Skeletal Doom 1.04l

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Re: Skeletal Doom 1.04a

Postby dex909 » Fri Oct 08, 2021 2:28 am

Ah I see, the file is accessible again for everyone without any permissions required. The file was accidentally set to restricted.
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Joined: 07 Nov 2014

Re: Skeletal Doom 1.04b

Postby MonoculusRift » Fri Oct 08, 2021 4:16 pm

Hi! Just downloaded your mod, I think it's pretty cool, so I have a some feedback to give.

Spoiler:

Apologies for the alliteration :P
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Joined: 01 Aug 2019
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Discord: pumpkin#2900

Re: Skeletal Doom 1.04b

Postby dex909 » Fri Oct 08, 2021 5:27 pm

@MonoculusRift: Thanks for the detailed feedback! Good point with the pistol durability and I will try to squish the reported issues with the next version. I'll also try a new component to the mod as well, an idea I had some time ago but didn't implement yet, so we'll see if that will add even more "spice", as some people put it ;)
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Re: Skeletal Doom 1.04b

Postby wisezombiekiller » Sat Oct 09, 2021 4:57 pm

I don't know what happened, but I accidentally hit the reset button on gzdoom to set all settings back to default, and now i can't push corpses to loot them, the overlay on items doesn't show up, and i have to walk over them to pick them up instead of picking them up with the use key
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Joined: 18 Dec 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Skeletal Doom 1.04c

Postby dex909 » Sun Oct 10, 2021 5:58 pm

Version 1.04c is out, adding the "Impending Doom" feature I originally planned but previously did not include in the public release. So I finished the mode and added it to the mod. Losing all your health will turn you into a skeletal version of yourself. Try to kill as many enemies as possible to regain your former life force by collecting the obols they drop, or finish the map in time ;) Features the track "Then It Hit Me" by James Paddock.

@wisezombiekiller: The mod should work after a reset or with any fresh config file. You may have to setup a few buttons but the core modules do not require any specific settings to function. If you want an experience as close as possible to what I am showing in my screenshots or videos, feel free to use the included autoexec.cfg :)

@MonoculusRift: I've added the remaining reports to the list of known bugs as of 1.04c, it's just too late at night to fix more stuff right now but they will be ironed out soon enough ;)
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Joined: 07 Nov 2014

Re: Skeletal Doom 1.04c

Postby Shatter-Thought[V-4] » Mon Oct 11, 2021 3:06 am

I had tried 1.04.a after removing the crit mod file from the main folder, I still got the error.

I tried 1.04C now, and it played without crashing with the VM execution bug.

I did have an odd bug where when I was moving against a zombieman corpse, and as a skeletal version began to arise, it seemed to disappear into the nether. The corpse was on top of a sector that had moved and sunk flush into the floor and was still.

I don't like the ammo for the pistol, it's a bit clunky when it pushes ammo out of your currently loaded pool when you pick up any mag with full or some ammunition, which is, bizarre and a little annoying.
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Re: Skeletal Doom 1.04c

Postby dex909 » Mon Oct 11, 2021 9:37 am

Shatter-Thought[V-4] wrote:I tried 1.04C now, and it played without crashing with the VM execution bug.
Good to hear, thanks for testing again :)

Shatter-Thought[V-4] wrote:I did have an odd bug where when I was moving against a zombieman corpse, and as a skeletal version began to arise, it seemed to disappear into the nether. The corpse was on top of a sector that had moved and sunk flush into the floor and was still.
I came across this in a map as well, so far I thought this happens when the player is in the spot where the skeletal enemy spawns but it may also be related to something else indeed, hm.

