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Re: CustomDoom v1.4.4

Posted: Wed Jun 22, 2016 11:01 am
by Accensus
Yeah, my bad about the soulsphere, sorry.

As for the armor regen, I'll think about what you suggested and try to add it. No promises, though.

Thanks for the idea.

EDIT: I'll wait for more suggestions to come before updating cause I really don't want to make a separate update for every single thing I manage to put in the mod.

Re: CustomDoom v1.4.4

Posted: Wed Jun 22, 2016 12:30 pm
by Eagle
I may repeating. Was there an idea with infinite ammo? I mean, you can take all ammo without limits. Another one, is a possibility of double or triple jumping. What about that?

Re: CustomDoom v1.4.4

Posted: Wed Jun 22, 2016 1:13 pm
by Accensus
Jumping multiplier is in Advanced Player Options.

If by infinite ammo you mean unlimited storage, I think I may be able to make that.

Re: CustomDoom v1.4.4

Posted: Wed Jun 22, 2016 1:26 pm
by Eagle
I mean not height of the jump, but style like in Doom 4 (2016).

Yeah, that's it.

Re: CustomDoom v1.4.4

Posted: Wed Jun 22, 2016 1:43 pm
by Accensus
In that case I don't think I can do much. There was a feature suggestion regarding double-jumping; if it ever gets implemented and the max jumps property is accessible through ACS, I might add it.

Re: CustomDoom v1.4.4

Posted: Thu Jun 23, 2016 6:05 pm
by Phantom Allies
New Suggestion(s)

An option to modify (Increase or Decrease) your maximum individual Ammo Capacities for your Ammunition to what ever you want (that's supported).

Re: CustomDoom v1.4.4

Posted: Thu Jun 23, 2016 9:06 pm
by Doctrine Gamer
new version in the area? :D testing in 3 ... 2 ... 1 >>> Download now :wub:

Re: CustomDoom v1.4.4

Posted: Thu Jun 23, 2016 11:42 pm
by Accensus
Phantom Allies wrote:New Suggestion(s)

An option to modify (Increase or Decrease) your maximum individual Ammo Capacities for your Ammunition to what ever you want (that's supported).
Supported and entirely possible, but not compatible with other mods. You need to know the ammo's DECORATE name for that to happen. There are hundreds and hundreds of ammo types out there. I can't cover them all individually.
Doctrine Dark wrote:new version in the area? :D testing in 3 ... 2 ... 1 >>> Download now
He-he-he. I'll probably release a new version in the next few days, gonna try to implement the armor regeneration and mark the age of v1.5 with it.

Currently on the list are:
- Ammo regeneration; Done
- Increased Global Ammo Cap. Ain't happinin'. Turns out it doesn't work the way I thought it would. Can't change it globally so this feature is a "no".

Re: CustomDoom v1.4.4

Posted: Fri Jun 24, 2016 12:52 pm
by Accensus
Alright, updated with some stuff. v1.5 is out with armor regeneration. I've updated the changelog and, as always, bolded the important statements in it. I apologize for the mistake with the spawn health and max health. I suggest resetting your .ini file or clearing the CVAR area since I did some renaming and optimisation. It's to prevent non-working duplicates in auto-completion.

EDIT: IMPORTANT!!! THE ARMOR REGENERATION DOESN'T WORK FOR SOME REASON. I SHOULD HAVE TESTED AFTER IMPLEMENTING MIN AMOUNT. WILL TEST, FIX AND RE-UPLOAD 1.5. DON'T DOWNLOAD IF THIS MESSAGE IS NOT STRIKED OUT!

EDIT II: Jesus Christ, it's a wonder what a stupid typo can cause. Script issue; all fixed now. I'm sorry for the inconvenience, folks.

Re: CustomDoom v1.5

Posted: Fri Jun 24, 2016 8:29 pm
by Phantom Allies
Well, so far it's pretty solid now. Although I don't even know if there's anymore feasible features that could be tossed in here now, besides double jumping. Which actually has already been covered on ModDB.

Your Health, Ammo, and now Armor Regenerates, Speeds Controllable, Jumping Height is Controllable, and even the amount of control you have in the air has modifiable values.

What else is left to add here at the moment any ideas ladies and gentlemen? Although, I certainly would enjoy new features (for the most part at least).

But where do you go from here with that?

