Dead Marine REDUX (V1.9.2)

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Gifty
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Re: Dead Marine REDUX (V1.9)

Post by Gifty »

This is really blossoming into its own thing with a unique vibe, it's gratifying to see it unfold!
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mrtaterz
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Re: Dead Marine REDUX (V1.9)

Post by mrtaterz »

Super Flip wrote:Is there an option to disable the red orb/circle on the monsters' heads? Using the unstable beta version.

So far, I'm really enjoying this mod, it's got a strong challenge reminding me of a middle ground between SUAB and HD.
The Headshot Hithox Debug should be in the Dead Marine options. Idk why it's even on lol
Thorogrimm
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Re: Dead Marine REDUX (V1.9)

Post by Thorogrimm »

Hey, I'm enjoying these new changes made, and the tweaks which allow better quality of life whilst preserving the set difficulty curve :D I especially like the small hints of Quake and Half-Life. The weapons handle nicely and have a lot of punch, I can tell the effects are masively improved compared to the earlier builds; the Quake soundtrack is a nice touch as well - makes things feel more tense.
Overall, I'm pleased to see the amount of progress you're making and will consider using this mod more in future. The only issues I've noticed are the explosion noise for the mine (which didn'ty seem to play when trigged by an enemy), and the crosshair, in which you have to turn it off to get the full accuracy effect. I hope there's a possibility for finding a way to overcome that without making that tweak ourselves. But otherwise, good luck in future updates! Happy to see more :D
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stagefatality
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Re: Dead Marine REDUX (V1.9)

Post by stagefatality »

mrtaterz wrote: The Headshot Hithox Debug should be in the Dead Marine options. Idk why it's even on lol
I can't seem to find it, unless I'm really blind.

The only other two options below 'disable on slot 1' are 'disable when weapon is not ready'. and 'disable when there is no weapon'.
Spoiler:
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mrtaterz
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Re: Dead Marine REDUX (V1.9)

Post by mrtaterz »

Code: Select all

hs_hitbox = "false"
try and enter that into console; that's so odd that it would even be on for you.
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mrtaterz
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Re: Dead Marine REDUX (V1.9)

Post by mrtaterz »

Artman2004 wrote:Does this work with LZDOOM?
Unfortunately, not at the moment, since LZDoom only supports ZScript v3.8.3
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mrtaterz
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Re: Dead Marine REDUX (V1.9)

Post by mrtaterz »

Dead Marine REDUX v1.9b
  • Glokk. Thank you Vostyok for doing sprite touch-ups and creating frames!
  • Pistol Altfire/Fist improved. Damage increased from 9 to 12, the player can now refire the fist, the player does a small lunge forward as he swings, and the player will now lock in on their target like they do with the Chainsaw!
  • Removed recoil on the Rifle.
  • Armor-piercing Pickup fixed.
Last edited by mrtaterz on Wed Oct 02, 2019 10:53 am, edited 1 time in total.
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mrtaterz
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Re: Dead Marine REDUX (V1.9)

Post by mrtaterz »

Dead Marine Redux v1.9c
  • All kinetic weapons are now projectile based with different speeds and bullet drop.
  • Carbine has been given the same Projectile as the Rifle, which means it carries the +RIPPER trait, further capitalizing on the Carbine's role as a late-game "all-purpose" weapon.
  • Vector now has BFG effects on impact against enemies.
  • BD Enhancements removed.
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3saster
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Re: Dead Marine REDUX (V1.9)

Post by 3saster »

mrtaterz wrote:
Artman2004 wrote:Does this work with LZDOOM?
Unfortunately, not at the moment, since LZDoom only supports ZScript v3.8.3
Not exactly true; LZDoom reports that it uses 3.8.3, but it actually supports up to 4.2.1, more or less. Best way to find out is just give it a try and see if it works. If it doesn't work on 3.8.2, you may wanna try a devbuild.
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Hellstorm Archon
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Re: Dead Marine REDUX (V1.9)

Post by Hellstorm Archon »

Quick note:

On the main HUD, the "items" and "secrets" shown are kind of mixed up and are different than what's seen on the automap or intermission screen as a result. It's not a very complex bug to fix, just switch the values around on the HUD.
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3saster
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Re: Dead Marine REDUX (V1.9)

Post by 3saster »

Hellstorm Archon wrote:Quick note:

On the main HUD, the "items" and "secrets" shown are kind of mixed up and are different than what's seen on the automap or intermission screen as a result. It's not a very complex bug to fix, just switch the values around on the HUD.
Oof, that's my fault, guess I didn't check it properly. Easy fix though, replace lines 161 & 162 in zscript/statusbar.zs with

Code: Select all

		int stats[]  = {mkilled,              ifound,              sfound};
		int totals[] = {Level.total_monsters, Level.total_items, Level.total_secrets};
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mrtaterz
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Dead Marine Redux (v1.9.1)

Post by mrtaterz »

DEAD MARINE REDUX V1.9.1
  • Implemented 3saster's quickfix on HUD
  • Increased health of Former Humans and Imps.
  • Reduced damage of Glokk.
  • Increased damage of Rifle.
  • Made the Rifle a bolt-action type of weapon and increased the zoomfactor when zooming in with it. Autofiring enabled.
  • Altfire Rate of Fire on the Rifle increased.
  • Rifle player knockback increased. Screenshake decreased.
Mobile update added.
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mrtaterz
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Re: Dead Marine REDUX (V1.9.1)

Post by mrtaterz »

I posted the BD Environment Enhancements from the previous versions of Dead Marine REDUX into the Miscellaneous Recommendations tab for anyone who likes them.
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mrtaterz
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Dead Marine REDUX (V1.9.2)

Post by mrtaterz »

Dead Marine REDUX V1.9.2
  • Improved animations of several weapons and added Motion Blur to the weapon sprites.
  • Grenades have been changed: Their maximum damage is in the center and quickly fades out over time.
  • Fixed several weapons not having A_GunFlash
  • Carbine rate of fire increased, damage reduced from 6 to 5.
  • Dirt kicks up when firing at walls.
  • Shotgunguy Damage reduced from 4 to 2. Vertical spread tightened from 8 to 4.
  • Former Human Rifle damage increased from 1 to 2.
  • Common Zombies no longer resurrect.
  • Gibbing Former Human-type enemies will now release their souls.
  • Time between shots with the Rifle reduced in Single fire mode.
  • Optional Motion Blur added.
  • More file organizing.
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YasuoProjectX
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Re: Dead Marine REDUX (V1.9.2)

Post by YasuoProjectX »

what is that Map from the 6th picture?
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