Doosk, aka Dusk weapons rip. Monsters update available now!

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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Postby Captain J » Tue Dec 08, 2020 1:53 am

Always thought IWADs like Heretic or Hexen suit perfectly for Dusk. And i wasn't wrong! Neat work.
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Thu Dec 10, 2020 2:14 pm

Ok, so dusk monsters update is available now!
The original post was edited to reflect the update changes.

Feel free to download the latest version of the mod and give it a try.

But before that, a friendly reminder that the standalone version of dusk monsters (to play with vanilla doom/heretic and other mod's) will be available tomorrow.

https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby Samarai1000 » Fri Dec 11, 2020 6:03 pm

The standalone monsters are a lot of fun and you've done incredible work on both them and the main mod itself, but I've got two nitpicks.

-Are the included difficulties essential for the standalone monsters to function? In the main mod, I understand that them spawning is based on the difficulty you have selected (so you can choose from either normal monsters or DUSK monsters without needing to switch which files you're loading), but in the case of standalone monsters I feel as though you could get away with just replacing Doom/Heretic monsters with custom monsters the old way. (using "Replaces" in the actor definition)

-In general, the standalone monsters file seems to include a lot of stuff from the main mod that it probably doesn't need to. Such as the GAMENF and Mapinfo lumps, the ACS scripts for things like intruder mode and other DOOSK-specific features, etc.

-Is there a optional models file for the standalone monsters I'm missing? Loading the main mod's model files with the standalone monsters produces an error due to it lacking actors that the models addon requires.

Other than that stuff, you've seriously done a great job!
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby mamaluigisbagel » Sat Dec 12, 2020 1:21 am

have been waiting for this since I played the first version of Doosk, so glad to finally see it come out!

The few things I noticed:

-Wendigos do not leave bloody footprints, so you can only find where they are by the sound of their breathing or the player colliding with the Wendigo itself

-Fork Maidens fire their projectiles more often, the projectile itself is slower, and deals less damage

I think there's more, but I've forgotten them by now. Maybe I'll play more and remember :P for all I know, these could be intentional or due to limitations.

(also side note, the one thing that always bugged me with this mod is how most weapons share ammo from the 4 ammo pools with some taking more ammo per shot, rather than all of them having different ammo pools like Dusk, but I can deal with it....also I find it kinda silly that when loading the monsters mod, you still have to choose the option (difficulty) to play with them)
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby Ferretmanjcdenton » Sat Dec 12, 2020 8:30 am

Hi there ..I just uploaded a small video of your amazing mod ..

https://youtu.be/dPR0-69UqbY

I'll upload another one soon ..
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Mon Dec 14, 2020 12:07 pm

Samarai1000 wrote:The standalone monsters are a lot of fun and you've done incredible work on both them and the main mod itself, but I've got two nitpicks.

Spoiler:


Other than that stuff, you've seriously done a great job!



The main reason I used custom difficulties on standalone monsters was because the monsters code is nearly the same as the ones included on the doosk mod.
So, i do a tweak on doosk, then copypaste the monster on standalone. If I added replaces i would had 2 separate monsters to edit.
I do realise it can affect some mod's with custom skills on it, so i'm considering possible alternatives.
Though if i added the replace code into monsters, then user loads the mod with another mod that replaces monsters, what would happen?
I think the skills gives player some control of which monsters to spawn. Perhaps deleting the clearskills flag, so the original skills also remain.

The scripts was actually being used and was taken away last minute, because of issues while testing the monsters with one of my mod's.
The mapinfo contains the custom skills, so it is currently needed.
I was originally going to add a menudef to make use of the damage multiplier factor. I think i took it off because of same reasons mentioned above.

I was so focused on finished the monsters within the deadline that I forgot to add a separate optional models for the standalone version. That will be done later.


And thanks for the comment!
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Sat Dec 19, 2020 3:36 am

mamaluigisbagel wrote:have been waiting for this since I played the first version of Doosk, so glad to finally see it come out!

