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Re: [1.2.24] Codename: DEMOLITIONIST

Posted: Sun Jun 12, 2022 3:03 pm
by Marisa the Magician
Hello, I would like to mention that the Pusher has been removed.

It wasn't all that good as a weapon, especially in comparison to the rest of the arsenal. Personally, I rarely if ever saw a reason to use it.

To be honest, I'm just cutting it off early so it doesn't have to suffer the fate of becoming even more worthless after the DLC weapon that would have shared its slot gets introduced.

Re: [1.2.24] Codename: DEMOLITIONIST

Posted: Sun Jun 12, 2022 5:15 pm
by KynikossDragonn
Marisa the Magician wrote:It wasn't all that good as a weapon, especially in comparison to the rest of the arsenal. Personally, I rarely if ever saw a reason to use it.
awwwwww but the tiny puff of smoke it makes!

And the goofy powered alt fire!

Re: [1.2.24] Codename: DEMOLITIONIST

Posted: Sun Jun 12, 2022 5:26 pm
by AvzinElkein
The "can't switch to single Explodium via Weapon 2 button" bug is still there, but it's only there until I buy a second Explodium.

Re: [1.2.24] Codename: DEMOLITIONIST

Posted: Mon Jun 13, 2022 1:13 am
by Marisa the Magician
OK I think I figured this shit out. Do you have "Check ammo for weapon switch" disabled in gameplay options?

Edit: Well, you probably did, but I fixed it already.

Re: [1.2.26] Codename: DEMOLITIONIST

Posted: Fri Jun 17, 2022 9:13 am
by Marisa the Magician
Good news, everyone! The standalones are back. It's just the healthbars and damage numbers for now, since the minimap will take me a bit longer.

As noted in the first post, they use code from the sidemods (from the Demolitionist Common Library, specifically), so they'll have some differences from the main mod's implementation.

Now, in other news, as far as the mod itself goes, things are still taking a very long time. It's starting to become harder to keep both the master and development branches in sync with some of the fixes I'm doing as I work on 1.3, so that's definitely a sign that this is getting out of hand. I'll probably have to freeze further 1.2 stuff, but I am worried about leaving people with a buggy version until I finally get the major update done.

Ah damn, mod development is hard...

Re: [1.2.27] Codename: DEMOLITIONIST

Posted: Sat Jun 18, 2022 12:39 am
by ArchVain12
Hello this mod works on delta touch becuz only gzdoom 4.7.1 dev only?

Re: [1.2.27] Codename: DEMOLITIONIST

Posted: Sat Jun 18, 2022 8:01 am
by wildweasel
ArchVain12 wrote:Hello this mod works on delta touch becuz only gzdoom 4.7.1 dev only?
As soon as Delta Touch updates to 4.8.0, that should no longer be a problem.

Re: [1.2.27] Codename: DEMOLITIONIST

Posted: Sat Jun 18, 2022 9:44 am
by Marisa the Magician
There is no planned support for Delta Touch. This mod uses shaders that don't work on GLES, and disabling them breaks various effects and makes some objects harder to see. In addition, mobile devices lack the raw single-threaded performance required for much of the heavy scripting that's used, as well as graphical performance for the various visual effects (explosions are the worst offender, as they are very dense, causing lots of transparency overdraw which some GPUs have trouble with).

Re: [1.2.30] Codename: DEMOLITIONIST

Posted: Wed Jun 22, 2022 4:11 pm
by Marisa the Magician

Introducing the "Alternate HUD Style"

More compact, with a full ammo readout, smoother animations and simplified graphics. This of course is entirely optional, but it's there for those who want it. The styling of it will give you a taste of what to expect in the future Side Mods, as it's based on the same code they use.

Edit: The broken transparency on the Hellblazer display has been noticed and already fixed.

Re: [1.2.24] Codename: DEMOLITIONIST

Posted: Wed Jun 22, 2022 5:51 pm
by Linz
Marisa the Magician wrote:Hello, I would like to mention that the Pusher has been removed.

It wasn't all that good as a weapon, especially in comparison to the rest of the arsenal. Personally, I rarely if ever saw a reason to use it.

To be honest, I'm just cutting it off early so it doesn't have to suffer the fate of becoming even more worthless after the DLC weapon that would have shared its slot gets introduced.

Eh, that's fine, bitch slapping with quick melee was always more fun to me anyway

I'm really looking forward to seeing the DLC weapons in action once they're finished tho

Re: [1.2.31] Codename: DEMOLITIONIST

Posted: Thu Jun 23, 2022 6:42 am
by mamaluigisbagel
tbh I rarely used the Pusher too. The only person I think used it a lot was Icarus from what I saw lol

It was more of a fun novelty weapon to me with being able to launch it through enemies, but it wasn't that useful to me.

Re: [1.2.31] Codename: DEMOLITIONIST

Posted: Sat Jun 25, 2022 10:57 am
by Dutchygamer
Got a question related to the difficulty levels. A couple of updates ago you switched the difficulty levels around a bit, introducing some changes for the various difficulties. I made the assumption that "Demolition Day" (second difficulty from the top) used the Ultra-Violence levels op spawns. Only after playing through various maps did it dawn on me that this wasn't the case; it uses the "Hey not too rough" levels of spawns.

Seeing as the "Mostly Harmful" difficulty mentions Ultra-violence, I assume that this difficulty corresponds with Ultra-violence levels of spawns. As this difficulty level also adds some other changes (increased monster aggressiveness and health), I was wondering if there is a way to have the gameplay of "Demolition Day" (aka no modifiers), but have the spawns from Ultra-violence? I've already tried playing around with the skill command, but that seems to get overwritten when changing maps.

If the answer is "no" then that is also an acceptable answer :)

Re: [1.2.31] Codename: DEMOLITIONIST

Posted: Sun Jun 26, 2022 5:04 am
by Marisa the Magician
I can tell you that normal UV without modifiers would still be easy. That was added for a reason. :p

Also Demolition Day is the direct HMP equivalent. Just Blasting is the HNTR equivalent. The "baby" skill was removed because it would be absolutely trivial.

Re: [1.2.31] Codename: DEMOLITIONIST

Posted: Thu Jul 07, 2022 6:26 pm
by shino1
If you wanna cut weapons, do you have any plans to revamp Deep Impact? Because right now it's waste of a slot. I genuinely have no idea in what theoretical situation I could even use it. Did Explodium Gun at some point have a basic ammo limit? Because since now you can't run out of ammo, Deep Impact has literally no purpose whatsoever.

(Also I think it's funny that weapon that pushes enemies with gusts of air is named Deep Impact after a movie about drilling into an asteroid, but a drill is named Pusher).

Re: [1.2.31] Codename: DEMOLITIONIST

Posted: Thu Jul 07, 2022 6:41 pm
by Linz
shino1 wrote:If you wanna cut weapons, do you have any plans to revamp Deep Impact? Because right now it's waste of a slot. I genuinely have no idea in what theoretical situation I could even use it. Did Explodium Gun at some point have a basic ammo limit? Because since now you can't run out of ammo, Deep Impact has literally no purpose whatsoever.

(Also I think it's funny that weapon that pushes enemies with gusts of air is named Deep Impact after a movie about drilling into an asteroid, but a drill is named Pusher).

I mostly use it for the altfire really and not much else. And using it to blow back projectiles is kinda pointless when parrying exists
Spoiler: