[1.3 WIP] Codename: DEMOLITIONIST

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Artbor
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by Artbor »

i love your mod, its on of my favourite weapon mods at the moment.
please consider adding thumbnails/images to the Demolitionist Menu. i'm horrible at names and i always screw up which weapon/powerup is which in the library when trying to figure something out.
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Marisa the Magician
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by Marisa the Magician »

Library images are currently in the process of being tested in 1.2 development. At the moment only character profiles have them, but more will come later.
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Marisa the Magician
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by Marisa the Magician »

PSA: Starting from 1.2, multiplayer will no longer be officially supported. I've pretty much given up on making it work properly without desyncs.

Expect any future projects to also lack mp support. My apologies in advance for not being able to deal with this maintenance nightmare.
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Noobster2731
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by Noobster2731 »

Hold on hold on hold on



Is the Fuckin' Invincible ball a SUNDOWNER REFERENCE?????????
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Marisa the Magician
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Re: [1.2] Codename: DEMOLITIONIST

Post by Marisa the Magician »

        🎉Oh snap, 1.2 is finally here!🎉

Image



Oh man, I don't even know where to start. It's been one hell of a year, for sure.
A lot of stuff has happened, but finally, after so long working on this god damned thing... It's done!

Alright, let's get to the details.

1. Demolitionist Menu Refactor

This was the big one coming that I really needed to tackle, for the sake of my sanity and for code quality.
The Demolitionist Menu was pretty much a horrendous monolithic class before, but now ALL of its code has been rewritten from the ground up using a proper, clean and flexible modular design.

Oh, it's all so much more robust and easy to maintain now, and I've even been able to add some little bells and whistles here and there.
For example, the menu now adapts to the screen's aspect ratio. Long gone are the forced 16:10 days, as this menu will dynamically adapt to the screen to fit all nice and snug.
Oh, and there's also other nice conveniences, such as better handling of mouse input, smooth scrolling, and some little things here and there you might notice as you keep using it more.
The menu is also moddable, it's possible to define your own add-on tabs for it. Nifty, huh?

2. Achievement System Overhaul

So, previously, when achievements were implemented, this was done by creating a metric crapton of separate cvars. Very messy, to be honest.
Well, no mess no more, because that's been cleaned up thanks to the usage of a Dictionary class, which basically let's me have a small lil' database of sorts to handle it.
This has the added advantage of being harder to tamper with, too, so there's that (heh).

3. Original Voice Acting

Yeah, this is the second big thing here. Thanks to the amazing Vyolette we now have a proper, all-original English voice for Demo-chan.
I am most grateful for their interest in lending their voice to this sassy robot, and I hope this opens up many opportunities for the future too. I'm really excited.

Note: The old voice is still available, optionally, but do note it'll be missing various features.

4. Bugfixes and Rebalances

Yeah uh... No mod is free from having to get LOTS of bugs patched up, that's for sure.
And rebalancing? Yeah, even a completely OP mod like this needs that, honestly.

5. Rebranding

Oh yeah, before I forget. You may have noticed a name change on this thing. Yeah, no more "Swim Jizz", I'm sorry. The new branding is something that needed to happen.
This is far more than just "Some Weird Weapons Mod", that's for sure. The project has far outgrown its initial scope, pretty much becoming its own thing entirely.

But don't worry, if you have nostalgia for the old logo and whatnot, there's an option to revert to that (heh).



And now, some closing words...

It's been two and a half years since the project started. I've gotten this far thanks to your continued support. I really, really can't thank you all enough.
This community, the developers, modders, all my friends, my patrons, subscribers, EVERYONE... Thank you all, so much, for believing in me.
I'll continue creating, for many more years, because that's what I love, it's my true passion.

Now, let's get to exploding demon knees once more.
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Marisa the Magician
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by Marisa the Magician »

Noobster2731 wrote:Hold on hold on hold on



Is the Fuckin' Invincible ball a SUNDOWNER REFERENCE?????????
Yes, yes it is. :P

Edit: OOPS, looks like there was a tiny quirk in the credits menu, which I just fixed. 1.2.1 patch is out, I guess. That was fast.

Edit deux: Lol, 1.2.2 out.
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undeadmonk354
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Re: [1.2] Codename: DEMOLITIONIST

Post by undeadmonk354 »

This is the best gameplay mod I've ever seen in my live.

With new voice acting for Demo-chan and some compatibility with other mods, I guess this is the best one yet!
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nova++
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Re: [1.1.46] SWWM GZ: Cute robutt whomst love to explode dem

Post by nova++ »

Marisa Kirisame wrote:
Noobster2731 wrote:Hold on hold on hold on



Is the Fuckin' Invincible ball a SUNDOWNER REFERENCE?????????
Yes, yes it is. :P

Edit: OOPS, looks like there was a tiny quirk in the credits menu, which I just fixed. 1.2.1 patch is out, I guess. That was fast.

Edit deux: Lol, 1.2.2 out.
1.2.2 final final rev2
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Marisa the Magician
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Re: [1.2.2] Codename: DEMOLITIONIST

Post by Marisa the Magician »

I'm too impatient to update things slower. :P
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Marisa the Magician
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Re: [1.2.3] Codename: DEMOLITIONIST

Post by Marisa the Magician »

1.2.3 patch release:
  • Fix a null pointer dereference if the Ynykron beam erases the player and then continues killing other enemies.
  • Optional "extended hitbox" for items, allows them to act as if they had a vanilla collision size for picking up.
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Rachael
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Re: [1.2.3] Codename: DEMOLITIONIST

Post by Rachael »

Version [1.2.3]! 8-)
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Marisa the Magician
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Re: [1.2.4] Codename: DEMOLITIONIST

Post by Marisa the Magician »

And 1.2.4 is immediately out, boy I just can't give this damn thing a break. A very serious softlock was found, caused by headpatting a cacodemon WHILE picking up a new weapon. I fixed this up with a kinda hacky workaround, but hey, it works. Aren't race conditions fun?

Edit: 1.2.5 out now... Immediately after fixing the previous bug, another bug was discovered where the save version checker would incorrectly mark all subsequent loads as "tainted" even if the version is the same. This was due to checker variables not being reinitialized properly.
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RubyEyeShabranigdu
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Re: [1.2.6] Codename: DEMOLITIONIST

Post by RubyEyeShabranigdu »

Quick FIX updates are really nice!
Keep the good work!
Sartana
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Re: [1.2.6] Codename: DEMOLITIONIST

Post by Sartana »

This is one of the most charming gameplay mods I've played. I'm in the process of replaying all the classic Doom packs, up to and including Plutonia and TNT, just because I want more Demo-chan.
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Marisa the Magician
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Re: [1.2.7] Codename: DEMOLITIONIST

Post by Marisa the Magician »

1.2.7 update is out, fixes some font breakage in mapsets like RAMP.

So, yeah, turns out I made the bigfont replacement a bit too big here, so I decided to downscale it.
This may have affected some of the visuals here and there but not too much, thankfully.

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