Sangelothi Mods (NeoCore v5 RELEASED PG.26)

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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 coming SOON)

Post by Sangelothi »

Captain J wrote:Long time no see there! Glad you posted some status and it seems very impressive.
Thank you! I had hopes to release this today, but I got called in early to work today (people just REALLY need their Olive Garden :roll: ) SO I'll be doing some last minute testing tonight, and a link will be up some time tomorrow y'all :D
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 coming SOON PG.24)

Post by Sangelothi »

IT'S FINALLY HERE

After being in development hell for some time, the newest version is up!

http://www.mediafire.com/file/6h6loyayx ... 4.zip/file

Feedback is greatly appreciated! :mrgreen:
Nothing should be broken, but I hope I didn't leave a typo somewhere :roll:
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-Ghost-
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by -Ghost- »

Congrats on the new release!

Most of the weapons feel pretty good, I like what you did with the pistols and most of the heavy weapons handle well too. Nice enemy variety and sounds/effects too! I think my only feedback is on the stuff I didn't really like last update:

- Shotguns still feel kind of meh. Ox Clot outclasses the regular shotgun and feels pretty good, but I think the Empress still doesn't feel right. Almost like they should swap with the regular shotgun having the characteristics/ammo drops of the Ox Clot, while the Ox Clot is the point blank "kill it right away" panic button with limited ammo. I think I picked up a lot more ammo for the Clot than the Empress. I miss having a pump shotgun too, but that's more a stylistic choice I've mentioned before.

-ARs feel pretty good, though increasing the magazine size and doubling up the ammo usage feels a little redundant on the Gut Pincher. It had a better feel before, with the other AR for when you needed heavier damage to put down mid-size enemies.

-Acer rifle: I think this one still had a role to play, now there's a gap where we don't really have a consistent long range weapon. The replacement just comes off as a weaker plasma rifle.

- Lag: This might be my GzDoom being out of date, but when I loaded up The Chasm in Doom 2 I got some pretty bad stuttering. I think it might have to do with one of the higher tier enemies, but not sure. I'll make sure my GzDoom is up to date and check again.

Other than that everything else works well, though. It's always nice to actually have a good fallback starter weapon that doesn't feel like a pea shooter, same for buffing the machete.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

I've noticed some lag recently too, but this was caused by the blood spawners getting caught underwater, infinitely spawning blood trails

I'll tinker with the ARs a bit, perhaps give the omni writer less recoil and better accuracy to offset the lacking sniper rifle. I didn't feel like the Acer both now and when I had redone it (before my hdd went out) was up to pace with the rest of the arsenal. I opted it out in favor of something more alternative in its use, plus the extra meta is a neat layer. Also thought NeoCore was missing more "beefy" weapons in its armory :lol:
The files are still in the wad though, some simple editing could always bring it back

Your comment on the shotguns reminded me I had sent wildweasel a pm about a shoty I was editing together. The sprite is still there, so I have a good base to start with on making a new pump action. I'll flip the spread too like you suggest. It'll look prettier too with lots of purple bullet puffs splashing the screen :mrgreen:
skdursh
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by skdursh »

Are you the same "Sang" from the AMC TC by any chance?
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

No lol, different Sang
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-Ghost-
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by -Ghost- »

Yeah that would make sense, I think I noticed the lag more in levels with a lot of toxic floors. Agreed on the AR's, I think I liked how there was basically a weaker, easier to find one for basic enemies, then you get the heavier one later with less magazine capacity and less ammo drops, but better for big stuff.

A pump shotgun would be great!
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Tesculpture
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Tesculpture »

I liked V3 and I sorta like the new version, and I do have some feedback.

-The weapon designs are certainly unique - The magnum-caliber, revolving-cylinder-fed, sawn-off shotgun was one of my favourites, and the Ox Clot, with the Garand-style-auto-ejecting mag, was cool too. In all honesty though I preferred the look of the old Stone Squid Rifle over the new one.

-There's nothing wrong with all the guns have massive spread (although the affore-mentioned shotgun is pushing it, I think), but it would be nice if a few guns, such as the starting pistol, at least had perfect first shot accuracy, to make dealing with long range engagements easier.