Update: I did find a bug with the Armor Regeneration, and that's when it's able to go over the limit you have set. This can happen when you set the amount it regenerates. It can break through the limit, but it stops when it's past the limit one time over, and will regenerate again when it falls back under the max.

This was tested with 950 Amount for the armor.

Edit 2: Another idea just showed up on my front door for this. What about regenerating Equipment/Inventory?

Also, to add further, that if you set the armor to regenerate when it's at the bare minimum, it will regenerate but the armor will be of no use. It won't protect you at all.

Re: CustomDoom v1.5

Posted: Fri Jun 24, 2016 10:21 pm
by Accensus
Phantom Allies wrote: Update: I did find a bug with the Armor Regeneration, and that's when it's able to go over the limit you have set. This can happen when you set the amount it regenerates. It can break through the limit, but it stops when it's past the limit one time over, and will regenerate again when it falls back under the max.
I'm aware of this and in my dream last night (nightmare, lol) I got the idea of armor degeneration over customisable time. How does that sound? Or should I just cap it totally without allowing it to go any further, even with the regeneration "exploit"? Cannot fix the exploit with a hardcoded fix without slaughtering ACS. It'll continue to be around. This one's up to you whether you'll abuse it or not.
Phantom Allies wrote:Edit 2: Another idea just showed up on my front door for this. What about regenerating Equipment/Inventory?
Won't happen cause I need the items' DECORATE name.
Phantom Allies wrote:Also, to add further, that if you set the armor to regenerate when it's at the bare minimum, it will regenerate but the armor will be of no use. It won't protect you at all.
This is most likely a bug. I'll look into it. I know why it doesn't protect, but I have yet to find out why it gives it in the 1st place. You shouldn't be able to regenerate armor if you haven't picked up an armor bonus.
I found why it gives you armor but I won't change it since the armor Does, in fact, protect you. If you have min armor req at 0, it will start giving you armor at the start, but it will have 33% damage reduction. This doesn't seem like an issue with the mod since everything works as expected here.

Re: CustomDoom v1.5

Posted: Sat Jun 25, 2016 3:57 am
by Accensus
Alright, so here's the deal. I am working on 1.6. It will most likely be the final version for now. (I gotta hold it with the rapid updates, really.) I will not release it before Friday (July 1st) in case someone suggests something that I can implement and so that I can test and fix whatever I can.

Currently I'm working on the following:
- Script updates and optimisation;
- Better and cleaner descriptions;
- Complete redesign of the menu. I'm also thinking about custom graphics for some areas, but that's a "might".;
- Health and armor degeneration. I am well aware of the existing "Degeneration" option in the Gameplay menu. This is an expansion and is in no way related to it;
- Probably more to come if I think of something or get some nice suggestions.

Re: CustomDoom v1.5

Posted: Tue Jun 28, 2016 12:47 pm
by Nems
I have a couple of suggestions. O:

-An option to set or remove the health/armor cap from 200. I always liked that in Russian Overkill there was no set health or armor limit and wished it could be used outside of RO.
-An option to increase the ammo cap when picking up more than one backpack. Trailblazer has an option where each backpack you pick up after the first one increases your max ammo pool by about 10%. Again, one of those things I wished could be implemented outside of TB.

Re: CustomDoom v1.5

Posted: Tue Jun 28, 2016 3:33 pm
by Accensus
Nems wrote:I have a couple of suggestions. O:

-An option to set or remove the health/armor cap from 200. I always liked that in Russian Overkill there was no set health or armor limit and wished it could be used outside of RO.
-An option to increase the ammo cap when picking up more than one backpack. Trailblazer has an option where each backpack you pick up after the first one increases your max ammo pool by about 10%. Again, one of those things I wished could be implemented outside of TB.
First one is in already. You can achieve that by changing max health. Take note that picking up a soulsphere (supercharge) or megasphere will restore up to 200 health. The only way to go higher is to either pick up a stimpack/medikit or use health regeneration.

Second one is impossible due to the need to define each ammo type. It's possible only if written for a specific mod. There is no universal solution.

Re: CustomDoom v1.5

Posted: Tue Jun 28, 2016 3:43 pm
by Phantom Allies
I have another suggestion.

What about something to modify the friction that you deal with? Something to make it more grip-infused, but can be altered to be more slippery like Ice?