Hellrider v0.9c - Swift Demon Killing! (28-04-21)

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Re: Hellrider v0.9a - Swift Demon Killing!

Postby Bochulain » Sat Jan 30, 2021 8:45 am

Oh that reminds me that I forgot to gush about the sound design. The choice to add the miles-distant-echo of each bullet sounds so awesome. It makes no sense for indoor maps, but it sounds SO good that I'm glad it's there. I love the backpack-full-of-bullets sound when you fall from a distance instead of "oof," and I love that you changed to oof sounds from the "whoops" sounding exclamations to the "ouch-I've-been-shot" sounding type.

I get a kick out of the new visuals too. An odd effect of the new tech-lamps that you have is that mapsets that change the graphic for it retain the light source, which in one map gave a bunch of burning clay pots a Will-o'-wisp floating above them. The animation for reloading the Eagle when empty is cool, and I love the practiced way Rachael reloads the Socom and the rifle.

Bunch of questions that don't bother me, but I'm interested about: What's with the mask? Is it just the Jason Vorhees look, or does it represent something? I just felt it seemed a little out of place with the casual-wear outfit she's got on. Like, if we want to avoid showing a face, a balaclava or something might be more appropriate. I *like* the casual outfit, but it's weird too. With that mask maybe some kind of sci-fi armor would look more appropriate. On that note, is she a Doomguy style space marine, a Samus Aran style freelancer, a Caleb style psychopath (would explain the mask), or maybe some kind of occultist who's just really versed in military grade weaponry? I see the third person view of her is female space marine, but I'm not sure if that's just a placeholder/"don't-care-this-is-one-player-anyway" type of thing.

I did run into one bug that doesn't matter though; it seems no matter how far away I am from an explosive barrel, if I shoot it, I see particles as though I had been hit by the explosion. No damage or "oof," but particles.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby Krigeris » Sun Jan 31, 2021 10:29 am

I've got no hud when using your mod, tried messing around with the HUD scale to no luck.

Anyone got suggestions? Alternatively, I don't mind removing the mod's HUD if that's a temporary solution I just need to know which files to pluck from the pk3
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby MissAnthrope » Sun Feb 07, 2021 3:03 pm

Krigeris wrote:I've got no hud when using your mod, tried messing around with the HUD scale to no luck.

Anyone got suggestions? Alternatively, I don't mind removing the mod's HUD if that's a temporary solution I just need to know which files to pluck from the pk3


Hey there! I made an account JUST to post this, but I couldn't get the HUD to show up either. I use GZDoom first off, so what I did to fix this was go into Options -> Full Options Menu -> HUD Options -> Alternate HUD. I turned on the Alternate hud, and pressed the HUD zoom in key until I could see the alternate hud. You might have to zoom in and out a couple of times, but it was one "tick" one way or the other.

Hope it helps :)
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby YeeTee2 » Fri Feb 26, 2021 12:36 pm

Question: Power Fantasy?
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby thedeathrunner123 » Fri Feb 26, 2021 1:24 pm

YeeTee2 wrote:Question: Power Fantasy?

Kinda. The mod is still well balanced, but if you play well enough/careful enough you could finish an entire map taking very minimal-no damage. If you go full guns blazing, you will take a lot more damage, but also deal a lot more.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby YeeTee2 » Fri Feb 26, 2021 2:22 pm

thedeathrunner123 wrote:If you go full guns blazing, you will take a lot more damage, but also deal a lot more.

I like the sound of that
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby thedeathrunner123 » Sat Feb 27, 2021 10:06 pm

One thing I will say, the Slide is okay for movement (could be either slightly faster or slightly longer). It is horrendous for damage though, doing only about 10-15 per slide. 3 slides needed to kill even a basic imp. The axes range makes it kinda unwieldy in tense situations as well.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby Rodman909 » Sat Feb 27, 2021 11:24 pm

YeeTee2 wrote:Question: Power Fantasy?

It doesn't feel that way to me, but maybe that's because I'm playing it with Brutal Doom Monsters Only.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby HLS » Sun Mar 07, 2021 9:55 pm

will you fix the "Hellrider 0.9a.pk3:zscript.txt" line 87: Call to unknown function 'A_OverlayRotate' error on LZdoom?
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby wildweasel » Sun Mar 07, 2021 11:09 pm

HLS wrote:will you fix the "Hellrider 0.9a.pk3:zscript.txt" line 87: Call to unknown function 'A_OverlayRotate' error on LZdoom?

LZDoom itself needs to fix it - A_OverlayRotate is a feature not yet supported by LZDoom.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby doomos » Thu Mar 11, 2021 1:55 am

This is definitely one of my most favorite mods; I have an especially nice experience to play it with Master Levels for Doom 2.

