Nightshift v2.1 (01/12/20) Stable changes

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-Ghost-
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Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by -Ghost- »

You could make backpacks have a higher chance to spawn them, or tie it to a more rare powerup if needed.
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r&r
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Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by r&r »

Dr_Cosmobyte wrote:I am not going to lie, i've shown a concept of a scope upgrade to the L85A2 in the Discord server, and people seemed to like it, actually.

I don't think i would mind expanding the capabilities of the current arsenal (adding laser sights, silencers, scopes/whatever comes to mind, and, more important than anything, IF they are avaiable somehow, as i am not talented enough to make those sprites, they're the fruition of other great guys work). My only holdback is how to implement them. Randomspawners are sheer luck and not every player will get to experience the same fun as if they could actually pull a way to drop them.

I am open to suggestions though. =)
A Sprite that maybe good for the shotgun upgrade
https://www.realm667.com/index.php/en/a ... 40-drummle

and guns with scopes maybe good for the Pistol upgrade. they're mostly rifles, maybe idea to photo-shop the scope onto the handgun.
https://www.realm667.com/index.php/en/a ... n-21485257
https://www.realm667.com/index.php/en/a ... iper-rifle

silly secret weapons ideas
https://www.models-resource.com/gamecub ... del/30813/
https://www.models-resource.com/pc_comp ... del/10233/
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SHayden
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Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by SHayden »

I like this mod, however I have some minor complaints like adjusting ammo spawn probability doesn't seem to work, for example I set the rifle (or flamethrower) spawn to "never" and they still spawned every time, the rifle ammo is too generous dropped by shotgun dudes and I don't feel like I need to be smart about ammo conservation, I can just shoot away all I want and will still have plenty of ammo. Rifle also feels too strong to be acquired before the shotgun, I think shotgun should come before the rifle. Everything else is pretty okay, and I enjoy the mod. :thumb:
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Re: Nightshift v1.3 - A Customizable Survival Horror Mod

Post by Dr_Cosmobyte »

Hi!

I suppose you mean rifle ammo dropped by shotgunners, right? Unfortunately weapons are still not treated the same way as ammo is, but you can bet weapons will have dropping percentage cvars as soon as i get some code wrote.

About weapons themselves: Since shotgunners drop the shotgun instead of shells, the way Nightshift spawners work will look at your inventory and search if you have said weapon. If you don't have it, it will give you a shotgun. But if you already have it, it will give you ammo instead! So that's why the ammo spawners may be tuned to "never", but the actual weapon will always appear to you.

This applies to all guns, and that means you'll only see the actual gun pickup once.

Thanks for the feedback! I didn't wanted to nerf guns too much (so the players don't feel too helpless), but it seems a constant request in my list.

v1.4 is coming boys, don't worry!

EDIT: Added another poll! This time the theme is all about weapon damage, so, pickup up your option and comment if you feel you should say something else!
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SHayden
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Re: Nightshift v1.3 - Yet another poll added!

Post by SHayden »

If I may add the only thing missing in this mod (or with this mod) is some badass creppy tension music background.
Something like this
Spoiler:
Spoiler:
Spoiler:
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Dr_Cosmobyte
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Re: Nightshift v1.3 - Yet another poll added!

Post by Dr_Cosmobyte »

Thanks for your suggestions!
In the meantime, check out the "add ons" section in the first page and try playing it with the Ambience Pack by Hellstorm Archon!

It's a great addition and it adds to the atmosphere. Just don't forget to turn the music back on in the "Extra" menu!
bumfight
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Re: Nightshift v1.3 - Yet another poll added!

Post by bumfight »

I play with custom monster wads and music, would be great if those would be optional in the next versions
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Re: Nightshift v1.3 - Yet another poll added!

Post by Dr_Cosmobyte »

I apologize if i understood wrong, but, you can play Nightshift without any addons if you want. Every file of the addons section is purely optional. They mostly are there to give it a different flavor.
SLON
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Re: Nightshift v1.3 - Yet another poll added!

Post by SLON »

What about the rain option (yes, I'm know, it's will be a mainly the snow's sprites switch)?

Speaking of music, I also think that it requires something dark, but at the same time melodic.

I also want to note that for some reason this stubbornly reminds me of the first Max Payne game.
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by Dr_Cosmobyte »

So, real life is going to weigh on me in the next days, leaving me less time to work on mods. I do hope i can keep up with everything, but to avoid keep you guys waiting, here's a new update for Nightshift!

