Page 8 of 15

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Tue Oct 13, 2020 11:54 pm
by TheRailgunner
Wivicer wrote:Sorry to be a bother, but I've got another bug for you, and it involves BRIGHT frames on the N7: Check the brightness when firing ADS with ironsights. The brightness lasts too long.

I know I've reported several bugs, but I'm having a helluva good time with this mod.
I'm quite pleased - on that note, I uploaded another bugfix which should cover the N7 frames.

EDIT: Yet another bugfix - if you choose any player class other than the first, whether the N7 has a scope on it depends on the pickup itself. Some do, some don't - it's still attachable/removable with User Key 3 either way.

EDIT 2: Fixed a bug where the Scorpion Tractor Beam hurts any player class other than the classic Infinity Legionnaire.

EDIT 3: The Scorpion's range is now limited to 1024 map units, mostly for performance purposes - without a limit, the Scorpion could lag the game terribly, especially if fired at the sky.

At any rate, I'm going to put up an updated video for this version - I'm also gonna make a different video showcasing Malice and the similarly named monster replacement mod Project Malice. I'm thinking of calling the video "MaliceĀ²".

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Fri Oct 16, 2020 6:23 am
by Ferretmanjcdenton
I wanted to upload a new video ..but since there is still the problem with the not working keys I can't do that ...hope there is a chance it's gonna get fixed ...this mod is amazing

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Fri Oct 16, 2020 9:25 am
by wildweasel
Ferretmanjcdenton wrote:I wanted to upload a new video ..but since there is still the problem with the not working keys I can't do that ...hope there is a chance it's gonna get fixed ...this mod is amazing
If you want it fixed you should probably be more specific than "the problem with the not working keys."

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Fri Oct 16, 2020 3:31 pm
by Ferretmanjcdenton
wildweasel wrote:
Ferretmanjcdenton wrote:I wanted to upload a new video ..but since there is still the problem with the not working keys I can't do that ...hope there is a chance it's gonna get fixed ...this mod is amazing
If you want it fixed you should probably be more specific than "the problem with the not working keys."
I already had contact to the creator . He knows what I mean .

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Fri Oct 16, 2020 3:38 pm
by Ferretmanjcdenton
But if you are interested ..

In Delta touch the special functions Doesn't work for some reason.
You can assign the buttons but pressing them has no effect.
Means half of the mod isn't functioning properly .

Normally Delta touch works with 98% of all mods perfectly fine .but for some reason it happens that special functions don't work as intended.
I had that with some dash features and in one mech mod with the mouse controlled menu . And this here with malice's special functions is the third time . I am hoping for a fix in this regard .and already told the creator about that that's why I wasn't more specific

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Tue Oct 27, 2020 12:53 pm
by TheRailgunner
Ferretmanjcdenton wrote:But if you are interested ..

In Delta touch the special functions Doesn't work for some reason.
You can assign the buttons but pressing them has no effect.
Means half of the mod isn't functioning properly .

Normally Delta touch works with 98% of all mods perfectly fine .but for some reason it happens that special functions don't work as intended.
I had that with some dash features and in one mech mod with the mouse controlled menu . And this here with malice's special functions is the third time . I am hoping for a fix in this regard .and already told the creator about that that's why I wasn't more specific
I'm still trying to find out what's up with D-Touch support - it should logically work, and I can't for the life of me figure out why it isn't.

On another note, I've got a secret weapon incoming:

Image

The sprites still need work, and I haven't quite decided how this weapon will spawn, but I'm hoping to find a way to make it a one-off spawn - basically, only one copy of this weapon can spawn in a given playthrough, PERIOD. This ultimately might not make it in, but at the very least, I'll try to get Quick Grenades out there soon.

PING!

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Tue Oct 27, 2020 11:30 pm
by Captain J
Awesome. Absolutely awesome! Just like your previous work, this Gameplay Mod has some glorious oomph and the special effects. The weapons are now compact and tidy, and BFG replacement is very fun to use.
Spoiler: And here are some feedback:

Re: [WIP] Malice - Version 0.99 [MINOR ADJUSTMENTS]

Posted: Wed Oct 28, 2020 12:31 am
by TheRailgunner
Captain J wrote:Awesome. Absolutely awesome! Just like your previous work, this Gameplay Mod has some glorious oomph and the special effects. The weapons are now compact and tidy, and BFG replacement is very fun to use.
Spoiler: And here are some feedback:
Alright, so I'm gonna start with the shield effect - use a 16:10 or 16:9 resolution, or it's gonna look wonky. I still haven't figured out how to make it scale with the player's resolution.

