Sangelothi Mods (NeoCore v5 RELEASED PG.26)

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Sangelothi
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Joined: Mon Sep 07, 2009 12:32 am

Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

Splinter Pistol now has horizontal burst as alt fire, the Coyote is replaced by the Acer Pistol with functioning Scope :D


Hud also has been updated (mostly just more saturation)
Should have an update later for this month :3:
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

I"ve recently upgraded from an Nvidia to an AMD card, it's great on everything except GZDoom, which still runs at high fps, but it stutters a lot. I've noticed using the Coldicite HP bars, some maps immediately become unplayable. Anyone else experiencing FPS issues? Just play without the HP bars if you are, I might need to figure out an alternate system (thank god I kept the wads separate, I would have never figured)
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00face
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by 00face »

Would it be possible to make lite version for the monster movement and weapons for compatibility with randomness? In short, I'd like it not to replace the vanilla weapons via an option or version if you have time.

Super cool so far, can't wait to see more of your stuff.
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Captain J
 
 
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Captain J »

New weapon sprite and the cyber pinky is the absolutely neatest thing in the world!
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LaputanMachine
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by LaputanMachine »

I've just finished a run through BTSX E1 with this mod, which has given me plenty of time to gather my thoughts on everything new.

- I like all of the new enemy replacements, but I think the Watcher needs to be nerfed somewhat. He's quite fast in both movement and attacks, which is contrary to the Cacodemon he replaces and screws up the balance of encounters from time to time. Other than that, I'm fine with what's going on.
- I already see that you're working on more precise weapons, but I just have to say that I was getting flashbacks to Half-Life 2 with the spread and recoil on some of these guns. The Exorcist Magnum in particular feels like it came out of a cover shooter with the way it loses all effectiveness after 10 or so feet, and I wouldn't mind seeing it replaced with something more reasonable.
- Speaking of weapons, what is going on with the Bright Cannon? I don't mind it in concept, but I'm just bewildered by how exactly it does damage. Sometimes it's a pea shooter, other times it's a meat grinder. It's not splash damage, but it hurts multiple bodies in a crowd at the same time. I have noticed that sometimes the projectiles emit sparks; are those doing the extra damage, and if so, how do I make the most out of them?
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

The Bright Cannon fires a single projectile with low damage but a large AOE (splash damage but not to the player) this should stun large crowds in the distance so you can close in the gap. Each projectile is followed with the sparks, very short range, but devastating :D

I've buffed the initial projectile for the next update. Even larger radius, and more direct damage, it can kill at a distance now. just not as efficient, as intended.
I've also nerfed the watchers, I've noticed this too recently when getting ambushed by Primes, it's an absolute nightmare lol

I'm hoping to drop an update this week, I'm just seeing how many little things I can squeeze in (a lot of graphical updates here) :mrgreen:
Artman2004
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Artman2004 »

Reload key doesn't work.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

the reload key was updated to the built in weapon reload key, go to your options and bind that as the jurry rigged reload key that was used is a vastly outdated method lol
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

http://www.mediafire.com/file/zw1p04csa ... 5.rar/file

New Update Y'all!

I'm going on a road trip, and I meant to release this last week. I kept making minor adjustments and retesting, but everything is in working order, I may have to re-balance a few things as I haven't fully tested some last minute changes, so let me know :D

A list of changes!
-Coyote Pistol is replaced by the Acer Marksman Pistol (Slot 2) giving the player back a sniping weapon
-Empress Shotgun is back! Pump action that can fire a single or double shot
-Splinter Pistol's mag increased to 20 and can quad burst as an altfire, also reloads faster
-Gut Pincher now with 72 mag (still takes 2 bullets per shot) but now the first bullet is always center focused, and the second vertically tightened for a horizontal spread. It should be noted the second bullet now has increased damage, this should give a better damage output upclose, and better crowd control as the player can painlock larger enemies while killing the fodder surrounding
-Omni Writer has reduced recoil
-Scrap Cannon fires one more projectile and reloads slightly faster
-HA PLasma Rifle has increased damage so it melts as fast as it eats ammo (should bring this more up to par with the Bright Cannon, despite the BC being a close range weapon)
-Bright Cannon's Large projectile is now stronger on direct hit, and a larger aoe
- Constructor's Iron Shells are now much faster, and with a larger aoe
-Several graphical changes...medkits, slime mutant sprites, HUD, iron fiend sparks
-Both Watchers have been tweaked, slower projectiles and less damage, also the Prime makes a wind up noise before it fires (I may increase it's volume though)
-The Gore system has been fixed so blood trails don't infinitely spawn underwater, I had no idea this was an issue for the entirety of this mod until recently playing the underwater episode on Joymaps

Enjoy! I appreciate all the feedback! I'll add more alt fires and hopefully a second slot 7 weapon in the next update :mrgreen:
Last edited by Sangelothi on Fri May 22, 2020 6:27 am, edited 1 time in total.
AvzinElkein
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by AvzinElkein »

You sure everything's fine? I got a lot of red messages.

