[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW

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Ethril
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Re: [WIP] Psychic -- Public Beta #1

Post by Ethril »

There's not much to say that hasn't already been said.
Fantastic as usual, Xaser.

The font is a little unreadable due to how thin it is, even with hud_scale 1, but that's negated by the bars (with health and armor), and the larger font used in the shop menu (for money).

I actually managed to play through Doom 2 with this. Usually I get bored and go "Eh, screw this." somewhere around The Factory. :D

My only real complaints are that it's kind of rough starting off, and the amount of money you get from bosses (and higher-tier enemies in general) is rather underwhelming. 150 from a Cyberdemon seems kind of low, considering that most upgrades cost over 1000, and you're going to need a few in order to take down a Cyberdemon in a reasonable amount of time. Either that or spend money on offensive powerups, but then you'd be losing money anyway.
Also it'd be cool if it showed how many shots were left in the Needlegun.
At any rate, though, it's a blast. In more ways than one. :3
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Project Shadowcat
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Re: [WIP] Psychic -- Public Beta #1

Post by Project Shadowcat »

Ethril wrote:Also it'd be cool if it showed how many shots were left in the Needlegun.
It's not done by clip. It jams "reliably" at 6 shots in a row.
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Ethril
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Re: [WIP] Psychic -- Public Beta #1

Post by Ethril »

Project Dark Fox wrote:It's not done by clip. It jams "reliably" at 6 shots in a row.
So does that mean that if I hold the button, it'll always jam after 6 shots, but if I just tap it and wait a moment between shots, I may or may not get more?
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Project Shadowcat
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Re: [WIP] Psychic -- Public Beta #1

Post by Project Shadowcat »

Ethril wrote:
Project Dark Fox wrote:It's not done by clip. It jams "reliably" at 6 shots in a row.
So does that mean that if I hold the button, it'll always jam after 6 shots, but if I just tap it and wait a moment between shots, I may or may not get more?
Firing three rounds, letting go for a split second, and firing three or so rounds after, and keeping that up, will let the weapon keep firing without jamming.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

Good to hear you guys are liking it. I especially like how everyone has their own play preference, favorite weapons, and the like. Just to throw mine in the mix, I prefer maxed Shotgun with Gravity, Fire, or Ice (and the obligatory Dark for when power is needed). Gravity itself is quite heavenly when purchased very early on, too. Though I'm sure someone here would disagree heavily. ;)

Hmm, a few replies...
XutaWoo wrote:...it would be neat if bosses sometimes "bleed" blood money.
I like this idea. I just might do that. ;)
Nash wrote:However, burned corpses don't respawn... bug?
Probably. I never tested it thoroughly with Nightmare/Unleashed skill, to be honest. I'll look into this one.
Xim wrote:...this happened when I shot a barrel with the needle gun. *image*
Oops. I thought I fixed that. I may have to take a look. :P


About the HUD: For whatever reason, the "Forcescaled" SBARINFO flag doesn't seem to want to work at all with the "Fullscreenoffsets" one, because the bar has both set, I just noticed. So by all means, this should work without hud_scale on... not sure why it's not. I may have to ask whether this is a bug or just an unfortunate limitation.

Hmm... I'm curious to know what wads don't work well with the mod, actually. I know a lot of advanced ZDoom types would probably muck things up (and anything with custom monsters is in need of an outfit anyway) but I can't say I've gone out and stress-tested a lot of questionable types just yet. If someone runs into any sort of wad that doesn't play well at all with the mod, let me know so I can warn everyone if nothing else. :P
Estopolis
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Re: [WIP] Psychic -- Public Beta #1

Post by Estopolis »

Could you define.. Not plays well with the mod? Because what you intended and the way the wad ends up working with some levels could be two entirely different things.

I would imagine that any wad that has some sort of replacement weapons/ammo for it would make Psychic much harder. Like say.. The default gun drops aren't there, but are instead switched with weapons that aren't "Replaces Supershotgun" or things like that.

Custom monsters don't work as well, and uh.. ZPack actually has quite a lot of monsters that were replaced apparently. The Baron of Hell/Hell Knight/Cacodemon and I think a few others don't actually drop any little bit of money, however the Rocket Zombies and Plasma Zombies drop some money(3 and 5 Blood Money, respectively). So it's odd. But so far it works completely, just.. Odd things.

