Uh, while my mod isn't very balanced to begin with, I feel something like that wouldn't work too well for gameplay. Sorry.
Re: [Slightly less WIP] Hell Caliber
Posted: Sat Dec 01, 2018 7:09 pm
by elCreyo
Thanks for fixing the ssg. Now it feels good.
Re: [Slightly less WIP] Hell Caliber
Posted: Sun Dec 02, 2018 2:39 am
by Samarai1000
elCreyo wrote:*chick, chock, chick*
I'm glad to hear that was enough to make it worth using!
Sorry for bumping again, but a new update has been released, this time hopefully substantial enough to warrant a bump. Highlights of it are reworking of your fisticuffs, the shoving-in of Enjay's Splash.pk3 for fancy water/sewage effects, an added 'quick kick' to all weapons, and more alternative death animations for many enemies.
Lowlights are me needing to clean up redundant/now-unused code from the fist rework.
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 4:26 am
by Samarai1000
Welp, I suppose the mod is basically complete now, at least for what I presently have planned. Still rough around the edges, but much more far along then it was before. I can't thank you guys enough for your feedback, criticism, and just generally being great. There's a dumb trailer up at the first post, mostly just because I felt it'd be boring to just say "hey, here it is" even if the trailer itself is pretty damn embarrassing. Here's a very bad changelog, copied from the main post:
Spoiler:
December 8th (These patch notes might leave out small/big things because I don't write down what I do when I actually... do things.)
-Redid sound effects for some weapons, mainly firing sounds.
-Gave the Plasma Rifle the new sprites CapJ suggested to me. Sorry, Vos, your plasma rifle sprites are still awesome, I would just feel bad asking for a more complete set of them. Thank you so much.
-The plasma rifle no longer slows down when getting close to overheating. And overheating will now actually vent heat, but will leave you defenseless until the weapon is cooled down.
-Added some F1 help screens for quick tips and all of the weapons. (excluding the sword)
-Finally made up my mind on how the sword's health-sacrificing attack works. Aside from giving more charge per point of health, slices from this attack travel an extreme distance while still following an arc. Use it to clear lines of low-health enemies.
-Actually made the BFG worth using by dramatically increasing the charge rate. The charging animation now looks a lot better. A_WeaponOffset is still magic.
-Mirrored the kick so it doesn't look like Doomguy is trying to shoot himself in the foot. It isn't that weird to kick with your left leg, is it?
-Ran a lot of the mod's sprites through the PNG optimization function in SLADE, slicing off a few megabytes of size. Unfortunately most of the mod's size comes from sound files because I have no concept of prioritization.
-I think I buffed the kick's damage? I really can't remember.
-Turns out ACS code is a lot more effective if you actually remember to compile it. The aforementioned added tips should actually appear in-game.
-Added dumb quit messages.
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 5:13 am
by Vostyok
[polish stage]
I completely misread that, and assumed you were making a bonus map set in Kraków. Now I'm disappointed.
I will have a play of this when you are done. It's becoming one of my favourite weapon mods.
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 5:27 am
by StroggVorbis
@Sanarai1000
Sorry for bringing this up again, but you still need to get rid of SPF_INTERPOLATE in the weapons, otherwise it causes issues without mouse smoothing.
Other than that, great to see a new update
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 9:01 am
by LossForWords
never thought i'd see the day a doom mod trailer uses a fatboy slim song. good choice btw.
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 10:11 am
by Get Phobo
Vostyok wrote:[polish stage]
I completely misread that, and assumed you were making a bonus map set in Kraków. Now I'm disappointed.
Well, the Wawel castle hasn't been made a map for Doom yet. Perhaps someone would like to do it? Here's an old floor plan.
Re: [Polish stage!] Hell Caliber
Posted: Sat Dec 08, 2018 10:12 am
by Get Phobo
Vostyok wrote:[polish stage]
I completely misread that, and assumed you were making a bonus map set in Kraków. Now I'm disappointed.
Well, the Wawel castle hasn't been made a map for Doom yet. Perhaps someone would like to do it? Here's a page with an old floor plan.
Re: [Polish stage!] Hell Caliber
Posted: Mon Dec 31, 2018 6:31 pm
by przemko27
Could you, at some point, make the monster and weapon replacement parts into separate mods?
Re: [Polish stage!] Hell Caliber
Posted: Tue Jan 08, 2019 10:52 pm
by Samarai1000
przemko27 wrote:*snip*
I WAS writing a long-winded response about how it's entirely possible, but I've lost my creative spark to work on things so it could take a while, but I now realize that with how I've set up the mod, I've accidentally made it very easy to do just this. Go into the main DECORATE file in the mod, and comment out line 7 (which just tells the mod to include the monsters.dec file) by putting two slashes (//) there. Bam, vanilla monsters! I can't verify how well this works, but taking a quick look there's no startup errors and I didn't notice any sprite conflicts, so you can give it a try.
A small update has been released for the mod to add some extra monster behaviors to the nightmare-equivalent difficulty, as well as a slider for adjusting bullet speed outside of this mode. Thank you all for your support, again.
Re: [Polish stage!] Hell Caliber
Posted: Thu Jan 31, 2019 2:55 pm
by Assassin of Purity
Why isn't the mod a wad or pk3 file in the zip?
Re: [Polish stage!] Hell Caliber
Posted: Thu Jan 31, 2019 3:06 pm
by Enjay
A PK3 is just a zip file that has been renamed. In this case, the zip is set up properly, so just load it into GZDoom. You can reaname the extension from zip to PK3 if it bothers you.
Re: [Polish stage!] Hell Caliber
Posted: Thu Jan 31, 2019 4:30 pm
by Assassin of Purity
Enjay wrote:A PK3 is just a zip file that has been renamed. In this case, the zip is set up properly, so just load it into GZDoom. You can reaname the extension from zip to PK3 if it bothers you.
Aaah, ok.
Re: [Polish stage!] Hell Caliber
Posted: Fri Feb 01, 2019 2:36 am
by Whoah
Just wanted to pop in and say that I feel honored to see my name in the credits for suggesting the name! Glad you liked my admittedly low effort suggestion! This mod has turned into quite a satisfying weapon pack, by the way. Great job!