[WIP] Genesis Saga Aurora (GZDooM Edition)

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insightguy
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Re: [WIP] Genesis Saga Aurora (Announcement, Page 5)

Post by insightguy »

Took a look into the code, it seems your engine has a problem with this line:

GTPR FGHIJ 0 A_SeekerMissile(45,35,SMF_LOOK|SMF_PRECISE,256,16,128)

either 256, 16 or 128 was not meant to be there.......

EDIT: went ahead and removed the 16, works fine now.
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Hellser
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Re: [WIP] Genesis Saga Aurora (Announcement, Page 5)

Post by Hellser »

Make sure you're using the latest Tower of Babel. I'll also ask Ryan what is going on with the GTX Hellraiser. It's not suppose to be giving any errors. We're currently polishing up the over all mod it self. :)

Edit: Added the latest Tower of Babel Binary download link to OP of this thread.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Ryan Cordell »

The ,128 parameter is the one to be removed.. However, there's so many other features that GSA depends on that's only in ToB so far.
A_SeekerMissile, in Tower of Babel, has a statechance parameter as well. Meaning it has a chance of jumping to a state called 'Turn' (which is whenever the angle on the seeker missile changes).
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CorSair
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by CorSair »

Don't know what happened to first download, it came like 50% of its original size. But definitely gonna check what changes you've done now... ;)
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Hellser
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Hellser »

A new video has been uploaded!

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CorSair
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by CorSair »

This mod is definitely getting a clear direction where to go. But seems you still got some bugs to go with weapon placement. :P

Bug with Nailgun: The spin sound/empty click keeps looping when you fire empty, and even after reload it keeps looping.
None of the classes can't access to chainsaw. Doomguy can't get Double Slugger. Instead, Grunt has both the DS and Flak Cannon. And grunt gets Flamethrower as an extra item with Mass Driver. And there is some inconsistency with weapons in each class. Like, BFG and that Molecular Destabilizer is swapped... (Are they even final?)

Also, can I have some sort To-do list and changelogs, so I can keep some sort track and not posting redundant bugs?
I'll still keep scouring the bugs.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Hellser »

Here's our To-Do, please note that we rarely update this. But when we do, it's usually a list of bugs we've discovered.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Hellser »

We've fixed the problems you were mentioning. Also, don't hesitate to go through the "Help Screen" that I've created for beginning players. :)

Also, here's the changelog. Rather new, so excuse it for being short.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by CorSair »

Been playing a bit, played as Grunt class, on Ultra-Violence. Unending Genesis seems to be way beyond my capabilities for now. And even UV is still a tough cookie.
I am sure that I haven't full opinion about it, but just throwing dime to pile. (plus more bugs yay.)

General problems and questions:
Chainsaw.... Eh. Not gonna happen dudes. :/ (Still not getting it. But, I guess there's time to get some better melee weapon?)

The starting weapons of Crash and Doomguy can be dropped to refill your ammo (exploit.) Doesn't work on Grunt's rifle. There might be other guns that can do that, haven't charted thoroughly all the weapons.

Those white Lost souls (Forgotten Souls they were?) have knack to get stuck in looping the attack and just chilling where they left, doing nothing and blocking teleporting enemies.

In Flak Cannon's place, Double Slugger still spawns, and in Mass Driver's spot, Flamethrower appears. Flak Cannon and Mass Driver are pickable anyway.

As for the help menu... I don't have no complaints currently, but are the weapons listed in there show the final loadout? Also, is the empty slot in Grunt's armory still WIP, or just some error?

Now, about Grunt:

Grunt's dash can be real boon, if you got gaps that Grunt can't hop over because of his normal running speed. As a that property, it is excellent thing. As itself... not excellent. I think it is intended for clearing a pathway through the horde? In that case, if it hits first enemy in hallway, Grunt stops in his tracks and does that sweeping blast. It can kill imp quite easily, if it gets stuck between wall (or enemy) and you. Also, it is really annoying when you can't move nowhere for second or two when enemies keep pelting you. On upside, you can use weapons. I would go some sort cooldown mode, where you walk very slowly for few seconds, and after that you need to wait more time to do dash again.
EXTRA FLAVOR IDEA (you don't need to take it seriously): If dashing right front of weak enemy, like zombie or imp, it can be turned to your personal battering ram and give ability to shove enemies away. Doesn't work for boss types, merely stops you and maybe they get repelled back. The makeshift ram dies in the process.

