[WIP] Malice - Version 1.0pre [SUPERS?]

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Re: [WIP] Malice - Version 1.0pre [FISTS!]

Postby TheRailgunner » Tue Dec 29, 2020 6:21 pm

Rodman909 wrote:
TheRailgunner wrote:
Rodman909 wrote:The HUD isn't showing up for some reason.


Can you tell me what settings you're running with and possibly a screenshot?

Also, I gave the Legion Fists a proper Idle frame and selection animation.

Here's what my screen looks like.
[imgur]https://i.imgur.com/7yGxHl7.jpg[/imgur]
These are my HUD scale settings.
[imgur]https://i.imgur.com/60GUZZN.png[/imgur]
EDIT: The same thing happens when I load earlier versions of Malice.


Image
Image

I suspect you've got the alternative HUD turned on - I could be wrong (shield effects and stuff don't show up in alt-HUD).
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Re: [WIP] Malice - Version 1.0pre [FISTS!]

Postby Rodman909 » Tue Dec 29, 2020 7:43 pm

TheRailgunner wrote:I suspect you've got the alternative HUD turned on - I could be wrong (shield effects and stuff don't show up in alt-HUD).

Actually, I don't have the alternative HUD turned on.
Capture-min.PNG
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Re: [WIP] Malice - Version 1.0pre [FISTS!]

Postby TheRailgunner » Tue Dec 29, 2020 7:58 pm

Rodman909 wrote:
TheRailgunner wrote:I suspect you've got the alternative HUD turned on - I could be wrong (shield effects and stuff don't show up in alt-HUD).

Actually, I don't have the alternative HUD turned on.
Capture-min.PNG


Huh - try hitting + or - ? I have no idea what's causing it at this point.
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Re: [WIP] Malice - Version 1.0pre [FISTS!]

Postby Rodman909 » Tue Dec 29, 2020 8:16 pm

TheRailgunner wrote:Huh - try hitting + or - ? I have no idea what's causing it at this point.

OK, I hit "+" and it's showing up now. Thanks!
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Re: [WIP] Malice - Version 1.0pre [FISTS!]

Postby rhyrhygogo » Mon Jan 11, 2021 11:19 pm

Quick Question, How do upgrades spawn or how to spawn them and Will you still do the proximity control rifle or has that already been added?
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby TheRailgunner » Tue Jan 12, 2021 12:44 pm

rhyrhygogo wrote:Quick Question, How do upgrades spawn or how to spawn them and Will you still do the proximity control rifle or has that already been added?


None of the weapons in Malice have upgrades except for the Nishimura Seven Battle Rifle (the Hyperspace Magazine spawns VERY rarely in the place of clipboxes). While the undamaged Nishimura Four is technically an "upgrade" from the damaged version, they're functionally separate weapons.

The PCR is still in the works; currently, its role is filled by the undamaged Nishimura Four Sidearm.

Also, a final feature I'm hoping to finish before 1.0...Supers - right now they're unpolished, but functional:

Image
Image

The three Super attacks are:

*Golden Arsenal - Multiplies your weapons' damage by 5, excluding melee and grenades (the latter may change later). I may limit this one by preventing weapon switching while the Super is active and skirt around ammo expenditure as a bonus. Lasts 30 seconds.
*Infernal Shockwave - Fairly straightforward - a massive, destructive wave that is all but guaranteed to clean out a room, and then some. Unlike the other two Supers, Infernal Shockwave immediately depletes your Super bar.
*Juggernaut Fists - Vastly increases the speed, range, and general destructive force of your melee attacks. You constantly regenerate health and shield points while this Super is active. Like Golden Arsenal, it lasts 30 seconds.

