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

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

Post by peoplethought »

I don't know what it was, but I have my use key set to q. I also had something else bound to f, which upon examining the wad I see is the default key to open the item menu. I edited the wad to use x as the psyshop key and I can use it now.
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Jimmy
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Jimmy »

Estopolis: The blood money itself doesn't get crushed. What Snarboo's saying is that a dead monster can get crushed (and turn into a static "bloody mess" actor) before it gets the chance to drop any money.

I think there's probably two ways to workaround this:
  • The monsters spawn the money right at the beginning of their death state.
  • A relatively simple Crush state could be worked into each monster (longer but less hacky)
Perhaps crushing enemies should reward more money?
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

peoplethought wrote:I don't know what it was, but I have my use key set to q. I also had something else bound to f, which upon examining the wad I see is the default key to open the item menu. I edited the wad to use x as the psyshop key and I can use it now.
No need to edit the wad -- It's right there in the Customize Controls menu in Options. Check the very bottom for the bindings. Lots of mods do this.

About the crushing thing: Hmm, never thought of this, but is it too big a deal? I can't just move the BM-spawning to earlier in the death sequence without moving A_NoBlocking to an earlier state, which is hackier. Crush states could work but this would more often than not result in two sets of Bloodmoney being dropped... though I suppose you guys would like that. :P

I may do this, as a "reward" for crushing enemies.
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peoplethought
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Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

It's kind of silly that I'm continuing this, but: I have one guy telling me to press the open door button to bring this menu up, and your original post says to bind "Buy Items" to bring it up, and now I'm supposed to have known that the key was listed in the customize controls menu. Should probably make it clear and just say press the F button or whatever it was in the description.
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Snarboo
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Re: [WIP] Psychic -- Public Beta #1

Post by Snarboo »

Crushed enemies not dropping blood money isn't a big deal, it was just an observation.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

peoplethought wrote:It's kind of silly that I'm continuing this, but: I have one guy telling me to press the open door button to bring this menu up, and your original post says to bind "Buy Items" to bring it up, and now I'm supposed to have known that the key was listed in the customize controls menu. Should probably make it clear and just say press the F button or whatever it was in the description.
I'm not really sure how to make this more clear. I figured it was common practice to check the control config if new bindings are mentioned and I even said to do it in the textfile. Also I can't just say "press F" for the same reason you mentioned: if someone already has something bound, it won't work until you assign the control to a different key. It's just a default, nothing more.

Quick rule of thumb: If there's a new keybind in a mod, it will probably be in the "Customize Controls" menu. Making a user actually drop the console and bind it manually is considered bad practice on the modder's part. Thus, you shouldn't ever have to worry about doing it. Check the menu if all else fails.
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peoplethought
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Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

I would think it would be common practice when playing a new game with which you aren't familiar with the controls. But considering how old Doom is and how uncommon it really is for there to be new keys in mods for it, I didn't even think to check it. It just seems kind of strange to assume that everyone that plays this will instinctively go to the key config and scroll down to the bottom. I didn't even know you could add new keys to the configuration, and I've done quite a bit of editing with Zdoom. But maybe it's just me.

I'm not trying to be a dick or anything, but I nearly gave up on playing it because I couldn't figure it out.
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

Heh, don't worry about it -- confusion happens. If it's any consolation, I'll make it a little more clear and add something about it to the F1 screen when I get around to doing it.
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Dreadopp
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Re: [WIP] Psychic -- Public Beta #1

Post by Dreadopp »

Just downloaded this today, and I thought if was pretty cool. I like the use of money and the in-game shop. The weapons and the effects look pretty good as well. I think my favorite weapon is the double handguns with max upgrades. :P
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Re: [WIP] Psychic -- Public Beta #1

Post by Amuscaria »

Very interesting wad, especially the powers. I'm very curious as to how you got the Ice ball to stick to monsters. :D
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

Clever trickery and use of A_Fire... which, come to think of it, is really ironic. :P
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peoplethought
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Re: [WIP] Psychic -- Public Beta #1

Post by peoplethought »

Is there a cheat to get lots of money. I just want to play around with all the powers but I don't have time to collect coins.
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Re: [WIP] Psychic -- Public Beta #1

Post by wildweasel »

That brings to mind a little issue I should mention: on the easiest difficulty, the BM pickups are still worth the same amounts as in the harder skills. Any chance you could double them?
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Xaser
 
 
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Re: [WIP] Psychic -- Public Beta #1

Post by Xaser »

peoplethought wrote:Is there a cheat to get lots of money. I just want to play around with all the powers but I don't have time to collect coins.
Try "give bloodmoney 9999" -- that should do the trick. ;)

Note that 9999 is the maximum you can hold, but hopefully nobody will try and exceed that limit unless they have absolutely nothing left to buy and don't like spamming powerups. :P

@Weasel: Is there a way to check skill level using A_JumpIf? I may do something like this if so, but otherwise I wouldn't be able to do much without changing Bloodmoney to be an ammotype, which I don't want to do (would screw up testing on my end -- I "give ammo" on a lot of things).

[EDIT] Or I can just reduce the cost of items on lower skills. That should do the trick. ;)
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Re: [WIP] Psychic -- Public Beta #1

Post by Project Shadowcat »

Xaser wrote:
peoplethought wrote:Is there a cheat to get lots of money. I just want to play around with all the powers but I don't have time to collect coins.
Try "give bloodmoney 9999" -- that should do the trick. ;)

Note that 9999 is the maximum you can hold, but hopefully nobody will try and exceed that limit unless they have absolutely nothing left to buy and don't like spamming powerups. :P
I recommend a limit boost to a fifth digit at least. I have a bad habit of hording up before actually upgrading sometimes.
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