I'll probably continue to play with other wads that do replacements like that, I'll probably just post when I find other things that won't work very well.

Oh, the Evil Marines in Scythe 2 that replace the Wolfenstein Nazis still drop the proper amount of money, so.. Good to know that things like that will still work, yes?
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SoulCrow
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Re: [WIP] Psychic -- Public Beta #1

Post by SoulCrow »

I think in the examples you mentioned above, it is mainly because the actual Actor itself has either been replaced, or not replaced respectively. The Cacodemon/Hell Knight/Baron Actors in ZPack were replaced so that their blood would change to the colour as seen in their death sprites, whereas Scythe II doesn't use DECORATE - the marine is simply a reskin of the Nazi - the actual Nazi Actor is still intact.
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peoplethought
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Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

How do I bind buy items. I tried: bind T "Buy Items" And every variation of capital letters in there, it always says it doesn't understand Buy.
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Snarboo
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Re: [WIP] Psychic -- Public Beta #1

Post by Snarboo »

You buy items with the "use" key, same one you use to open doors.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

Correct. The "buy items" key opens up the menu, and you can use standard controls (move forward, turn/strafe left, etc.) to select and purchase things. For the record, +ATTACK, +JUMP, and +USE all work as a "use" key in the menu, since I wasn't sure who would have which key bound to what and I figured that at least one of them would be bound to something useful like space or enter.

@Esto: I meant anything that breaks the wad, like what you mentioned, or maps that are impossibly too-difficult or otherwise not much fun to play at all with it. As for the custom monsters, I'll be releasing patches at some point for different mods that will allow the new baddies to drop cash. KDiZD and the ZDCMP will probably be first, and ZPack as well, for good measure. ;)
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Snarboo
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Re: [WIP] Psychic -- Public Beta #1

Post by Snarboo »

Gameplay breaking wads would probably be those with ridiculous amounts of monsters, such as the later levels in Scythe and Hell Revealed, but maybe only from a pistol start. That was mentioned in the readme, however. If you progress normally, you could probably do very well in those kinds of wads. I'm not a huge fan of slaughter maps, though.

I played through all of The Ultimate NMD's third episode and Psychic worked great. There were some difficult bits, but you generally had enough BM to progress. I used the "elemental" (fire, earth, ice) and plasma abilties as my mains, which worked nicely.
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peoplethought
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Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

You should probably change this then:
Be sure and bind a key to "Buy Items" in the config menu
I was actually trying to bind "Buy Items".

But, also I press the Use key and nothing happens.
Estopolis
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Re: [WIP] Psychic -- Public Beta #1

Post by Estopolis »

Well Snarboo, the first wad I completely went through with Psychic from beginning to end was Scythe 2.
It actually.. Wasn't too bad. It went really well, even after the levels that kill you to reset what you have. Fun stuff. It wasn't easy, but it wasn't impossible.

You do have to get a bit creative at times, I'm still progressing through ZPack on UV and about to finish the second episode. Even with the enemies that don't have money, it's certainly more than playable. I ended up picking up Gravity to make it through More Tricks & Traps, and now I see that it's really useful for harder runs.
Works great on crowds and actually starts Infighting, even between monsters of the same type that normally can't hurt each other. So chances are, as long as you don't start a wad like.. Let's say Nuts, or a slaughter map that doesn't really start you off in any kind of fair way, I think Psychic will do fine with most things.
Last edited by Estopolis on Thu Jun 04, 2009 2:10 pm, edited 1 time in total.
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Snarboo
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Re: [WIP] Psychic -- Public Beta #1

Post by Snarboo »

A few things I noticed recently:
-If a crusher crushes a body before it drops blood money, you don't get any. :p
-Invincibility doesn't seem to have a hud timer like the rest of the powerups. At least, I didn't notice one.
-Somehow, after freezing an Arachnotron, I was able to "kill" it and have it drop blood money, but its frozen corpse was still there.

@Esto: Yeah, I imagine it was pretty playable if you managed your items right. I doubt you'd get very from a pistol start, but Xaser warned about that. Being able to buy powerups makes things a whole lot easier.
Estopolis
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Re: [WIP] Psychic -- Public Beta #1

Post by Estopolis »

I think the reason for the Blood Money not being there when crushed is similar to when enemies who drop items normally have them disappear.
Like if you killed a Chaingun guy underneath the crusher, the gun will disappear when squished.
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