I'm still adjusting the timing and such regarding cooldown and such, but this is essentially the last thing I feel like cramming into the mod, apart from a self-destruct feature for the damaged Nishimura Four (I have to make sprites for a thrown pistol as a projectile - fun!).
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby Linz » Tue Jan 12, 2021 1:48 pm

Me thinks the Legionnaire has been playing too many fighting games
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby JohnnyTheWolf » Tue Jan 12, 2021 7:15 pm

When sprinting with the Nishimura Ten Shotgun equipped, the weapon suddenly looks like it has a silencer. Said silencer-looking part is not seen when holding still or not sprinting.

Also, the Fire-Selector Switch and Weapon Modifier keys feel waaay too sensitive: if I do anything but quickly tap them, they will uncontrollably scroll through options. The same goes with the Zoom key: if I press it for what seems like a millisecond too long, the weaponwill zoom in and out uncontrollably.

I am still only toying with the mod and I noticed that by using the "give weapons" console command, the malfunctioning Nishimura Four Heavy Sidearm remains in my arsenal. If I play the mod normally, will the player toss it aside once they acquire a functional one? If not, what is the point of retaining the malfunctioning one?

Finally, I have a suggestion: can there be an option to hold the aim key rather than a toggle?
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby TheRailgunner » Thu Jan 14, 2021 12:54 am

Laid wrote:When sprinting with the Nishimura Ten Shotgun equipped, the weapon suddenly looks like it has a silencer. Said silencer-looking part is not seen when holding still or not sprinting.

Also, the Fire-Selector Switch and Weapon Modifier keys feel waaay too sensitive: if I do anything but quickly tap them, they will uncontrollably scroll through options. The same goes with the Zoom key: if I press it for what seems like a millisecond too long, the weaponwill zoom in and out uncontrollably.

I am still only toying with the mod and I noticed that by using the "give weapons" console command, the malfunctioning Nishimura Four Heavy Sidearm remains in my arsenal. If I play the mod normally, will the player toss it aside once they acquire a functional one? If not, what is the point of retaining the malfunctioning one?

Finally, I have a suggestion: can there be an option to hold the aim key rather than a toggle?


So, I feel like I may need to make the fancy barrel choke...thingy on the N10 more visible in the idle frames and such (I can identify it on the sprites, but I also made them, so that makes sense there).

As far as the fire selector and modifier keys are concerned, I'm planning on increasing the delay to about 15-20 tics instead of the current 5 - should help a lot with that. I'll see what I can do about Zoom.

I chose to leave the malfunctioning weapon in the arsenal owing to its novelty - that, and I always intended to give it a self-destruct function in case the player really doesn't want it anymore. The functional N4 used to replace the damaged version until I gave the latter weapon a unique sprite set.

I can see what I can do about a hold/toggle option. This would actually be pretty great using a controller, but I haven't ever gotten one to function comfortably with Doom. Now I kind of want to try mapping Malice's key functions to a controller somehow...
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby Wolve » Thu Jan 14, 2021 7:47 pm

The mod is just screaming for like a sliding function, would be nice to have that as a reload cancel, or maybe have the berserk pack or a SUPER HEAT mode have the flame attacks with no cooldown for a genuine rip and tear experience. But that's just me. Seeing that the mod is all about fast-pace action like Ion Fury and Shadow Warrior.

Anyway, the mod in itself is already great. I'm loving how every weapon and movement feels fast yet satisfying.
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Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Postby Tesculpture » Mon Jan 18, 2021 6:18 am

This mod looks amazingly cool, and I really want to play it...but as it stands, it suffers a problem that makes it wholly unplayable.

The mod's hud itself is a hideous performance hog. Simply having it visible causes a fps drop, and picking up one of the shield pickups reduces the game to a slideshow. Changing the screen size to one where the hud isn't visible, or turning GZDoom's alternate hud instantly resolves the loss of performance, so it is definitely the hud causing it.

Another problem, albeit not a prohibitive one, is that the ADS/weapon zoom button is on a hair trigger. Pressing it often results in zooming in then instantly back out, or vice versa if I'm already zoomed in.
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