The few things I noticed:
Spoiler:


Ok so quick mention that standalone monsters are now available, sharing the last video to show how the standalone monsters behave on heretic.



Now, I proceed to reply to the comment.


- Wendigos don't have bloodprints on doosk and they didn't had it on earlier versions of dusk too, but they do drop blood while running.
It spawns after 1 run cycle though (aprox 15-20 tics)
It is kinda subtle as of now.

- Currently, fork maidens don't have timed attacks, which makes them attack more frequently as their original counterparts. A by product of animating monsters at 1-2 tics instead of vanilla 4.
I am considerimg adding some timer to its attacks, as it is a mid tier enemy. The low tiers, like soldiers have frequent attacks though. Still considering doing tweaks to soldier.
Although I think it's fair but challenging, i've got some feedback that the shotgunners can be potentially strong if rng rolls strong numbers on their damage thingy.

- There is a possibility that I might implement some custom ammo mechanic in the future. Not a promise, but currently rewrote the weapons to give this idea a try on future updates. Not guaranteed, but that piece of feedback sure is taken into consideration.

And hey, thanks for feedback :P

Ps: and sorry for late reply, i've offline since february, i can only reply if i have some data available on the phone, which is once or twice a month.
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby mamaluigisbagel » Sun Dec 20, 2020 5:11 pm

Thanks for replying, now that I think about it for all I know the game might become too easy with each weapon having its own ammo. Maybe as a toggleable option?

I actually forgot the Wendigos didn't originally have bloody footprints, but I got the game after the full release so I don't think I ever experienced them without the footprints :P

Also just pointing it out, these aren't necessarily criticisms. I just don't know how accurate the monsters are meant to be, I guess lol I loved the mod without them, and even more with them.

Also yeah, shotgun guards have taken me from 100 health to 15 or so in one shot too often...
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Sat Dec 26, 2020 12:43 am

mamaluigisbagel wrote:Thanks for replying, now that I think about it for all I know the game might become too easy with each weapon having its own ammo. Maybe as a toggleable option?

I just don't know how accurate the monsters are meant to be, I guess lol

Also yeah, shotgun guards have taken me from 100 health to 15 or so in one shot too often...



I hope to find a way to make them toggeable.
Setting weapons via skills would be much easier but i'm already using that for monsters, so... idk yet.
I might have a possible solution on one of the mutators i've lastly developed.

The monsters are kind of meant to be mostly accurate with a bit of extra liberties.

All healthpools were nerfed to match doom's hp a bit better. And some monsters with extra hp drops ammo to compensate the extra shots, in an attempt to still keep the vanilla balance, as monsters can be played without the main mod.
Shotgun and chaingun monsters for example shotgun/chaingun monsters variants don't exist. Added those monsters to keep the doom balance.
And the chompers floating mid air. They were designed for underwater, but developer said that these monsters would float outside of water, so technically still accurate, but using them in a way they aren't intended.

And yeah, i've got quite some feedback about shotgun monsters and cowgirls being too powerful, so those will be nerfed for next patch. Wendigo was also fixed for multiplayer. For some reason it wasn't becoming visible online.

The mod got a tournament event past week, so i've gathered a bunch of mp feedback.
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Mon Feb 08, 2021 4:25 pm

Ok, so quick status update:

I'm planning on update the mod for february 14th, so cancel your valentine's day 'cause doosk will be your new date, hahaha.

This update won't be as large in content as previous updates. This is mostly a manteinance update while working on a singleplayer campaign, which will take me a while to achieve.

I've got a bunch of feedback from a dm/duel tournament event someone did, so i've did several improvements to multiplayer damage values and monster tweaks.
Nerfed shotgun soldier, scarecrow and cowgirl's attacks.
Plus, new mutators, action music and some bugfixes.

