Omega Zero mod - Version 2 Release

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lizardcommando
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Re: Omega Zero mod - Beta 1 release

Post by lizardcommando »

Ok, that seems to have done the trick! Thank you Jarewill! Your help is much appreciated! It's really good to have another set of eyes looking at the coding.
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lizardcommando
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Re: Omega Zero mod - Beta 2 release

Post by lizardcommando »



Ok, here is the Beta 2 release for this mod. Here are the changes in this version:
  • The Berserk Pack is replaced with a Dark Cyber Elf powerup. This powerup not only makes your Z-Saber attack more powerful and faster, but you can perform a rising slash attack. Your Z-Buster is
    also powered up quite a lot. You can now freely shoot mid charge shots, the full charge shot takes less time to charge up, and when you fully charge your Z-Buster, you can perform the Double Charge
    Wave attack, which basically has you shooting two fully charged shots in rapid succession followed by a powerful midrange slash-wave attack.
  • Adjusted the length of time it takes to fully charge the Z-Saber and Z-Buster
  • Adjusted the frames and animation for the Z-Buster.
  • The Item and Keys HUD have been updated
Here is the link to download the mod.

https://www.mediafire.com/file/gkd86mrc ... 2.zip/file
Last edited by lizardcommando on Tue May 12, 2020 2:27 am, edited 1 time in total.
Jarewill
 
 
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Re: Omega Zero mod - Beta 2 release

Post by Jarewill »

I have noticed something: The subtank has the +INVENTORY.ALWAYSPICKUP flag set.
That means that even if the player has maximum amount of subtanks, (4) they will still be able to pick up another one, which will disappear from the map, because the player already has maximum of them.

I also don't see much difference in charge times when under the effect of a Dark Elf.

And a small suggestion: How about making the rising slash attack actually launch the enemies upwards?
Here's a puff that will launch the struck enemies upwards and backwards for example:
Spoiler:
One more small thing: All attacks that use A_Explode don't deal damage to boss enemies, due to their splash damage resistance.
The splash damage can be forced by using the +FORCERADIUSDMG flag.
That should make the Saber's charged slash viable against boss enemies.
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lizardcommando
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Re: Omega Zero mod - Beta 2 release

Post by lizardcommando »

Excellent suggestions. I'll have to change the splash damage properties and the sub tanks. I don't think I did change the charge time with the Powered up Z-Saber and Z-Buster. Although I am sure that the charge times from Beta 1 and Beta 2 are different.

Is there also a way to make it so that the rising slash makes the player jump up? I might not keep that in, but I do wish to test this out for a bit. I also tried adding it so that the powered up Z-Saber can deflect projectiles, but that didn't seem to work.
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Re: Omega Zero mod - Beta 2 release

Post by Jarewill »

Yes it is possible to make the player jump with the slash!
An example line from the edited Fire3 state:
Spoiler:
As for the blocking, you can use A_SpawnItemEx to spawn the FakeDeflect actor in front of the player.
Another example line:
Spoiler:
Miru
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Re: Omega Zero mod - Beta 2 release

Post by Miru »

I enjoyed gibbing targets so easily with this. WARE WA MESSIAH NARI! I have some suggestions for this mod as well;

* Double jumping
* A couple more techniques, like Messenkou (perhaps as Berserk charged saber?), Ryuenjin, etc.
* Possibly replace the other pickups with more items to give Omega an advantage.
* Iris getting a cameo in some form (Replacing John Romero or Commander Keen, probably?)
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lizardcommando
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Re: Omega Zero mod - Beta 2 release

Post by lizardcommando »

Thanks for playing my mod.