Hadron, as a concept, is neat. Acid, Explosion, Ion, Fire. And doesn't consume much, even.
But it needs bit tweaking, especially, the Acid (or Poison) attack needs revamping. I think it does too much damage in short time. Doesn't take but two shots to take down, demon needs one...
And I think the Cyberdemon Soldier should be more susceptible to Ionic attack, however, the acid still beats it any day. As for Fire attack, I think it is cool Area of Denial attack, if a human zombie catches on fire. And it could just drop sporadically some random fire sparks now and then, for effectiveness. Explosion should receive more horizontal spread to be effective in crowd control.

Flak Cannon. It is quite powerful, just about on par with the Double Slugger, except it is cheaper. Drawbacks is that it is slow to use and reload.
And now, the problem. Comparing between Hadron and Flak, Hadron is definite winner because it is faster and more powerful with more cost, with one shell'n'cell. And overall, it could use bit more boost. Grunt's a one powerhouse, after all.

Boomer is really dangerous to use. Because the projectile is so large, the area should be large too. And the projectile has some problems when firing near walls. You might accidentally kill yourself, or by that moment when the corner bends bit and hits it.
(Probably more about user problem than real problem. I do have knack to get myself killed with my own armory, after all. :P)

Mass Driver is rather neat, but I would prefer slow reload than charge-up.

Welp. Think I wrote enough. And I doubt that would give any proper player opinion, but whatever.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Hellser »

CorSair wrote:Chainsaw.... Eh. Not gonna happen dudes. :/ (Still not getting it. But, I guess there's time to get some better melee weapon?)
Yeah, Ryan and my self got into such a conversation:
Spoiler: Convo!
CorSair wrote:The starting weapons of Crash and Doomguy can be dropped to refill your ammo (exploit.) Doesn't work on Grunt's rifle. There might be other guns that can do that, haven't charted thoroughly all the weapons.
Ah, a bug / old feature. It used to be that "Doom" / John Grimm used to be the only class, and you were able to drop your weapon for an ally, or to switch from say, the MN Shotgun to the Acidspitter.
CorSair wrote:Those white Lost souls (Forgotten Souls they were?) have knack to get stuck in looping the attack and just chilling where they left, doing nothing and blocking teleporting enemies.
Hah. Need to bug Ryan about that.
CorSair wrote:In Flak Cannon's place, Double Slugger still spawns, and in Mass Driver's spot, Flamethrower appears. Flak Cannon and Mass Driver are pickable anyway.
Should be fixed, well, for the Double Slugger spawning. I'll check this out. There's still a few things that needs to be tweaked. Since we're trying to recover from the old switchable weapons code (see above).
CorSair wrote:As for the help menu... I don't have no complaints currently, but are the weapons listed in there show the final loadout? Also, is the empty slot in Grunt's armory still WIP, or just some error?
The current (as in, the latest and greatest) update shows the final weapon load out.
CorSair wrote:Now, about Grunt: [insert long text]
We're still smoothing out those sharp pointy edges. Ryan works on the tough / hacky 'ram everything' stuff for the characters. I'm in the bug fixing, weapons and effects department.
CorSair wrote:Hadron, as a concept, is neat. Acid, Explosion, Ion, Fire. And doesn't consume much, even. But it needs bit tweaking, especially, the Acid (or Poison) attack needs revamping.
Acid is tricky to work with. On one hand, you need it to be as powerful as the normal shot. But on the other hand, it needs to have a benefit. Crash's Acidspitter carries 16 rounds and rapid-fires them. The damage DOES stack up. But you have to wait for the poison to do its full damage. I'll see what I can do for Grunt's Hadron Gun.
CorSair wrote:And I think the Cyberdemon Soldier should be more susceptible to Ionic attack, however, the acid still beats it any day.
I believe Ion suppose to do more damage to the Cyberdemon Soldier. I'll check with it.
CorSair wrote:As for Fire attack, I think it is cool Area of Denial attack, if a human zombie catches on fire. And it could just drop sporadically some random fire sparks now and then, for effectiveness. Explosion should receive more horizontal spread to be effective in crowd control.
M'kay, I'll see what I can do! Gameplay balance is key for GSA (atleast for me.)
CorSair wrote:Flak Cannon. It is quite powerful, just about on par with the Double Slugger, except it is cheaper. Drawbacks is that it is slow to use and reload.
And now, the problem. Comparing between Hadron and Flak, Hadron is definite winner because it is faster and more powerful with more cost, with one shell'n'cell. And overall, it could use bit more boost. Grunt's a one powerhouse, after all.
You know too much now. It's up to the user to choose what they want to use. I prefer the Hadron gun; I don't have to worry about reloading too much, where as the Flak Cannon will put you in a corner. But when you're going up against a single, hard enemy; the Flak Cannon is ideal. As for Grunt being the powerhouse; that's also the idea. Grunt is slow, but packs a wallop.
CorSair wrote:Boomer is really dangerous to use. Because the projectile is so large, the area should be large too. And the projectile has some problems when firing near walls. You might accidentally kill yourself, or by that moment when the corner bends bit and hits it.
A bit of user and coding issue. Nothing we can really do about it outside of maybe having the thing fire directly in the center. I'll consult with Ryan about that.
CorSair wrote:Mass Driver is rather neat, but I would prefer slow reload than charge-up.
Aww, Ryan likes that. Again, I'll consult with him!
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by CorSair »