Quick Melee is assigned to User 1/Weapon State 1 - default bind Q. Holding it allows for a basic series of melee attacks; dashing allows a heavier kick, while sprinting gives you a much harder hitting punch (really, all melee attacks do double damage while sprinting).

I actually want to remove the bullet chip decal - I believe the projectiles inherit from HelsturmBullet, which has a BulletChip decal by default. Will try to remove it next update/bugfix.

The Nishimura Ten Shotgun has a loading port on the top-rear of its receiver - basically, they're top-loaded instead of side or bottom loaded. The loading sound SHOULD be audible; because each loading sequence loads two shells in quick succession, it may be that the loading sounds are played close enough together to be indistinguishable, but I could be mistaken. Re-reading that, I realize exactly where the problem is - will fix.

I should make a looping sound effect for the thruster jump - along with the dash, the lack of an audible cue seems to be a common complaint.

I'll see what I can do about the N10's sight size inconsistencies. Also, I'll remove the sprinting weapon sounds for the time being - they grate on me too, don't worry.

The N12 Railgun...fuck, I'm kind of torn here - I want at least the alt-fire to be safe at close range, but that makes the primary fire doing damage to you...inconsistent. Maybe I'll make the N4 non-hazardous?

I've been contemplating how to make the damaged N4...more damaged. It's been on the list for a while, if it helps. In addition to different sprites, I might also give it some sort of inconsistencies. Maybe it'll spit out a few rounds, maybe it won't fire, maybe it'll fire a Big Shot - sort of like the XM16E1 from Reelism, but more chaotic.

The CFG doesn't have a drawing sound? Huh, I'll have to check - it SHOULD.

Re: [WIP] Malice - Version 0.99 [PLANS WITHIN PLANS]

Posted: Sat Oct 31, 2020 1:21 pm
by TheRailgunner
So, been brainstorming the options for Quick Grenades - here are my ideas so far:

*Photon - fairly basic grenade; you throw it, and it explodes on contact. It's essentially a small, tossable Photon Torpedo.

*Sticky - self-explanatory; it sticks to whatever it lands on, and detonates after a few seconds. Probably at least as powerful, if not more powerful, than the Photon Grenade, but may have a smaller radius to compensate for guaranteeing full radius damage to its primary target. Preferable for high-HP targets like Hell Nobles, Mancubi, Cacodemons, etc.

*Neutron Burst - Minimal explosive damage; instead, it deals radiation damage in a wide radius - while dealing less damage than either of the above within its explosive radius, the radiation damage essentially acts as an area-of-effect ripper projectile, dealing equal damage in a large area. Good for dealing with large crowds of low-to-mid-HP enemies.

I'm probably going to overhaul the shield graphics - separating them into corner pieces so that they fit the screen regardless of resolution, instead of being singular graphics that cover the entire screen.

Re: [WIP] Malice - Version 0.99a [PING!!]

Posted: Thu Nov 19, 2020 10:59 pm
by TheRailgunner
Image
Image


More or less finished the M0 Garand. It probably needs a fair bit of balancing, but I decided to give it a decent firing rate and a 16 round clip (I know the M1's en bloc holds 8, but 8 rounds between reloads was frustrating in testing). It occasionally replaces the Nishimura Seven as a Slot 4 weapon spawn. One unique trait of the M0 is that it can be reloaded while sprinting, which I might give to the N10 as well. Also, I removed the sprinting weapon sounds - should be less annoying now. Gave the CFG a select sound as well.

I still need to work on fixes and adjustments for most of the feedback I've received thus far - I apologize for pushing it off so much. On an unrelated note, I increased the N7's damage - I really out to work on ammo and damage balance with the N7 and N10.

EDIT: Fixed a bug where the M0 could zoom during reload, causing the weapon to PING when it logically shouldn't.

PING!

Re: [WIP] Malice - Version 0.99a [PING!!]