-I think the two "blue explosion" weapons (the Disc Launcher and the "Anarchy" half of the Honor-Anarchy rifle) could use a bit of a buff - they seem rather lucklustre compared to the other weaponry.

-The monster replacements are good; the Former Human replacements have a wide variety (though why do they have brown blood?) and the new monsters in V4 (specifically the Mancubus replacements) I like too. I do wish though that the green imps that replace regular imps and the green super-imps that replace revenants didn't look so similar.

-Slight issue with the max health upgrade item; if you pick up lots until your health max is greater than 200, health bonuses can still only heal you to 200. Also, it's kind of a pain that the shields that replace green/blue armour can be picked up even if your shield is full, thus wasting them.

Either way, I'm glad to see this being worked on again; keep up the good work!
DukeWooze
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by DukeWooze »

I am so happy this mod got a new release. The original was one of the best weapons mods I have ever played. One thing though I don't know if it's on my end but the QTILT is causing some weird stuttering when turning and moving at the same time. If you want I have an old script I wrote that does q-tilt but without that weird stuttering if you want it.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

I'd be happy to try it out :D

I'm currently working on bringing the Empress back to its full glory as a pump action, I think I'll slap it with a double shot alt attack :D

ALSO, IDEA! Thinking I might give the 5 shot horizontal burst to the Splinter (starting pistol) as an alt attack and make a new secondary pistol with a scope. Honestly it'd be nice to give all the weapons an alt attack, I'm not sure what I'd do for the slot 4 weapons, I'd like something more neat than a "select fire" :)
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-Ghost-
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by -Ghost- »

Maybe an ammo swap? Could switch modes so some have AP or hollow point rounds, maybe elemental effects or something, depending on how grounded you want it to be.
DukeWooze
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by DukeWooze »

Code: Select all

Script	"ScreenRotate" ENTER {

	While(True) {
	
		int buttons = GetPlayerInput(0, INPUT_BUTTONS);

		if (buttons & (BT_MOVERIGHT))
		{
			SetActorRoll (0,0.001);
			Delay(1);
			SetActorRoll (0,0.002);
			Delay(1);
			
			While (buttons & (BT_MOVERIGHT)) {
				buttons = GetPlayerInput(0, INPUT_BUTTONS);
				SetActorRoll (0,0.003);
				Delay(1);
			}
			
			SetActorRoll (0,0.002);
			Delay(1);
			SetActorRoll (0,0.001);
			
		} else if (buttons & (BT_MOVELEFT)) {
		
			SetActorRoll (0,-0.001);
			Delay(1);
			SetActorRoll (0,-0.002);
			Delay(1);
			
			While (buttons & (BT_MOVELEFT)) {
				buttons = GetPlayerInput(0, INPUT_BUTTONS);
				SetActorRoll (0,-0.003);
				Delay(1);
			}
			
			SetActorRoll (0,-0.002);
			Delay(1);
			SetActorRoll (0,-0.001);
			
		} else {
		
			SetActorRoll (0,0.0);
		}

	Delay(1);
	
	}

	
}
This is the ACS code for screen tilting I wrote awhile back. I hope it works for you. Sometimes things work differently on other computers.

As for some alternate fire ideas. I always like under slung shotguns and grenade launchers like...


But it doesn't have to be strictly a shotgun it could be anything. A plasma gun, flamethrower, anything!
Maybe throw in a akimbo weapon too.

BTW if you have any problems with that script let me know.
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Dr_Cosmobyte
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Dr_Cosmobyte »

Great to see a comeback! I confess i often forget this unique gem in weapon mods.

Loved the new release, i would be all down for more updates in the future.

P.S.: Holding reload key stops weapon bob, can be easily cured with a A_WeaponReady on the Reload stopped frame :)
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

I appreciate the feedback everyone :mrgreen:
New shotgun, can fire a single or a double shot. Much like in Half Life, was satisfying to make, now on to a new pistol :D
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-Ghost-
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by -Ghost- »

Nice, I like it! Still fits the mod aesthetic too.
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