[WIP][0.5] Typist.pk3

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Re: [WIP][0.4] Typist.pk3

Postby m8f » Fri Nov 01, 2019 8:32 am

Something's wrong here. I run Typist with GZDoom 4.2.3 just fine. Typist has the clearly stated requirement for GZDoom 4.1.3 and up in the code. You should be able to load this mod without problems.

How does the error message look like?
Do you load other mods as well?
Are you running LZDoom by any chance?
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m8f
the dreamer
 
 
 
Joined: 29 Dec 2017
Discord: m8f#0629
Github ID: mmaulwurff

Re: [WIP][0.4] Typist.pk3

Postby Bezhael » Sat Nov 02, 2019 7:10 am

m8f wrote:Something's wrong here. I run Typist with GZDoom 4.2.3 just fine. Typist has the clearly stated requirement for GZDoom 4.1.3 and up in the code. You should be able to load this mod without problems.

How does the error message look like?
Do you load other mods as well?
Are you running LZDoom by any chance?


Whoops! I read the error message wrong.
Bezhael
 
Joined: 29 Sep 2017

Re: [WIP][0.5] Typist.pk3

Postby m8f » Sat Nov 30, 2019 1:18 am

v0.5 is out!

This version hits an important milestone: E2M8 is beatable. Mind you, it's still a WIP. I'm far from satisfied with the gameplay, and there is much to do.

Changelog:

New:
- 1000 Russian words challenge
- option to enable death
- hide Typist interface if no enemies left
- commands for dashing to the left and to the right
- slow down projectiles that fly towards the player

Gameplay tweaks:
- allowed aiming targets behind the player
- don't process input keys that were pressed before Combat mode
- allow repeated (while pressing) Backspace
- allow Space key as an end for an answer (the same as Enter key)
- made commands shorter
- slow down monsters

Fixes:
- added better compatibility with Doom Tournament
- disabled Typist on titlemaps
- don't draw Typist interface when menu is opened
- got rid of weird symbol on Ctrl-Backspace in some cases
- no more turning and shooting in Combat mode in some cases
- don't repeat commands while Space/Enter is pressed
- set 1000 English world as the default challenge
- don't capture input events after finishing the level
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Discord: m8f#0629
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Re: [WIP][0.5] Typist.pk3

Postby Jarewill » Sat Nov 30, 2019 9:16 am

Glad to see it still being worked on. It's a pretty fun experience playing doom this way.
But the plasma rifle issue is still in, though seeing the increased damage it doesn't really seem that bad.
I was worried I worded myself wrong before, so I'll just post the video about it here.

From my understanding, holding enter skips A_ReFire completely, allowing for 100% accurate pistol/chaingun shots, but also decreasing the firerate of certain weapons.
Good example being the plasma rifle above. Another example of the top of my head would be Skulltag's minigun, though I haven't tested that one yet.
Though considering the increased damage, it does feel more balanced this way. Even though the chaingun shreds through everything.
Also the dash left/right feature is great, thank you for it and for the mod.
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Joined: 21 Jul 2019

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