15 in chat but gives 20.
The rocket weapons could use +EXTREMEDEATH on impact. It feels wrong to dome an imp with a rocket and not see guts go flying.
Having the rifle be perfectly accurate in small bursts makes the sidegrade useless.
If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button. Also, a prompt for when you're fully charged would be helpful. Having to keep an eye on the bar is annoying.
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Re: [WIP] Dusted's Pandemonia (v2.0)

Postby Alptraum » Sun May 31, 2020 1:45 pm

Pandemonia is a fine gameplay mod. It kinda looks like Complex Doom, which isn't a bad thing at all.

But I feel like, it's being too safe. It has smooth weapon animations, sprites and such. But many players would feel like they saw its content before.

Thanks for the update tho ^^
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Re: [WIP] Dusted's Pandemonia (v2.0)

Postby Captain J » Sun May 31, 2020 10:08 pm

Yeah, it does look like complex doom, but works completely different: You can repair weapons dropped from certain enemies and upgrade your weapons even. Some changes like new enemy replacement is really great and had fun time playing with them. And my, Heliacal Arkh is certainly a no joke!

Oh, and here's some feedback. I played version 2.0:
- Chainsaw's idle sound effect goes a little longer when i put down the Chainsaw.

- So i picked up the Upgrade kit for some weapons like Plasma Rifle. I guess it's upgraded now, but not visually. Probably putting some extra icon to show would be less confusing.

- Bullet and Shell casings play their bouncing sound, after being spawned from the weapon. Just an air is what they're hitting.

- When i reload the Auto Shotgun, it completely fills up the magazine despite you have insufficient amount of shells.

- Plasma Repeater and Railgun turns into a Plasma Rifle if i press Alt-Fire key.

- Speaking of Heliacal Arkh, the primary projectile instantly explodes if there's a wall behind you. BFG never does that, though.

- I would like to see more Durability Weapons. Just having Rotary Chaingun and Heliacal Arkh is just not enough, if you ask me!

Very awesome gameplay mod, i say! Looking forward to the update!
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby DustedPandemonic » Tue Jun 02, 2020 5:47 pm

Version 2.0.1 has been released with some tweaks and bugfixes, changelog and download as always is in the first post!
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby Talon1024 » Tue Jun 02, 2020 10:16 pm

There were some bugs I noticed in the previous version of this when I was doing a playthrough of Doom 2 Reloaded with this mod. I don't know whether you fixed them or not, but:
  • Items bleed if they are hit by the nailgun.
  • If you leave the level with an overcharged plasma rifle, the plasma rifle remains overcharged for the rest of the game. As in, your plasma rifle will fire red bolts for the rest of the game as long as the overcharge sidegrade is equipped. Toggling the overcharge sidegrade off doesn't stop the plasma rifle from firing red bolts.
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Re: [WIP] Dusted's Pandemonia (v2.0)

Postby Rowsol » Tue Jun 02, 2020 11:36 pm

Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.


It's still there..
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby DustedPandemonic » Wed Jun 03, 2020 1:22 am

Agh, I knew I'd forget a few bugs, I'll have another bugfix release within the next week or so.

Rowsol wrote:
Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.


It's still there..

Strangely enough it seems to work perfectly fine for me, maybe an issue with different GZDoom versions? I personally recommend 4.3.3.
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby ate0ate » Wed Jun 03, 2020 4:52 am

Overcharge is working for me as well using yesterday's dev build of GZDoom. Once the effect wears off the bar begins to refill again without having to cease firing.

Unrelated, but I have one small criticism regarding the Super Weps, their ammo usage. Logically I get the ammo requirement, but gameplay-wise, when in conjunction with the already limiting durability gauge I cannot say that I am a huge fan of it. I find it to really deter my using the super weapons in certain situations, especially when playing map sets I am unfamiliar with. Ammo in general tends to be a little tighter in Pandemonia due to the increased health of many monster variants, which is fine, but it does make the player a bit reluctant to use the streetsweeper in a surprise ambush on an unfamiliar map while shells are running low. I get that bigger guns use large amounts of ammo to balance them out and prevent over use, but the durability system itself kinda makes that unnecessary here. Also, dropping the ammo usage would allow for the possibility of more atypical super weapons to be made without having to create an entirely new ammo type. Just a thought. Either way, beautiful work here. A lot of polish and passion. I thank you for your time spent on it.
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby Rowsol » Wed Jun 03, 2020 8:10 am

DustedPandemonic wrote:
Rowsol wrote:
Rowsol wrote:If you are holding fire when overcharge wears off your shots won't start filling the charge again until you let off the fire button.

It's still there..

Strangely enough it seems to work perfectly fine for me, maybe an issue with different GZDoom versions? I personally recommend 4.3.3.

Using 4.3.3, here's a video showing the problem. Newest version, no other mods. https://youtu.be/ZIZz1cp5WuY

I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby ate0ate » Fri Jun 05, 2020 3:53 am

Rowsol wrote:I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo

I'm so glad you posted this! I thought I was losing my mind. I've been playing Pandemonia on numerous wads for a little while now and I only just ran into the invisible Tankubus issue. I haven't been able to predictably trigger it to happen again to get video of it. Its quite the bug lol. Rare, seemingly, but quite annoying when it does happen.
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby DustedPandemonic » Fri Jun 05, 2020 11:22 pm

ate0ate wrote:
Rowsol wrote:I was just playing 25 years on earth and on map30 I encountered this strange bug. https://youtu.be/1eOX88IoxRo

I'm so glad you posted this! I thought I was losing my mind. I've been playing Pandemonia on numerous wads for a little while now and I only just ran into the invisible Tankubus issue. I haven't been able to predictably trigger it to happen again to get video of it. Its quite the bug lol. Rare, seemingly, but quite annoying when it does happen.


lol, turns out the phantom Tankubus is caused by it being on a moving platform before it wakes up. It can make it fully invisible, only the top half showing, or the two parts being split from each other. Found what caused it though, and with the power of ZScript, hopefully fixed any other issues it had.
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Re: [WIP] Dusted's Pandemonia (v2.0.1)

Postby Daguer » Tue Jun 09, 2020 12:20 pm

Do you think it would be possible to have a zoom for the railgun?
also does the weapons standalone would get a release like the monsterpack?

I love the mod ! and and want to test with different monsterpack / weapons pack to see how it would play out :D
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