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whatup876 wrote:Speaking of player sprites, on the subject of the player's arms, i thought the cyborg could have had floating hands (either the cyborgs actual robo hands or blue holographic ones) to become more faithful to Doom VFR and the fact that we may not have that much reference to the combat chassis' arms or even its body.
As good as it'd be, I'm not going to hack up per-gender first-person hands for every frame and weapon already in the mod.
AvzinElkein wrote:Minor bug: hitting the Melee key while wielding the axe will make you use your fist instead, contradicting the Codex entry for the axe.
Thanks for this. Some of the descriptions were written before the weapons themselves were completed, so some details are a little inaccurate to final implementation.
whatup876 wrote:I remembered the unused Archvile sound from the PS1 port was a thing and thought if that could be used for an Archvile variant or not.
Not impossible, but the unused Archvile sound stuff that was released was pretty raw and would require a lot of extra processing to get onto the same level as the pre-existing Console Doom stuff.
Supposedly, someone has already worked to address that (somewhat):
Hmm, I get what they're trying to do but it sounds kind of messy and indistinct.
Actually, it reminds me a lot of the "Underwater" flanger effect from Cool Edit 2000, and that's a reference that nobody's going to get and it's going to severely age me.
whatup876 wrote:Speaking of player sprites, on the subject of the player's arms, i thought the cyborg could have had floating hands (either the cyborgs actual robo hands or blue holographic ones) to become more faithful to Doom VFR and the fact that we may not have that much reference to the combat chassis' arms or even its body.
As good as it'd be, I'm not going to hack up per-gender first-person hands for every frame and weapon already in the mod.
AvzinElkein wrote:Minor bug: hitting the Melee key while wielding the axe will make you use your fist instead, contradicting the Codex entry for the axe.
Thanks for this. Some of the descriptions were written before the weapons themselves were completed, so some details are a little inaccurate to final implementation.
Kinsie's really good about pushing his changes to GitHub, so I'm sure when the changes are made you'll be able to see them.
Excellent work on all the exciting stuff coming up Kinsie, and HUGE SHOUTOUT TO THE MIRACLE DOCTOR for all his sprite shenanigans! Those mugshots look hella good!
Yeah, the "development build" link just downloads the GitHub repo. It's pretty up-to-the-minute as a result, for better or worse - shit might be broken!
I saw Revenants (a regular one and Fiend) infighting each other and i thought it was fixed.
And i like that the invulnerablity's blue filter is a little tribute to the GBA port, but i wondered if other power ups could have had a screen effect similar to Doom 4 power ups where they don't necessarily cover the full screen.
Anyway, i also thought more about those monsters suggestions:
* Druj could still have a regular Mancubus fire attack, making the individual fireball attack a secondary attack, just in case he needed to be more vanilla-friendly.
* If Ghoul shooting two rockets is bad, maybe they could deal less damage or he could have an original attack, like a slow projectile, but with a trail effect. (as if it was fire)
* The Doom 4 Pinky (Belphegor) in their game's MP could turn into a Spectre, which may or may not be a good idea, but he also has a canonically short vision.
Edit: Also, i just tried the mod with TNT and the second level has that area where you're meant to telefrag the Barons, but they jumped out of their areas.
whatup876 wrote:Edit: Also, i just tried the mod with TNT and the second level has that area where you're meant to telefrag the Barons, but they jumped out of their areas.
Turn "Potential Map-Breakers" off and jumping enemies will only jump straight upwards, reducing the likelihood that they'll escape their station.
whatup876 wrote:Edit: Also, i just tried the mod with TNT and the second level has that area where you're meant to telefrag the Barons, but they jumped out of their areas.
Turn "Potential Map-Breakers" off and jumping enemies will only jump straight upwards, reducing the likelihood that they'll escape their station.
I'm not entirely sure but "Monsters cannot cross dropoffs" under Compatibility Options should also do the trick.
i don't know if it's something on my end of things or in the mod, but the flashlight's kinda useless now, because it only makes the items and debris look brighter.
LossForWords wrote:i don't know if it's something on my end of things or in the mod, but the flashlight's kinda useless now, because it only makes the items and debris look brighter.
Works fine for me on the latest stable GZDoom. Check your dynamic light settings.
I guess I'll have to change that to a proper spotlight at some point.
i fidgeted around with the dynamic light settings and i eventually got it to work, but i died and forgot that loading a save reverts the options to where they were in the time the game was saved and also what i did to make it work, but thanks for the help, anyways.