Treasure Tech (NEW 1.2 RELEASE!)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby Kalsonic » Wed Nov 03, 2021 10:37 pm

Time to give this a try and see what feedback/critique I could give for the new guns.
Kalsonic
 
Joined: 30 Aug 2021

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby JurassicMonster » Sat Nov 06, 2021 10:55 am

I'm currently using LZDoom as my computer cant quite handle the more recent versions of GZDoom and keep getting a decor error, any way to fix this?
JurassicMonster
 
Joined: 03 Jul 2019

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby wildweasel » Sat Nov 06, 2021 4:50 pm

JurassicMonster wrote:I'm currently using LZDoom as my computer cant quite handle the more recent versions of GZDoom and keep getting a decor error, any way to fix this?

What is the error?
User avatar
wildweasel
from a different perspective.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby JurassicMonster » Sat Nov 06, 2021 6:43 pm

wildweasel wrote:
JurassicMonster wrote:I'm currently using LZDoom as my computer cant quite handle the more recent versions of GZDoom and keep getting a decor error, any way to fix this?

What is the error?


Script error, "TTechV1.2.pk3:zscript/player.zsc" line 259:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/player.zsc" line 260:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/player.zsc" line 261:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/player.zsc" line 262:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/player.zsc" line 263:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/player.zsc" line 302:
Call to unknown function 'DrawTexture'
Script error, "TTechV1.2.pk3:zscript/tech/menu_mainmenu.zsc" line 72:
Unknown identifier 'mFont'
Script error, "TTechV1.2.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'
Script error, "TTechV1.2.pk3:zscript/tech/menu_mainmenu.zsc" line 78:
Unknown identifier 'mSubstitute'

Execution could not continue.

9 errors while parsing DECORATE scripts
JurassicMonster
 
Joined: 03 Jul 2019

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby mamaluigisbagel » Sun Nov 07, 2021 6:33 am

Just a minor bug report, the HUD text at the bottom (what enemy/item you're holding) gets cut off when using the fullscreen HUD with the "HUD preserves aspect ratio" option turned ON.

User avatar
mamaluigisbagel
This profile is brought to you by spam......and memes.
 
Joined: 09 Jul 2014
Discord: Nonemployee#1013
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby ShockwaveS08 » Sun Nov 07, 2021 9:37 am

I would like to offer some feedback, regarding the Shop interface; is it possible to make a CVAR that lets you use the arrow keys on your keyboard instead of your movement keys?
User avatar
ShockwaveS08
Ripping and tearing on Android.
 
Joined: 07 Jul 2016
Location: Manhattan, IL
Discord: Shockwave_S08#0859
Github ID: ShockwaveS08

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby Sgt. Ham » Sun Nov 07, 2021 3:40 pm

I don't know whether to call this a bug or an exploit, but if you use IDFA/IDKFA with the Blood Red Buster and the Lancer Delta Integral, you can use the Wild Hunter and Hornet with them at the same time.
User avatar
Sgt. Ham
 
Joined: 16 May 2018
Location: The land of the living
Operating System: Windows 10/8.1/8/201x 64-bit

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby Willytor » Sun Nov 07, 2021 4:41 pm

Dunno if this is intentional but i quit the game and got the "look forward to demo #2!" message. Is this not demo 2? I assume you just forgot to remove it
Willytor
 
Joined: 16 Jul 2021
Discord: Willytor#0833
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby HyperUltra64 » Sun Nov 07, 2021 10:13 pm

Treasure Tech 1.2 is the 1.2 version for the gameplay mod. Demo #2 would refer to the upcoming second demo for Treasure Tech Land, the story-mode for Treasure Tech, it's own dedicated level pack. I guess I should have clarified that, sorry for the confusion.
User avatar
HyperUltra64
 
Joined: 20 Dec 2017
Discord: 8562

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby Chunes » Sun Nov 07, 2021 11:15 pm

Well done on the update! The new guns are great (including the new pop rock launcher) and all the other changes are swell. Glad to see one of my favorite mods is still truckin'. Looking forward to the dedicated map set!
Chunes
 
Joined: 11 Mar 2019

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby Chunes » Tue Nov 09, 2021 3:23 pm

I've noticed that the Buster stays in your inventory between maps in pistol plus mode. Seems like an oversight, maybe? (The other new gun may have the same problem.)

Edit: Also, the pop rock launcher isn't able to auto-aim. Bug?
Last edited by Chunes on Tue Nov 09, 2021 7:14 pm, edited 1 time in total.
Chunes
 
Joined: 11 Mar 2019

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby JurassicMonster » Tue Nov 09, 2021 3:41 pm

Still no-one? Can't get the mod to run.
JurassicMonster
 
Joined: 03 Jul 2019

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby openroadracer » Thu Nov 11, 2021 2:23 pm

So, just a question: You say that monster reskins will work just fine with Treasure Tech; well, I have to ask if anyone's ever tried TT with Random Deaths & Decorations, since all it does is just add new death animations for the enemies so that it's not so repetitive.

Just curious.
User avatar
openroadracer
 
Joined: 23 Sep 2019
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Treasure Tech (NEW 1.2 RELEASE!)

Postby openroadracer » Sat Nov 13, 2021 6:14 am

Apologies for the double-post, but I'd just like to add a little bit of feedback:
  1. First off, if you're going to have the ability to see the Blood Red Buster's heat gauge and the Wild Hunter Harpoon Gun's reload timer as HUD elements, why not give the Plasma Gun replacements the ability to build up Speed when they're not equipped, with a Speedometer added to the HUD? It might make the two of them more viable, since you'd be able to quickly pull them out in a pinch instead of having to rely on holding them out for a while.
  2. While I'm on the subject of the Lancer Delta Intrigue and the Hornet SM-Bee, I think it would be nice to add the sound of a revving engine when you've got them held out. In particular, if you could make it sound like a car going through the gears as you build up Speed, it might make the guns feel even more exciting to use. Combine that with two different engine sounds(deep NASCAR-style American V8 for the Hornet SM-Bee, moderately high-pitched inline-4 with turbocharger whine for the Lancer Delta Intrigue) to really make it great.
  3. Lastly, maybe this isn't something you'd want to add to the mod, but I've got an idea for a new Rocket Launcher replacement, if you'll hear me out: the Sky Ribbon Seeker Missile Launcher(or, alternatively, you could choose to make it an After Burner reference, rather than an Ace Combat reference; I just chose AC because of my idea for a secondary fire). Looks like someone took an existing Pop Rock Launcher and, inspired by the Hornet SM-Bee and the Lancer Delta Intrigue, combined it with parts off a jet fighter. The result is a rapid-fire double-barrel rocket launcher with seeking projectiles. Primary fire has an overall slower rate than the regular Pop Rock, but it can fire in quick two-shot bursts. The secondary fire consumes EIGHT units of Fireworks ammo to fire off a pair of extremely nimble seeker missiles that almost never miss, that also have significantly increased damage. Both fire modes will have both slightly reduced fire rate and splash zone compared to the Pop Rock, but they'd have slightly increased direct impact damage.
User avatar
openroadracer
 
Joined: 23 Sep 2019
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Jared Mcboomski, Kane Tombs and 13 guests