I won't be adding Iris. I'm trying to keep this strictly tied to Mega Man Zero 3. I'm still trying to rack my brain on how to add in the other skills, however, my main focus is trying to add in the EX Skill Ranbu and a taunt command similar to Brutal Doom where Omega will say his signature line.
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lizardcommando
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Re: Omega Zero mod - Beta 2 release

Post by lizardcommando »

The Taunt and the final EX-skill attack Renbu is being worked on right now. Hopefully the version 1 release will be released some time this week (or hopefully by the end of the month).
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lizardcommando
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Omega Zero mod - Version 1 Release

Post by lizardcommando »



Here it is. Version 1 is finally here! I couldn't have done this without Jarewill's help, major shout outs to him! Here is what is new with Version 1:
  • *The Dark Cyber Elf powerup (replaces the Berserk pack) now gives players the ability to perform the special EX-Skill, Renbu. It is the 7-hit Z-Saber combo. You fully charge up the Powered up Z-Saber. When you release the charge button, you quickly dash forward and stab in front of you. If you successfully hit your target, you perform a powerful 7-hit combo.
  • Players can now taunt (V is the default key). You say Omega Zero's famous line "WARE WA MESHIA NARI! HAHAHAHA!" It comes complete with an animation.
  • The Charged up Z-Saber blast also spawns debris that can damage enemies.
Here is the link to download the mod.
https://www.mediafire.com/file/8ntvdivu ... 1.zip/file

Here's the To-Do list for the mod:
  • Fix any bugs that are present.
  • Change the placeholder X-series sounds (namely the menu sounds and health pick up sounds) in to proper Zero series sounds.
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Re: Omega Zero mod - Version 1 Release

Post by Jarewill »

Congratulations on release!
I'm glad I could help with it. :D

Two small suggestions, if I may:
- How about changing the death scream into the explosion noise? Maybe also make the player explode on death like Omega.
- Renbu as it is, can't even take down a Baron reliably. I think it could use a buff, considering how powerful even a single fully charged shot is compared to it.

And the fully charged saber slash is even more flashy now with the rocks flying out. :o
I love it even more!
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lizardcommando
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Re: Omega Zero mod - Version 1 Release

Post by lizardcommando »

I've made some small adjustments to the Renbu EX-Skill. It should at least kill off a Baron of Hell with one full combo, although sometimes, due to the player moving around unless you have the Baron cornered, some of the hits could miss, so you might need to slash one or two more times to kill it off lol. I also changed the death sound into Zero's death sound from Mega Man X4. That will be temporary until I can find some high quality sounds from Mega Man Zero 3 and 4.

Please redownload the mod at your convenience. It is the same link.
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Captain J
 
 
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Re: Omega Zero mod - Version 1 Release

Post by Captain J »

The beam saber combo is very, very satisfying and quick to use. Nice job on improving this!

However, Zero's usefail and xdeath sound is the same as vanilla one, there's no impact sprite for saber when slashing the wall or enemy with NOBLOOD flag, and the animation after just pressing Alt-Fire button once is not really seamless.

Overall, it's getting better and better. Keep up the good work!
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lizardcommando
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Re: Omega Zero mod - Version 1 Release

Post by lizardcommando »

i thought i had replaced the xdeath sound. I will have to look into that. I'll have to add in the and impact sprites and decals for the slashing too.
zero11x
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Re: Omega Zero mod - Version 1 Release

Post by zero11x »

This mod shows promise, It would be neat if all the weapons from the Zero series could appear like the Triple Rod and Boomerang Shield along with some refined sprites.
smashbro596
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Re: Omega Zero mod - Version 1 Release

Post by smashbro596 »

some suggestions. maybe map the supermoves to their own keys? like the 7-hit combo and rekkouha?
more super moves like the arc blade, ryuenjin, and messenkou?
having the dark elf stay persistant throughout the levels/ option to start and stay powered up?
maybe a custom omega zero sprite for doomguy?
a lot of this would make omega zero overpowered, but i say to you: "isn't that kinda the point?"
this mod kicks all kinds of ass. the armies of hell vs the ultimate devil robot! zero is truely the greatest of the wily numbers!

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