I like the weapons, the mechanics, the swiftness. Thank you !
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby huanlopan » Mon Mar 15, 2021 2:17 pm

Been playing for a few days with the latest, and man you fixed the minigun muzzleflash issue. Hot damn. This is really becoming a favorite gameplay mod of mine. Any chance of racking rounds into the chamber reloads sometime? Really digging this all over again since I last played.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby kalensar » Sun Mar 28, 2021 10:43 pm

Hey Endie, my monster mod called Doom THoTH works really well for Hellrider. GIve it a try cuz the monsters are as mobile as your main character.
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby Endie » Sat Apr 24, 2021 7:22 pm

Oh boy, it's been a while since I last checked this thread. Still, thank you all for the great feedback and kind words, really appreciated!
The next update will arrive pretty soon, I however want some testing phase before I release it to the public.

Now, let me reply to some of the posts here


Bochulain wrote:Oh that reminds me that I forgot to gush about the sound design. The choice to add the miles-distant-echo of each bullet sounds so awesome. It makes no sense for indoor maps, but it sounds SO good that I'm glad it's there. I love the backpack-full-of-bullets sound when you fall from a distance instead of "oof," and I love that you changed to oof sounds from the "whoops" sounding exclamations to the "ouch-I've-been-shot" sounding type.


Thanks! I'm glad, and I also have news regarding the sound design too. It's nothing much but now when reloading your gun there will also be an extra "oomph" added to it

Bochulain wrote:I get a kick out of the new visuals too. An odd effect of the new tech-lamps that you have is that mapsets that change the graphic for it retain the light source, which in one map gave a bunch of burning clay pots a Will-o'-wisp floating above them. The animation for reloading the Eagle when empty is cool, and I love the practiced way Rachael reloads the Socom and the rifle.


Ohh about that, yeah I have something else on store for these animations, in fact I uploaded a preview not long ago


Bochulain wrote:Bunch of questions that don't bother me, but I'm interested about: What's with the mask? Is it just the Jason Vorhees look, or does it represent something? I just felt it seemed a little out of place with the casual-wear outfit she's got on. Like, if we want to avoid showing a face, a balaclava or something might be more appropriate. I *like* the casual outfit, but it's weird too. With that mask maybe some kind of sci-fi armor would look more appropriate. On that note, is she a Doomguy style space marine, a Samus Aran style freelancer, a Caleb style psychopath (would explain the mask), or maybe some kind of occultist who's just really versed in military grade weaponry? I see the third person view of her is female space marine, but I'm not sure if that's just a placeholder/"don't-care-this-is-one-player-anyway" type of thing.


The mask... that's a rather easy thing to explain, actually. It works as a protective gear of sorts, however I didn't want a full helmet, and I too wanted to conceal her identity so the mask was the best choice I had back then
As for, what she is exactly is also really easy to explain even though I didn't really wrote a full fledged lore to her. Basically, she is a Bounty hunter, a very very skilled one who happens to have some anger issues but nothing major. I've been holding and polishing the next version of Hellrider for quite a while now, but in the next update she will have her own player sprites too, I've been working for a while on them

Bochulain wrote:I did run into one bug that doesn't matter though; it seems no matter how far away I am from an explosive barrel, if I shoot it, I see particles as though I had been hit by the explosion. No damage or "oof," but particles.


I couldn't quite replicate this on my end. Maybe you're being hit by the smoke spawners that happens to be hitscan attacks, but they all should "stop" at a certain radius, weird.



YeeTee2 wrote:Question: Power Fantasy?


Not quite. I mean, yes you have a crazy powerful arsenal on your hands and also some swift movement, but still if you get too careless, you will die, so the answer to that is more on the way you play it than in the mod itself. (ps. Then again, try some monster packs with it)



huanlopan wrote:Been playing for a few days with the latest, and man you fixed the minigun muzzleflash issue. Hot damn. This is really becoming a favorite gameplay mod of mine. Any chance of racking rounds into the chamber reloads sometime? Really digging this all over again since I last played.


Those are on their way, actually. Like in the video I posted above, it is already implemented on the MK23
Also on the Remington 870, on the MP7 (it's subtle though) and on the Sniper rifle. I plan to add it for other weapons but since those require a new set of animations I'll do it on later updates


kalensar wrote:Hey Endie, my monster mod called Doom THoTH works really well for Hellrider. GIve it a try cuz the monsters are as mobile as your main character.


I'll give it a shot, thanks!
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Re: Hellrider v0.9a - Swift Demon Killing!

Postby mamaluigisbagel » Sun Apr 25, 2021 10:37 pm

Great to hear you're still working on this! Though now I want to halt my playthrough of Alien Vendetta using Hellrider so I can switch to the new version when it comes out... :P

I can't remember if I mentioned it, but the only thing thats bugged me about this mod, which multiple mods have done, (including Project Brutality) is some weapons, in this mod the SMG, will not get all its ammo back when you reload with no ammo. If you have 0 ammo and reload, you end up with 24, but if you reload with some ammo, it will go to 25. (So if you want full ammo from none, you have to reload twice) Is this just a limitation of coding I don't know of? Just curious since I see it so often in Doom mods.
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