Shatter-Thought[V-4] wrote:I don't like the ammo for the pistol, it's a bit clunky when it pushes ammo out of your currently loaded pool when you pick up any mag with full or some ammunition, which is, bizarre and a little annoying.
I see what you mean, I made it so that the process happens by just picking up things (using the "use"/pickup key) instead of moving it to a specific menu or specific keys. Maybe I can streamline this a bit more.
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Re: Skeletal Doom 1.04e

Postby dex909 » Mon Oct 11, 2021 10:40 am

Version 1.04f fixes durability not being deducted when using the chaingun altfire, selecting the rocket launcher/plasma rifle/BFG and the loss of ammo when travelling to other maps, have fun! :)

@MonoculusRift: the issues you mentioned should all be fixed now, except for the occasional skeletal enemy disappearing right after spawning ;)

@Shatter-Thought[V-4]: version 1.04e adds a slightly more convenient mag pickup mechanism

Version 1.04f adds to the grapplig hook cooldown and raises the number of obols enemies will drop in ID mode
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Re: Skeletal Doom 1.04f

Postby MonoculusRift » Mon Oct 11, 2021 10:04 pm

Hey, thanks for listening to feedback. The rocket launcher seems to be equippable now.. the only issue is that I can't equip the supershotgun. Not sure what's going on.
Also, I like the impending doom mode. Coins seem a bit overpowered in the amount of time you get though.
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Re: Skeletal Doom 1.04h

Postby dex909 » Tue Oct 12, 2021 9:55 am

MonoculusRift: Sure thing! Version 1.04h is out which fixes the super shotgun as well, reduces obol bonus time to 3s and adds a fuel mechanic for the chainsaw, have fun :)
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Re: Skeletal Doom 1.04g

Postby Time_Streamer » Tue Oct 12, 2021 10:30 am

Really like the mod, but I found the HUD a bit cluttered and intrusive. IMHO, it should be anywhere but the center of the screen since it sits right above the weapon sprites. Is it possible to adapt the gzDoom alternate HUD with weight and weapon condition values?
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Re: Skeletal Doom 1.04h

Postby dex909 » Tue Oct 12, 2021 11:27 am

Hey Time_Streamer, thanks for playing! Yes, I really like the mod being all centered, full of information and right above the weapon sprites. It's just part of how I wanted the hud to look. In fact I have a different mod where I went even further on that, but I restrained from doing this here ;) But still, this is an integral part of how I want the information to be displayed. It would be possible to modify other huds with those values however, it just would be out of scope for the original mod. I am thinking about adding this information to the standard HUD(s) in a way, however. But can't make any estimated on if or when that will happen as of now, hmm.

Here's a video of what I did in another, unreleased project (notice how the HUD disappears when reloading) - I basically take cluttered and centered HUDs to the max, whenever I can ;)

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Re: Skeletal Doom 1.04i

Postby Time_Streamer » Tue Oct 12, 2021 6:27 pm

Well that one really feels different. I only see some standard stuff like ammo and hp, but I liked it. Maybe it's a good candidate for being part of a future improvement like a weapon upgrade feature? :)
Anyway, I'll stick to the centered HUD then. I do like to clearly see the weapon I'm holding, but that's OK. I'm enjoying the mod anyway :)
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Re: Skeletal Doom 1.04i

Postby dex909 » Wed Oct 13, 2021 3:29 pm

Thank you, Time_Streamer ;)
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Re: Skeletal Doom 1.04c

Postby wisezombiekiller » Wed Oct 13, 2021 6:16 pm

dex909 wrote:Version 1.04c is out, adding the "Impending Doom" feature I originally planned but previously did not include in the public release. So I finished the mode and added it to the mod. Losing all your health will turn you into a skeletal version of yourself. Try to kill as many enemies as possible to regain your former life force by collecting the obols they drop, or finish the map in time ;) Features the track "Then It Hit Me" by James Paddock.

@wisezombiekiller: The mod should work after a reset or with any fresh config file. You may have to setup a few buttons but the core modules do not require any specific settings to function. If you want an experience as close as possible to what I am showing in my screenshots or videos, feel free to use the included autoexec.cfg :)

@MonoculusRift: I've added the remaining reports to the list of known bugs as of 1.04c, it's just too late at night to fix more stuff right now but they will be ironed out soon enough ;)

The problem is, it was working fine before, and I got it to work again with a fresh install of gzdoom. Legitimately all I did was hit the reset button in the gzdoom in game options menu accidentally and now half of the mod doesn't work.
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Joined: 18 Dec 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

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