Hellser wrote:Acid is tricky to work with. On one hand, you need it to be as powerful as the normal shot. But on the other hand, it needs to have a benefit. Crash's Acidspitter carries 16 rounds and rapid-fires them. The damage DOES stack up. But you have to wait for the poison to do its full damage. I'll see what I can do for Grunt's Hadron Gun.
I think the main problem is that acid attack does its stuff too quickly, in less than second. Maybe second or two, delay? In recent testing, it is on par with damage output on the Fire aspect of the gun, however...

... so Perhaps make tweaks in the enemies resistances, so that some enemies take less damage on certain aspect and more on other? Hadron is a special muti-purpose weapon, nonetheless.
But that elemental resistance stuff in enemies needs more rigorous thinking and testing. (I don't want that Ion Rifle owns Cybie everyday-case happen again. D:)

.:edit:.
More about Lost Souls (normal ones.) They seem to either take damage or go into painstate for moment.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by CorSair »

Yay for doublepost fuckery.

One little bug with Boomer, nothing life threatening though.
If used the secondary fire,takes five rockets. You reload it, you use two rockets. All okay so far, but when you have an odd number, it doesn't take even amount of rockets to fill, and thus, one rocket is wasted.

Also, I get fuckton of ammo from rifle/shotgun drops. :roll:

So, now I am doing bit of testing with Crash.

Might be bit weak, but the mobility takes it up. More than welcome after traipsing through with Grunt. :P

The RK9 Ion Rifle. It is as to be expected, weak but helluva accurate, and useful against mechanical units.
There's a one big problem. It does way more damage than it should be. I think it is that upgrade which does that, I suppose?
I did bit testing in Doom E2M8, in Unending Genesis, just cheated my stuff and jumped to the level, and it took whole lot of ammo. In previous confrontation, in UV, took two clips, but I picked those crates with stuff. (Also, Cyberdemon got stunlocked by RK9 in UG. In UV, it won't do that.)

Should that Repeater get some sort upgrade from the crates (what was it, that destructive altfire? Haven't used that never for some reason.)

Crash was supposed to get Flamethrower and Molecular Destabilizer. Well, she gets Hellraiser and BFG.

And about Hellraiser itself. Very neat effect, I say, but I think it is wee bit overpowered. Spider Mastermind goes down in one or shots.

Again, need to try more again some day.
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Re: [WIP] Genesis Saga Aurora (Polishing Edition)

Post by Hellser »

Yeah, we're still trying to tweak the characters. We just haven't touched GSA in a little due to the Unreal Deal Pack (mostly thanks to us a bit tired of working on GSA. We've been going at it for quite a long while). Also, Crash sort of needed some sort of high-damage weapon, I suppose. Which is why the Hellraiser and BFG went to her instead of going to Doom. So far, the Assault Rifle, RK9 Ion Rifle and probably later, the 'Trixie' Battle Rifle uses the upgrades. All classes are suppose to have all their weapons upgradeable. Ryan and I so far haven't gotten to the serious talking of that yet.
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Re: [WIP] Genesis Saga Aurora (ZDooM Edition)

Post by Hellser »

GSA has now been updated to work with ZDooM. Tower of Babel is no longer supported.

I'm currently working on the bugs that were mentioned, and doing some balancing work.
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Re: [WIP] Genesis Saga Aurora (ZDooM Edition)

Post by Hellser »

OP has been updated with the new information:

New:
Characters! Choose between the unwieldy, slow, but yet powerful Grunt. The fragile speedster named Crash, or the well rounded Marine.
Maps! Ryan and my self are working on maps that will go with the original DooM maps. The idea is, Episode 1, 2, 3, Hell on Earth are to be played one after the other, then you'll play our maps. To finish up the DooM story line with these characters.

Here's a couple of screenshots from our maps:

E5M1:
Image

E7M8:
Image
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