Of all cool things, we have the Crowbar, as promised, cool scenario effects (thanks a lot to Gifty!), a new Hexen-like startup provided by Endie, and some gameplay tweaks to keep things cool.

Have a lot of fun!
Spoiler: Changelog v1.4
Last edited by Dr_Cosmobyte on Mon May 04, 2020 1:29 pm, edited 1 time in total.
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Error313
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by Error313 »

I love the replacement of the snowy sky, but in some maps it looks strange, could it be an option in the mod menu?
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Dr_Cosmobyte
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by Dr_Cosmobyte »

It's not on my skills, sorry...

B U T

I know a very very easy way to do so:

1 - Select a sky pic you like (preferentially in png);
2 - Name it "skypic1", without the quotes;
3 - Put it in a rar;
4 - Load it after Nightshift;
5 - Profit!
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by Jarewill »

How is it not on your skills if I might ask?
I opened the ACS source file out of curiosity and saw that it does indeed use ChangeSky.
And right above that line is a CVar check, so making a CVar for the sky changing shouldn't be all that difficult to do, unless I am missing something vital.

Also I have noticed that on default snow settings (Merry XMas) the game tends to lag quite a bit on more open maps. (Doom 2's MAP15 for example)
From what I've heard particles generally are lighter on the game than actors, so why not use SpawnParticle to deal with the snow as an option in the settings?
Of course toggle-able for people who prefer nicer looking actors, but people who still want the nice and atmospheric snow could use the particle option and not sacrifice much performance?

Talking about snow, recently I have seen some footage of Silent Hill and the way it masks loading times with fog is really good for the atmosphere. Could something similar be made as an optional CVar?
I have managed to make something like that work with Sector_SetFade and SetFogDensity.

And lastly, I have noticed when playing once that the walls had random decals on them that weren't there normally. I had nothing else loaded, so I assume it's an addition here?
If so, it is an extremely nice feature to have as it adds even more atmosphere, even though it's also extremely rare for it to happen. (only saw it happen once)

Good job with the mod and good luck with it also!
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by -Ghost- »

Heavy rain and fog would be cool environmental effects to randomly switch between.
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Re: Nightshift v1.4 (03/05/20) - Yet another poll added!

Post by Dr_Cosmobyte »

How is it not on your skills if I might ask?
I opened the ACS source file out of curiosity and saw that it does indeed use ChangeSky.
And right above that line is a CVar check, so making a CVar for the sky changing shouldn't be all that difficult to do, unless I am missing something vital.
The original ACS is from TerminusEst13 's Harder Event (which he authorized me to use), and i am basically babystepping into ACS. Given that the ChangeSky has a CVAR, the only thing i probably will know how to do is to turn the sky off =p
Also I have noticed that on default snow settings (Merry XMas) the game tends to lag quite a bit on more open maps. (Doom 2's MAP15 for example)
From what I've heard particles generally are lighter on the game than actors, so why not use SpawnParticle to deal with the snow as an option in the settings?
Of course toggle-able for people who prefer nicer looking actors, but people who still want the nice and atmospheric snow could use the particle option and not sacrifice much performance?
That seems way easier to me, will check on it ;)
Talking about snow, recently I have seen some footage of Silent Hill and the way it masks loading times with fog is really good for the atmosphere. Could something similar be made as an optional CVar?
I have managed to make something like that work with Sector_SetFade and SetFogDensity.
Well, i will try but again, my ACS skills suck...
And lastly, I have noticed when playing once that the walls had random decals on them that weren't there normally. I had nothing else loaded, so I assume it's an addition here?
If so, it is an extremely nice feature to have as it adds even more atmosphere, even though it's also extremely rare for it to happen. (only saw it happen once)

Good job with the mod and good luck with it also!
If tou are talking about the blood and scratch decals, yes! Gifty, author of Dead Marine and Smooth Doom allowed me to use this neat and genious effect that takes advantage of the scenario. To differentiate my effect from his, i used scratches from a Final Doom texture pack on Realm 667 (mine are brown, Gifty's are gray) and some blood decals from Resident Evil Survivor. To see it again, just play maps with dead marine corpses! Doom 1 has lots of them.

Thanks for your suggestions, keep having fun!
-Ghost- wrote:Heavy rain and fog would be cool environmental effects to randomly switch between.
Thanks for suggesting! I might do experiments along the week =)
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