Posted: Fri Nov 20, 2020 5:03 pm
by Ferretmanjcdenton
Sadly the button still won't register in Delta touch ..
That's a bummer ..this mod has so amazing weaponry.
Especially the photon torpedo launcher looks so Unbelievable cool ..
I would love to know what these special functions look like :(

Re: [WIP] Malice - Version 0.99a [QUICK GRENADES]

Posted: Sat Nov 21, 2020 8:53 pm
by TheRailgunner
Ferretmanjcdenton wrote:Sadly the button still won't register in Delta touch ..
That's a bummer ..this mod has so amazing weaponry.
Especially the photon torpedo launcher looks so Unbelievable cool ..
I would love to know what these special functions look like :(
I'm gonna get an Android emulator set up and see what I can do to make it work out - I'll let you know if I can manage to figure out how to set the special weapon functions on D-Touch.

Unrelated, I finally got around to adding Quick Grenades:

*There are three grenade types - Photon, Bouncy, and Neutron Burst. Photon grenades are fairly basic, dealing a modest amount of damage in an acceptable radius without posing too much risk to you. Bouncy grenades deal more damage to single targets, but have lower blast radius and carry the risk of returning to sender. Neutron burst grenades release a massive burst of radiation in a wide area, concentrating high damage in a wide area - the burst ignores armor and shields, making close-range detonations potentially lethal to you regardless of shield integrity.
*You have a maximum of three grenades at once - photons regenerate the most quickly, followed by bouncy grenades. Neutron burst grenades take the longest to regenerate.
*Whenever you cannot throw a grenade, the Quick Grenade key throws a melee attack instead.

Have fun tossing grenades around.

Re: [WIP] Malice - Version 1.0pre [ALMOST THERE]

Posted: Mon Dec 07, 2020 5:26 pm
by TheRailgunner
Image

So, I'm working on a new HUD along with new shield graphics - these actually scale properly. I haven't finished all of the HUD elements or aligned everything, but I should have this out soon. Either way, this is more or less the final component of the "official" version 1.0 of Malice, though I will undoubtedly change and tweak some other stuff before I declare it such.

(the excessive shield glow is from IDKFA/IDFA, which grants a Megasphere in order to give maximum health/armor - it fades after pickup)

I still have to do a bunch of stuff before I can consider this mod more or less done, but the shields are done.

Re: [WIP] Malice - Version 1.0pre [NEW HUD, NEW SHIELDS]

Posted: Tue Dec 08, 2020 4:43 am
by Turnock
Alright. Overall, everything feels nice. not much has changed since my previous comments. The weapons all feel right and useful, all filling a proper niche, except for the M0 Garand, i love the ping from the reload, but I fin that its not very much different from the N7 Battle Rifle. Feels stronger but holds less ammo, the aesthetic isn't much different from each other either, a few cosmetic changes and a color change. I like the weapon but I find it doesn't really fill a purpose that the other rifle already served. The only weapon category I think this mod is missing is a heavy machine gun/ chaingun/ minigun replacement. The N7 and M0 both fill the same role, but neither is capable of being a large crowd mop up that a proper MG can take care of. Both weapons fill in the role I would place for the regular doom shotgun, the main work horse weapon that is reliable in most situations. It falls short when you need large crowds cleared, or when you need to take down boss enemies (which is fine, one weapon shouldn't fit all situations).

Anyhow, I love the new asthetic, very clean, and looks pleasing on the eyes. Only two problems I noticed while testing it out. The shield number is covered when you get overshield (not sure if thats intentional or not) and when you pickup alot of items one after another, the screen continually flashing in my eyes becomes a little irritating (only happened once, but normally, lights dont bother me)

Would it be possible to add a sound when jumping and hovering? Just a small nitpick on my end, I find the small details to be quite pleasing.

I think you are doing a great job so far. So keep up the good work.

P.S. didnt you mention something about adding a fist slot in for Fist purist or something? I think I remember that being mentioned in an earlier post a few month ago.

Re: [WIP] Malice - Version 1.0pre [NEW HUD, NEW SHIELDS]

Posted: Tue Dec 08, 2020 5:13 am
by HolyHeadcrab
Um, the download link isn't working for me.

EDIT: Nevermind, it looks like that's a problem on my end. I can't connect to Dropbox no matter what I try though.