Doomguy´s revenge

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Doomguy´s revenge

Postby chaingunner_hell » Fri Aug 16, 2019 5:08 am


Doomguy´s revenge is a mod created for people who hate the archvile.
In this mod you play as an archvile that can burn and resurrect demons.
Controls:
Very simple stuff.
Fire: Set on fire the closest Monster in you sight.
Altfire: Get close to a monster corpse to resurrect it (The resurrected monster will get a sing that say "Friendly").
Zoom: Set on fire the closest Friendly Monster.
The weapons are replaced with power ups instead
Spoiler:


Screenshots:
Spoiler:

Only Works with Gzdoom 3.6 and above(Because this mod has been made in Zscript)
Note: the give all cheat will not work so you must use summon orbs instead
http://www.mediafire.com/file/tfwn0t4ybwpntew/Doomguys_Revenge.pk3/file.
Thanks to Marisa Kirisame for making the abort mod https://forum.zdoom.org/viewtopic.php?f=43&t=60054
issues:
Sometimes resurrected monsters will have 2 friendly sings.
When resurrecting a monster that you previously resurrected the kill count will increase (FIXED).
Spawn fireballs will only fade out but not disappear (FIXED).
Orbs will stay in mid air if the platform where they are lowers (FIXED).
(Some of the code was taken from this mod for the core of this one, it is used for targeting monsters)
Last edited by chaingunner_hell on Thu Aug 22, 2019 2:40 am, edited 5 times in total.
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Re: Doomguy´s revenge

Postby dljosef » Fri Aug 16, 2019 2:51 pm

I noticed that reviving monsters still counts towards the kill counter, making 100% monster kills impossible.

Also, the fires from the plasma rifle powerup replacement leaves invisible actors on the map, even when the flames have vanished.
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Re: Doomguy´s revenge

Postby chaingunner_hell » Fri Aug 16, 2019 2:57 pm

dljosef wrote:I noticed that reviving monsters still counts towards the kill counter, making 100% monster kills impossible.

yeah i have seen that, i could not get around that.

dljosef wrote:Also, the fires from the plasma rifle powerup replacement leaves invisible actors on the map, even when the flames have vanished.

i will try to fix that
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Re: Doomguy´s revenge

Postby chaingunner_hell » Fri Aug 16, 2019 3:17 pm

The fireball problem is now fixed.
I have also fixed the kill count problem
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Re: Doomguy´s revenge

Postby MaxRideWizardLord » Sat Aug 17, 2019 6:11 pm

Finally a mod where you play as the good guys.
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Re: Doomguy´s revenge

Postby ANTARES74 » Sun Aug 18, 2019 1:57 am

The mod’s concept is interesting. Although it’s too cheating?) And it would be better to work on archville hand sprites. These are not the hands of one of the strongest monsters in Doom. These are the paws of a poor mouse.))
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Re: Doomguy´s revenge

Postby dard22 » Sun Aug 18, 2019 3:14 am

Impossible to hit the buttons witch need a hitscan shot
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Re: Doomguy´s revenge

Postby chaingunner_hell » Tue Aug 20, 2019 2:43 pm

dard22 wrote:Impossible to hit the buttons witch need a hitscan shot

yeah, i see that, but you can still cheat by binding mdk to a key
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Re: Doomguy´s revenge

Postby MaxRideWizardLord » Wed Aug 21, 2019 1:03 am

Also too many friendlies block the path to advance the map further, and there is nothing you can do about it. Should make it so you could be able to walk past them.
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Re: Doomguy´s revenge

Postby chaingunner_hell » Thu Aug 22, 2019 2:09 am

MaxRideWizardLord wrote:Also too many friendlies block the path to advance the map further, and there is nothing you can do about it. Should make it so you could be able to walk past them.

well, there ii no problem about making the friendly monsters not solid, so i will do that, and also by doing that i fix the problem that it if you resurrect a friendly monster. the kill count increases. so i will do that in just a second
Fixed. enjoy
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Re: Doomguy´s revenge

Postby NTSM » Sat Aug 24, 2019 8:07 pm

A really good and entertaining mod.
Besides the fact that the hand sprites could look better, the gameplay is really funny. ^^
Would it still be possible for "Rip and Tear Head" to place a kind of switch object in the inventory?
Sometimes I just want to revive a handful of enemies.
And not the whole screen. xD
It's just an idea. Some mods often use such ON / OFF switches.
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Re: Doomguy´s revenge

Postby chaingunner_hell » Mon Aug 26, 2019 6:07 pm

NTSM wrote:Would it still be possible for "Rip and Tear Head" to place a kind of switch object in the inventory?
Sometimes I just want to revive a handful of enemies.
And not the whole screen. xD
It's just an idea. Some mods often use such ON / OFF switches.

Yes it is possible, so now you can just check the mod options.

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Re: Doomguy´s revenge

Postby NTSM » Tue Aug 27, 2019 7:56 am

Great! ^^ Thx!
Realy Good. ^^
BTW i found a little (maybe not realy) Bug:
Your BBQ PitBoy* buddy makes duplicate overlapping music in the background when it has more than one Berserk-God powerup on certain maps. Maybe you can limit that to a single BBQ PB? So when you collect another one, the last one disappears and so on.
AND ... if he loses his whole HP, maybe he should disappear after a while. IF you do not revive Him?

Everything just an idea and suggestion for improvement. ^^
But hey! Anyway GOOD WORK !!!

*= You made me aware of BBQ PIT BOY's interesting YT channel. ;P
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Re: Doomguy´s revenge

Postby chaingunner_hell » Tue Aug 27, 2019 8:06 am

NTSM wrote:Your BBQ PitBoy* buddy makes duplicate overlapping music in the background when it has more than one Berserk-God powerup on certain maps. Maybe you can limit that to a single BBQ PB?

yeah a have been aware about that, but still i think that could be solve if i use Worldthingspawned (that is a function that gets called whenever anything gets spawned) to trigger the music and a WorldThingdied to stop it, just need to check if the spawned actor is a BBQ Pit Boy
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Re: Doomguy´s revenge

Postby NTSM » Tue Aug 27, 2019 8:24 am

chaingunner_hell wrote:
NTSM wrote:Your BBQ PitBoy* buddy makes duplicate overlapping music in the background when it has more than one Berserk-God powerup on certain maps. Maybe you can limit that to a single BBQ PB?

yeah a have been aware about that, but still i think that could be solve if i use Worldthingspawned (that is a function that gets called whenever anything gets spawned) to trigger the music and a WorldThingdied to stop it, just need to check if the spawned actor is a BBQ Pit Boy

All right. ^^
Wish you luck. :) And now...
Will be grilled. :P
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