Rampancy - [1.3]

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Re: Rampancy - [1.0]

Postby UnbornDecay25 » Mon Feb 03, 2020 10:37 am

Doom: Probotector edition. If only we had more pew pew laser gun mods for Doom, this would be perfect
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Re: Rampancy - [1.0]

Postby Dr_Cosmobyte » Mon Feb 03, 2020 7:35 pm

YEEEESSSS

what a surprise, indeed.

Yholl, you might want to take a look at an old PSX game called Disruptor; since you are aiming at a 3D styled art, you'll find some goodies in there (i even used some of them in Kriegsland, even though i planned to remove them in the future).
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Re: Rampancy - [1.0]

Postby Twitchy2019 » Mon Feb 03, 2020 7:38 pm

Just a curious thing here, but are there any plans to make one of these enemy types into a UBER DESTRUCTOTRON 5000 drive-able mech? This mod screams mech to me.
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Re: Rampancy - [1.0]

Postby wildweasel » Mon Feb 03, 2020 8:29 pm

Twitchy2019 wrote:Just a curious thing here, but are there any plans to make one of these enemy types into a UBER DESTRUCTOTRON 5000 drive-able mech? This mod screams mech to me.


I imagine you could fairly easily combine this mod with Xaser's Necrodoom, which does contain a big stomping mech.
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Re: Rampancy - [1.0]

Postby Captain J » Tue Feb 04, 2020 10:09 am

Serve the public trust, protect the innocent, and uphold the law... They don't! Really impressive and unique monster replacing mod of the day. The enemy roaster i often have seen was Machine + Meat or Cyborg + Meat Combo. Something was off: would be kinda neat if the mod won't let you hurt any living being but the robots. This mod is the right example and i'm loving it! Also those are projectile based! Good to dodge, makes it fair.
Spoiler: However, i've got some gripes.
And that's it. Sorry if i sound rude, but i'm really interested in this mod. The quality is satisfying and changes a little bit of rule. Excellent job!!
Last edited by Captain J on Tue Feb 04, 2020 10:50 pm, edited 1 time in total.
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Re: Rampancy - [1.0]

Postby Xim » Tue Feb 04, 2020 11:57 am

This is awesome, I tried it out with my Star Wars mod and it works great. Really impressive stuff here!
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Re: Rampancy - [1.0]

Postby Yholl » Tue Feb 04, 2020 1:02 pm

Captain J wrote:It's quite anxious and time-consuming to see all the error messages before starting the game. It actually works fine and all, but is this supposed to be normal?
Yep, it's because of the mod compatibility code.
Captain J wrote:You DO kill some living beings like Wolfenstein SS and Commender Keen. I would like to see them mechanized, if possible.
No. I never touch those to maintain Dehacked compatibility.
Captain J wrote:Defender Bot has the same hit detection as Shotgun Guy's.
Hmm, I'll look into it.
Captain J wrote:Just to summarize: this thing plays sight sound twice when it detects you for the first time and it's quite comical.
Alright, I'll get rid of their See sound then.
Captain J wrote:Unlike our good ol' big and slow pinky, Small Spider Bot plays the whole different game: You just can't dodge their attack because it's way too fast. It's also small, faster than usual, and it does not play sight sound. I'm pretty sure it's made for Spectre replacement, but it's not. It can be seen from anywhere, including dark places. But i mean really, anywhere. Any reason why?
spoder
Captain J wrote:When Stealth Droid gets hit just even once, the stealth system goes haywire, can't even recover itself. I'm afraid because of that, it makes the meaning of Spectre Replacement quite pointless. At least it's much easier to handle than Silencers from Netronian Chaos, but i expected something challenging!
You clearly haven't dealt with them enough.
Captain J wrote:Security Bot is very strong and actually does some melee attack. But for some reason it feels weaker now: it goes down with two SSG direct hits, unlike the Hell Knight. He usually dies from taking 3 shots.
Yeah, it has reduced health to compensate for its increased firepower.
Captain J wrote:Big Spider Bot is just... A Bigger version of the small variant.
https://deusex.fandom.com/wiki/Chiang_Arcbot_Model_2
https://deusex.fandom.com/wiki/Chiang_Arcbot_Model_5
many spoder have the big lightning

Xim wrote:This is awesome, I tried it out with my Star Wars mod and it works great. Really impressive stuff here!
Glad to hear you enjoyed it! Your mod is great fun, so I had a good time doing the compat stuff.

Twitchy2019 wrote:Just a curious thing here, but are there any plans to make one of these enemy types into a UBER DESTRUCTOTRON 5000 drive-able mech? This mod screams mech to me.
No. This is an enemy set, and nothing more.