Code: Select all

Log started: 2020-05-21 23:31:31
GZDoom version g4.3.3
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/gzdoom-4-3-3-Windows-64bit/gzdoom.pk3, 612 lumps
 adding C:/gzdoom-4-3-3-Windows-64bit/game_support.pk3, 2523 lumps
 adding ./DOOM2.WAD, 2919 lumps
 adding Sang-NeoCore.wad, 2141 lumps
I_Init: Setting up machine state.
CPU speed: 3793 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor 
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Realtek HD Audio 2nd output (Realtek High Definition Audio)
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Attempting to remap texture m_rdthis to non-existent lump z_rdthis
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 186.15 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
R_InstallSpriteLump: Bad frame characters in lump GTPRZ0 
R_InstallSpriteLump: Bad frame characters in lump GTPRY0 
R_InstallSpriteLump: Bad frame characters in lump GTPRX0 
R_InstallSpriteLump: Bad frame characters in lump GTPRW0 
R_InstallSpriteLump: Bad frame characters in lump GTPRV0 
R_InstallSpriteLump: Bad frame characters in lump GTPRU0 
R_InstallSpriteLump: Bad frame characters in lump GTPRT0 
R_InstallSpriteLump: Bad frame characters in lump GTPRS0 
R_InstallSpriteLump: Bad frame characters in lump GTPRR0 
R_InstallSpriteLump: Bad frame characters in lump GTPRQ0 
R_InstallSpriteLump: Bad frame characters in lump GTPRP0 
R_InstallSpriteLump: Bad frame characters in lump GTPRO0 
R_InstallSpriteLump: Bad frame characters in lump GTPRN0 
R_InstallSpriteLump: Bad frame characters in lump GTPRM0 
R_InstallSpriteLump: Bad frame characters in lump GTPRL0 
R_InstallSpriteLump: Bad frame characters in lump GTPRK0 
R_InstallSpriteLump: Bad frame characters in lump GTPRJ0 
R_InstallSpriteLump: Bad frame characters in lump GTPRI0 
R_InstallSpriteLump: Bad frame characters in lump GTPRH0 
R_InstallSpriteLump: Bad frame characters in lump GTPRG0 
R_InstallSpriteLump: Bad frame characters in lump GTPRF0 
R_InstallSpriteLump: Bad frame characters in lump GTPRE0 
R_InstallSpriteLump: Bad frame characters in lump GTPRD0 
R_InstallSpriteLump: Bad frame characters in lump GTPRC0 
R_InstallSpriteLump: Bad frame characters in lump GTPRB0 
R_InstallSpriteLump: Bad frame characters in lump GTPRA0 
R_InstallSpriteLump: Bad frame characters in lump GTRRE0 
R_InstallSpriteLump: Bad frame characters in lump GTRRD0 
R_InstallSpriteLump: Bad frame characters in lump GTRRC0 
R_InstallSpriteLump: Bad frame characters in lump GTRRB0 
R_InstallSpriteLump: Bad frame characters in lump GTRRA0 
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 432.00 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
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Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1366 x 768
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Sangelothi
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Re: Sangelothi Mods (NeoCore v4 RELEASED PG.25)

Post by Sangelothi »

Those have been there since the gut pincher was updated, I believe it's due to the large canvas size of its sprite and the reload animation pulling far to the right. Doesn't affect anything as far as I know, but if it does, let me know! Would rather be wrong so I can fix it :D
Last edited by Sangelothi on Sat May 23, 2020 2:38 pm, edited 1 time in total.
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Captain J
 
 
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Post by Captain J »

Finally playing this once again. Some changes like weapon sprite replacements and newly added weapons are very satisfying to use. Also some new enemies are looking good!

However, i'm not sure why CQB Bright Cannon's Alt-Fire attacks twice in a single click, tho. It's powerful, yeah. But i would like to preserve ammo even more! Other than that, it's very solid, fluid and flawless.
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-Ghost-
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Post by -Ghost- »

Congrats on the new release! The weapons feel pretty good now, I especially like the new pump shotgun, and that new pistol is cool too.

Bright Cannon is still in kind of a weird place though, like CJ mentioned.
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Sangelothi
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Post by Sangelothi »

Thanks for the feedback! I've adjusted the BC's altfire to be single shot and pump action. I've also adjusted the frost to have longer range and more damage.
Gut Pincher's ammo pool has been condensed so the second bullet no longer counts

I'd like to get out one last big update before I start to move on to another project, another slot 7 weapon is my primary goal :D
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-Ghost-
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Re: Sangelothi Mods (NeoCore v5 RELEASED PG.26)

Post by -Ghost- »

Any chance of a bit more blood and effects? I'm not sure if most of the monsters really have a gib state or anything like that. Or would you suggest just using one of the blood and gore addons floating around?
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