Update is small in content, but big on quality of life improvements.

Update should be coming on february 14th.

In the meantime, have a gameplay of one of the multiplayers map i've done, heavily influenced on a duel map from skulltag.
(Didn't knew how redistributable some of these maps were so i'll remake few of them from scratch)

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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby JohnnyTheWolf » Tue Feb 09, 2021 7:31 am

AlphaEnt wrote:I'm planning on update the mod for february 14th, so cancel your valentine's day 'cause doosk will be your new date, hahaha.

*Five Day Warning* :twisted:
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Sat Feb 13, 2021 9:54 pm

JohnnyTheWolf wrote:*Five Day Warning* :twisted:


The time is now, old man.

Doosk update, this time content isn't as large as previous updates, but still, bunch of bugfixes, nerfed some monsters, tweaked multiplayer behaviour based on feedback received from a doosk tournament and few new mutators.


This is the Changelog for current update.
Spoiler:
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby Mod_till_crash » Mon Feb 22, 2021 4:03 am

OOOO YEEEEEEE
this what I ma talking about, fun stuff especially with dusk movement and mounters, and maps like Order Of The Odonata and such
small bugs,
animation for spinning the dual/akimbo shotguns is broken if you spam the spin/reload key, the animation just kind of just gets stuck.
For all the other weapons though it works like a charm

The zoon for the hunting/sniper rifle is kind of wonky click to zoom in another to come back out instead of hold the click to stay zoomed in unless i missed an option,
funny thing is the cigar of all thing in this mod has the zoom like that [hold to zoom in let go to zoom out.]
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby AlphaEnt » Tue Mar 02, 2021 8:41 pm

Mod_till_crash wrote:OOOO YEEEEEEE
this what I ma talking about, fun stuff especially with dusk movement and mounters, (...)
small bugs,
animation for spinning the dual/akimbo shotguns is broken if you spam the spin/reload key, (...)

The zoon for the hunting/sniper rifle is kind of wonky click to zoom in another to come back out instead of hold the click to stay zoomed in unless i missed an option,
funny thing is the cigar of all thing in this mod has the zoom like that (...)


Hai, thanks for the comment and sorry for late reply, I was kinda busy being offline for a while and working irl.

- The dual shotgun spinning animation, is often reported as broken, but it actually works as intended.
The same animation thingy happens on dusk actually, so I just ported the animation as is.
Here is a video of the spinning thingy people talk about as seen on Dusk.




- The hunting rifle zoom different behaviour is a thing i'm aware of.
And mostly, a conscious sacrifice made by the fact that i'm making this mod with several sourceports on mind.
There are some mod's out there that allows you to hold altfire and fire at the same time, but from what i've researched, they use zscript or modern gzdoom, and considering i'm modding for old gzdoom (1.8.6), zandronum 3.0 and d-touch, that's like, a no for me.

In the case of the cigar, since it's a weapon that is only obtainable through cheats and doesn't damage monsters (using altfire zooms, but blocks your fire attacks) the fire block is mostly harmless.
So, my point of view is, the sniper rifle works akin to counter-strike, where you don't hold the altfire. (the same thing i've done for my other mod's like q4rip, blorc and titan)


If there's a way to make player hold both altfire and fire without zscripts and without generating multiplayer lag issues, then i might change that behaviour in the future or make it toggeable, if even possible.
It is very unlikely for it to happen though, considering my sourceport targets, unless you hold altfire and block your fire function, like the cigar does, which would be counter productive for a sniper rifle.

I hope this answered your questions =P
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Re: Doosk, aka Dusk weapons rip. Monsters update available n

Postby mamaluigisbagel » Tue Mar 02, 2021 11:49 pm

one thing I've always wondered. Is the fire rate of the dual-wielding shotguns in Doosk slower than in Dusk? I swear when hearing the shotguns fire in both, Dusk sounds like it fires slightly faster than in Doosk.
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