High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Gollgagh
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Gollgagh »

Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
Spoiler:
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Somagu
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Somagu »

RikohZX wrote:
Valherran wrote:5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
Pretty sure they're meant to be a take on the grease guns.
Likewise, the Shotgun is internally actually called a Winchester, and it's only by reason of Future Lore that it's not referred to as such.
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DoomRater
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by DoomRater »

Gollgagh wrote:Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
Hmm, considered making the grenades replace flechette pickups and allowing someone to use the demon as a superweapon instead?
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Gollgagh
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Gollgagh »

That was not meant to be a demonstration of all the weapons, I'm just trying to get it to work right now.

Also I have zero idea how to balance anything, partly because I don't actually have very much experience playing Hexen (I have literally never completed the first hub), and partly because I balance about as well as an average American's diet.

But yeah, I can do that.
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will183
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by will183 »

Heretic support?
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Overlord
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Overlord »

lol he already did both, heretic and hexen support in the next version, check the stream of term
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Gollgagh
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Gollgagh »

Mind sharing a link?

I have no idea where that is.
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Valherran
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Valherran »

RikohZX wrote:
Valherran wrote:5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
Pretty sure they're meant to be a take on the grease guns.
Eh, maybe, barrel seems off though (literally).
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Overlord
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Overlord »

Gollgagh wrote:Mind sharing a link?

I have no idea where that is.
https://www.twitch.tv/videos/164783302
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TerminusEst13
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by TerminusEst13 »

As always, thank you all for playing! I've taken a lot of criticism and feedback into account for a v1.1 build, and it should be coming out very soon, give or take a few bits of polish and balance testing. I didn't get to squeeze in every feature I'd wanted to (the option to swap between 1 SMG and 2 is more difficult than I thought, as is interrupting reloading by whipping), but hopefully it takes care of a lot of troubles.
Doctrine Gamer wrote:Playing his mod reminded me of Cowboys From Hell of Pantera Band. :rock:
This is excellent, I look forward to a next update if there is one.
Have you thought about creating Intermission Text for main wads (DooM I, II, Final Doom) just like you did for Strange of Aeons?
Thank you very much!
I've thought of it, but with a whole ton of mapsets that make use of custom intermission screens, I'd rather not and would rather keep compatibility.
I'm told that it's possible to edit intermission stuff in ZScript now, but I haven't experimented with it yet. If it's possible, I'd like to down the line, with an option to either randomize text or go back to default text if needed.
hammer oz wrote:Just finished playing plutionia 2 with this baby and enjoyed every bit of it. The gun play is awesome as well as the sexy weapons and with the ability to change mod options on the fly makes playing with nothing but a pistol quite satisfying :D .
I was wondering Ever thought of turning this gem into something compatible with maybe reelism especially with the ol west reel that you can get :)
Thank you!
Unfortunately, Reelism compatibility is not very likely. There would need to be far too many modifications made to the player in order to have them properly modified by the Reelism reels. Sorry.
Sensu_Kamen wrote:dang ol term, making me stay up, screaming at him that i have school. gosh darn quality mods
SORRY
XristoferLee wrote:Nice really enjoying this one. If a may a few suggestions? The grenades are op as hell and bounce like a rubber ball. Maybe make them bouce less and allow less in the inventory? I just played a whole map using nothing but the grenades and still had 13 left after killing everything including a baron. Oh and the slide feature doesn't seem to work on my end. Using gzdoom3.1.0 32 bit. Great work Terminus
twinkieman93 wrote:They're only slightly more powerful than rockets, they only get really really strong in the context of an enclosed space where the fragments bounce around like mad and rip through targets multiple times. In a fairly open space it only takes one less grenade to kill a baron than it would with the RL.In an enclosed space, maybe less.
Cryomundus wrote:The grenades are pretty ridiculous against mancubi and arachnotrons, they get wrecked super fast due to the fact that fragments deal a lot more damage since they stay in their hitbox longer.
Thank you!
Yeah, the main culprit here for the grenade's strength are the shrapnel. Rippers are unpredictable, but they're powerful in groups. The actual main explosion itself is less damaging than the vanilla rocket, but it's the shrapnel that start shredding through everything afterwards. So I'll reduce the damage just a touch.
Allowing less in the inventory doesn't strike me as a good idea, since a lot of maps intentionally feed player a lot of rockets in order to take care of things.
NovaRain wrote:It would be nice if I can switch back to use single SMG after picking up two, at least for me it "feels" more ammo saving and I tend to spam too many bullets with dual SMGs. :oops:
This is a surprisingly popular request.
I gave it an attempt for v1.1 and wasn't able to get it down, unfortunately. Sorry! I'll try again another time in another build.
Valherran wrote:I had a go at this, and it was pretty fun to play. As always there is feedback to be given.
Most of the weapons are pretty damn good and balanced. There are some that I want to address though, along with some suggestions to give.
1. Bow & Arrows - If there is an ammo counter present for these, I am blind and don't see them. When I picked these up I thought they were infinite ammo like the boomerang, but I quickly ran out of arrows sniping Revenants from across the map. Other than that, it would be great if there was an upgrade or alt-fire to use against bigger targets since this is the only sniper rifle type weapon in the game. Maybe something like an enchanted arrow alt-fire that you have to charge up to fire to deal heavy damage to a target.
2. Demon Mode - For some reason this takes 40 energy to summon and 40 to unsummon. I think it would be better if it just costed 80 to summon, maybe even bump it up to 100 because of how powerful this thing is. :lol:
3. Revolver - This would be perfect if it dealt the same damage as the boomerang. I thought it was a little silly that a chaingun zombie could take up 4 rounds to kill from a revolver, but only 1 hit from a boomerang. This does not mean the boomerang needs to be nerfed, I think it's perfect as it is for short range silent kills.
4. Shotgun - I was really hoping this would have been a Winchester model to fit the cowboy theme, maybe we could get this in the future?
5. Dual SMGs - Same thing with the shotgun, it would be interesting to keep having the character show his age using extremely old weapons in and past his era. Instead of using TEC-9's from the late 80's, maybe something from WW1 like a Villar Persosa.
6. Grenades - Nothing wrong here, I like them a lot. Though the amount of bouncing they do is unorthodox. A simple suggestion I could give for these to make sense is during one of the throw frames, make the grenade glow as if he enchanted it to throw it like that.
Thank you, I'm glad you liked it!
1: In 1.1, you should be able to re-pick-up arrows that you've missed, so that should help a lot with ammo. I'm surprised you didn't get an ammo counter, though. What HUD and resolution do you use? Maybe I've missed an aspect ratio.
2: Changed to 80, thank you!
3: Yeah, it's a little strange that a boomerang would do more damage than a gun, but the revolver already does quite a bit of damage compared to vanilla at 10-30 damage per shot with a MUCH faster rate of fire. Adding even more seems like it might eclipse the other weapons. Still, if I add more to this, I might add a slider similar to the Damage slider, but for extra revolver damage instead.
4: This is a pretty common point of criticism. The more people raise it, I'm thinking more and more that the shotgun model wasn't really a good choice. Unfortunately, though, fixing it is going to be a matter completely and entirely out of my hands--it'll depend entirely on if my friend who got me the model in the first place would be willing to rip another model instead. I'll give him another ask, once he's free from uni.
5: As mentioned, they're already quite old weapons! They're based on the M3 Grease Guns from WWII, certainly not TEC-9s.
6: Glowing frames would be interesting. I'll have to try that, thank you.
Gollgagh wrote:Hopefully I'm not stepping on toes, but I'm working on a rudimentary Hexen patch.
Spoiler:
This isn't toe-stepping at all! If anything, I'm extremely interested in this and would love to see what you've got with it.
I've also got something coming next update that would be extremely, extremely interesting or useful to you.
Please feel free to keep on with it, I'd love to see it.
will183 wrote:Heretic support?
Overlord wrote:lol he already did both, heretic and hexen support in the next version, check the stream of term
Heretic support, yes! Heretic support is in for v1.1.
Hexen support, no. Hexen comes with its own set of issues that I'm not 100% on how to tackle. I might not tackle them at all, as Hexen isn't a very popular game!
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badcaradvice
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by badcaradvice »