Dr_Cosmobyte wrote:Yholl, you might want to take a look at an old PSX game called Disruptor; since you are aiming at a 3D styled art, you'll find some goodies in there (i even used some of them in Kriegsland, even though i planned to remove them in the future).
The issue with tons of old FPS games with robots is, while they look great, they have absolutely no rotations on their firing animations.
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Re: Rampancy - [1.0]

Postby openroadracer » Tue Feb 04, 2020 2:26 pm

Tried this mod briefly with Highway Acceleroid Booster and Xim's Star Wars Weapons, as well as having DamNums on in both cases.

It was interesting to see how Booster's "Volt Driver" weapon and the Star Wars Ion Blaster/Ion Grenades would disable enemy robots instead of destroying them instantly. That said, Xim's Ion Blaster's damage numbers came up white, as if for normal bullets, but the Repeater Gun put up blue numbers like Booster's Volt Driver. Any idea why that happens?
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Re: Rampancy - [1.0]

Postby Yholl » Tue Feb 04, 2020 3:10 pm

openroadracer wrote:It was interesting to see how Booster's "Volt Driver" weapon and the Star Wars Ion Blaster/Ion Grenades would disable enemy robots instead of destroying them instantly. That said, Xim's Ion Blaster's damage numbers came up white, as if for normal bullets, but the Repeater Gun put up blue numbers like Booster's Volt Driver. Any idea why that happens?
DamNums allows mods to define colors for new damage types. Originally, the Maintenance Bot's energy weapon did Ion damage, hence the coloration.

Robots take extra damage from Ion and EMP damagetypes, and have a unique death if destroyed by them.
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Re: Rampancy - [1.0]

Postby theroguemonk » Tue Feb 04, 2020 3:11 pm

the way the robots fall slowly behind is there a way to tweak that?
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Re: Rampancy - [1.0]

Postby openroadracer » Tue Feb 04, 2020 3:22 pm

Yholl wrote:Robots take extra damage from Ion and EMP damagetypes, and have a unique death if destroyed by them.
Yeah, I get that. But the main question is Why did the Ion Blaster put up white numbers, but the Repeater Gun blue numbers, if the Ion Blaster is the one that's dealing the EMP damage, not the Repeater Gun?
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Re: Rampancy - [1.0]

Postby Henix_Aurorus » Tue Feb 04, 2020 5:12 pm

It's funny, I was JUST thinking 'you know a monsterpack I haven't used before would be great for testing out the new Russian Overkill', went to look at the forums to see what's up, and OH LOOK.

This sounds like it'll be real interesting; all the AI changes sound like they'll freshen things up a LOT.
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Re: Rampancy - [1.0]

Postby Captain J » Wed Feb 05, 2020 5:50 am

Yholl wrote:Alright, I'll get rid of their See sound then.
I think you're talking my feedback literally. I mean, you can add another and different sound effect for it.
spoder[/i][/b]
Then i guess why it doesn't have CEILINGHUGGER flag even thought it's a spoder? Hmmm.
You clearly haven't dealt with them enough.
It gets faster after getting hit once in higher difficulty. I can see that. But it has a little bit of delay before attacking, so Shotgun and SSG makes this thing vulnerable... Unless it actually restores its stealth system.

Also one more thing. Since Small Sentry Bot fires 4 whopping projectiles at once and automatically, it just mows down their own teammates. Since there's no infighting involved, basically you could just cheese off with it. That reminds me...
Last edited by Captain J on Thu Feb 06, 2020 2:34 am, edited 1 time in total.
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Re: Rampancy - [1.0]

Postby TXTX » Wed Feb 05, 2020 3:11 pm

Monsterpack? Yes please!
Screens look great too.
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Re: Rampancy - [1.0]

Postby sotenga » Wed Feb 05, 2020 10:29 pm

Holy crap, we need more monster mods and THIS one's excellent. We need more futuristic gameplay mods and maps to go with it too! It's aces for the most part.

However, I do have a gripe, and it's one that might get me dirty looks, but the Arch-Vile replacement is WAY too easy to deal with. It's slow, its attack is nowhere near as threatening as regular Archies, it's not very aggressive, it seems slightly less durable, and even if it's able to repair other robots, its sluggishness doesn't seem conducive to its medic powers and it doesn't seem to prioritize its healing duties. There may be some people glaring at this opinion thinking SHUT UP YOU DINGUS, ARCH-VILES SUCK, MAKE THEM EASY FOR ONCE, but even if I hate them too, I do feel one of the most infamous Doom monsters should have a particularly tricky equivalent to deal with in different enemy sets. Perhaps make it a bit faster, a bit tankier, give it a more powerful projectile, and/or make its healing powers more potent. I almost want to suggest to make it an enemy summoner, but that might be TOO far. Still, if you can make it work, give it a shot.

Otherwise, I can't think of any other especially prominent issues, though I haven't examined it as deeply as others have. Nonetheless, keep up the great work!
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