I like the idea of having a lever action rifle in game, though I'm wondering about how it can be added. If it replaces the Cintia it should get its own ammo, though I'm not sure how that would be implemented. Not sure how difficult it is to have 2 ammo types show in the same drops, where every now and then you might get bullets or you might get shells.

Otherwise it could be added as a new weapon entirely, though I don't know how it would work alongside the bow, since the bow is the current sniper. Not that the rifle has to snipe per se, but given its nature as a more accurate and long range weapon would make sense.

I like the idea of having a lever action rifle, but I feel like the bow covers that purpose pretty well in terms of sniping as well as being unique. The bow also has the advantage of being silent.

Also I like the use of the Grease Guns for slot 4, just because their simple looks fit the mood pretty well.
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Valherran
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Valherran »

An alternative can be to replace the current shotgun with a Model 1887. But I'm not against adding a Winchester too though.

Forgot to ask, what is that double barrel shotgun that is used currently?
Elementz
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by Elementz »

Will the hat soon have a purpose? Maybe land on an enemy and act like Zenyatta's orb of discord, except with the requirement to be picked back up?
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wildweasel
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Re: High Noon Drifter v1 - Dancing With Spiders

Post by wildweasel »

Elementz wrote:Will the hat soon have a purpose? Maybe land on an enemy and act like Zenyatta's orb of discord, except with the requirement to be picked back up?
It currently causes monsters to target the hat instead of you, so you can throw it as a distraction.
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TerminusEst13
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Re: High Noon Drifter v1.1 - Sixguns and Spaghetti

Post by TerminusEst13 »

Hey guys, I've released v1.1.
I'm very glad people have been fond of this mod so far, I've had a lot of fun working on it. This update is mainly addressing the issues/critiques people have had with it, and so there's a lot of bugfixes and little bits of polish added.
I've also, however, added Heretic support. Zhs2 sent me over some code for a really cool quickdraw-esque thing, which was really cool but didn't know how to put in. So I asked folks if I should put it in:



The overwhelming response was YES, but I wasn't really sure how to slot it in! One very frequent suggestion was to make it a one-time use item, like a Tome of Power. Then on a dev stream, a viewer suggested running around in Heretic. I hemmed and hawed for a bit, then just kind of shrugged and gave it a shot, slotting it in Heretic and replacing the Tome of Power. Worked like a charm and I went through Hordes of Chaos like a madman.
So, because of this, Heretic support has been added, and comes with its own curious array of items. There's also a couple new cvar options to bring a couple of these items into Doom as well if you can't live without 'em! Obviously, it's intended to leave the items to Heretic, but nothing wrong with having a little fun, yeah?
I also added Chex Quest support after a bit of drinking because it took like five minutes.

Either way, as usual, thank you for your suggestions, your feedback, and input. I sincerely appreciate it.
I wasn't able to put everything into this build that I wanted to, and I wasn't able to address everything, but hopefully it's good nonetheless. Let me know if anything seems off or if you think something can be done better.
Please enjoy.

DOWNLOAD HERE. (22.4 mb)
Hosting mirror provided by Powerhouse.

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